IRC logs of Libera.Chat #BZFlag for Tuesday, 2021-06-22

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GollumIs this where the cool kids are?06:28
Agathasadly no06:57
Gollumoh nothing new then haha06:57
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SpringTankquestion. what is the server setting that always forces a flag to be put into a random place when dropped?08:16
allejoset _maxFlagGrabs 108:29
SpringTankworks, thanks08:38
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jfindlaynoo, I hate that config10:00
SpringTankanother question. was there every a recent update to the useless mine plugin? I've downloaded the one from 2011 and it works and I've been able to mod it. however, I can't get it to update scores or send the server wide messages.10:01
SpringTankI've narrowed down part of the problem to this conditional statement: if (((bz_PlayerDieEventData_V1*)eventData)->shotID==i+1000)10:43
SpringTanksomething to do with identifying word weapon shotID's10:43
SpringTanki think...10:44
SpringTankah, i found the one on github10:44
blast007A while back, I had someone design a new logo. I cleaned it up a bit. How does this look?  https://static.bzexcess.com/tmp/8f.svg11:40
blast007Is it an improvement over our old logo? (ignore the red background thing)  https://github.com/BZFlag-Dev/bzflag/blob/2.4/misc/art/bzicon-red.svg11:41
the_mapI think I like the corners and edges of the current, more than the pillowed look of the new12:36
the_mapthe new has a more modern flat look, which doesn't quite capture the feel of the game12:36
blast007hmm, I guess now that I have our tank model exported, I could even just render out 3D icons12:51
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blast007https://raw.githubusercontent.com/BZFlag-Dev/bzflag/v1.10.0/win32/bzflag.ico  like that again ;)12:58
the_mapthe real question: is the "32" for Windows 32-bit or for the image being 32px? :)12:59
blast007Windows 32-bit :P13:00
blast007even now, we still build for 32-bit on Windows13:00
the_mapis it because you like seeing what you can get bzflag to run on? :p13:00
SpringTankThe new logo is nice, but IMO the minimilist style that seems to be trending as of lately has got to go. I like the old glassy look, or shoot, maybe even the old "windows XP" plasticy look. but im just being nostalgic.13:24
blast007the_map: part of it is that some of our dependencies didn't/don't have a 64-bit build in their included Windows build files13:55
blast007there are issues with 32-bit builds on Linux (floating point issues causes players to get stuck in teleporters that are on/near mesh objects, for instance) but we don't see those on the Windows builds13:57
blast007so less motivation to make the switch on Windows13:57
blast007I'll probably try to do it for 2.6.0 though13:58
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AgathaThe old logo is better IMO. There are a few things I would change about it, but the new one is a clear regression.15:46
AgathaIIRC I got 64-bit builds to work on Windows when I was working on the Two Tanks project. Given how little I know what I'm doing, it therefore doesn't seem like it should be a big problem. The floating-point issues on Linux are another matter, I suppose. Offhand, perhaps there are some compiler flags (robust FP, etc.) that should be tried; 32- vs. 64-bit changing the behavior is probably only due to chance.15:51
Agatha32-bit computers . . . I guess still exist, and are maybe over-represented among bz players, but 64-bit by default seems fine. You ask me, it should be an easily-switchable configuration option, so both versions can be released.15:51
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allejoSpringTank: use the more recent UselessMine plugin (the one I wrote)17:45
allejohttps://forums.bzflag.org/viewtopic.php?f=79&t=2001117:46
allejothere were changes made to the World Weapon API that causes older plugins not to function correctly with point assignment17:46
blast007Agatha: did that require any modification of build files in our dependencies?20:11
blast007Using CMake to build them might be a better option than what we're currently doing.  Or using Microsoft's vcpkg dependency manager, which I've started to experiment with.20:12
Agathablast007: I don't remember—which itself is more evidence that the process wasn't significantly more painful than setting up the thing in the first place (which to be fair is very unintuitive; you must rely on the build directions, I see this as a major deficiency by itself). If moving to CMake is on the table, I absolutely endorse that. Everyone who uses C++ knows how CMake works; it's the sine qua non of build systems, laaa20:15
AgathaAnother vaguely recollected opinion: remove dependencies or at least bundle them directly into the main source as redistributables. This is especially important for Windows, which lacks sane package management. There's no particular reason not to do this, and it's arguably standard practice to do so. This is, FWIW, fairly easy to do with CMake; you can point the build at some bundled sources, or allow the user to pick an external location—but either way you 20:27
Agathahave it ready to go because building without dependencies is more or less useless / impossible in the first place.20:27
blast007we used to bundle them but that caused problems for linux distributions20:28
blast007they had to remove them and patch our build files20:28
blast007I don't see us going back to that.  We have at times provided a pre-compiled dependency package that can just be extracted.  The master version of the code doesn't even need you to define the BZ_DEPS variable anymore as it just looks in a "dependencies" folder you create.20:30
blast007vcpkg is a pretty slick dependency management that can even integrate with CMake20:31
blast007it can automatically download and build the dependencies based on a manifest file20:31
blast007macsforme prefers premake5 over CMake, but I feel CMake is more mature and well supported20:31
JeffM[m]preeeeeeeeemmmmmmmaaaaaaaaaakkkkkkkeeeeeeeeeeeeeee :)20:32
blast007premake doesn't have package/library detection from what I can see20:32
blast007at least few that are already written20:32
JeffM[m]well your premake doesn't :)20:33
JeffM[m]my fancy one does20:33
blast007:)20:33
JeffM[m]I think there are ways to do it, but I have not done that part. so yes that is a valid concern20:34
JeffM[m]I know it can be done, because at work it pulls from our package repository20:34
JeffM[m]I don't know if that's custom code, or fancyness in our lua20:34
JeffM[m]we do have custom versions of several tools20:35
blast007until November 25, 2020, Premake5 had a module downloader that pointed to defunct site, opening up a possible remote code execution bug.20:39
JeffM[m]ooof20:39
blast007and that fix wasn't in a Premake5 release until April 13, 2021. (5.0 alpha 16)20:42
SpringTankThanks allejo. I already found that one and used it instead.23:27
SpringTankI modyfyed it so that it places a mine on dropping the useless flag as well as the command. I think it's a little more intuitive for new players and adds some interesting mechanics to using the mines. I also limited the shots to 3 for the useless flag so if you run out of shots it drops the flag and places a mine right there. If you die while holding the useless flag it places a mine kinda like a dead man's trigger.23:29
blast007ah, that's an interesting modification23:31
blast007I assume that when you die with a flag, the server triggers a flag drop API event, and that's what causes the last part?23:32
SpringTankyes23:33
SpringTankit looks to be possible to check to see if there was a player die event before you check for a flag drop in order to disable that "feature"23:33
SpringTankbut IMO I prefer the former.23:34
the_mapto play devil's advocate, that removes some of the challenge of using the mine - a player currently has to stop what they're doing to put the mine down, so they have a moment of downtime23:34
SpringTank^23:34
SpringTankbzflag needs a dedicated "use" key for this kind of stuff.23:34
SpringTanki know you can bind commands, but that's a little less intuitive for new players23:35

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