| SpringTank | Okay so i compiled it on a working linux system amd it works! | 02:47 |
|---|---|---|
| SpringTank | I can play completly custom sounds with this. | 02:47 |
| SpringTank | And it uses bzflag's cache. | 02:48 |
| SpringTank | Could make the server/plugin check for bzflag's version and only send sound to those that have been updated to a newer version. | 03:03 |
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| SpringTank | i can't remember, is there a way to change the color that your text shows up in on the list server? | 16:38 |
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| BulletCatcher | IIRC, list server colors are derived from the set of server settings so you can't change the color without changing the way the game server works. | 16:46 |
| SpringTank | interesting | 16:53 |
| SpringTank | looking at source now. It's based on shot count | 16:57 |
| SpringTank | in ServerMenu.cxx | 16:57 |
| SpringTank | explains why jump and other similar style maps are purple. 0 shots = purple | 16:59 |
| SpringTank | and once you are past 3 shots you transition from yellow to orange to red | 17:00 |
| SpringTank | so 20 shot servers are almost always red | 17:00 |
| SpringTank | i mean they are ALWAYS red | 17:00 |
| SpringTank | is there any particular reason for the colors being choosen the way that they are? IMO the server owner should have a choice in that. | 17:04 |
| BulletCatcher | See Git commit a2b28960f. Like so many things in BZFlag, the developer who added list colors simply made some choices that no one else ever revisited. | 17:13 |
| blast007 | Do you want server descriptions like this? | 17:16 |
| Agatha | ֍_֎ | 17:17 |
| blast007 | we should probably just make them all white | 17:17 |
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| SpringTank | lol | 19:36 |
| SpringTank | yes, actually | 19:36 |
| SpringTank | that's figgin awsome | 19:36 |
| SpringTank | but, not each letter being colored | 19:36 |
| blast007 | I almost feel like that was actually a problem in the past.. | 19:37 |
| SpringTank | it probably was... | 19:37 |
| SpringTank | hey blast, did you see my fix for using custom sounds from bzflag's cache? | 19:37 |
| blast007 | yeah | 19:38 |
| SpringTank | can we have a similar fix for the next release of 2.4? | 19:38 |
| blast007 | I didn't compare what was changed, but I assume you just changed the function that looks for a sound file to include more directories | 19:38 |
| SpringTank | pretty much all i did | 19:38 |
| SpringTank | yeah | 19:38 |
| spldart | colors! 8~] | 19:39 |
| spldart | I'm done | 19:39 |
| SpringTank | people are having a... blast... with my goomba stomp plugin and the sound it makes. | 19:39 |
| SpringTank | but they have to manually put the sound file into their ./data directory | 19:40 |
| blast007 | I'm personally against fixing it in 2.4 | 19:40 |
| SpringTank | hmm :/ | 19:40 |
| SpringTank | when is 2.6 expected to be ready? | 19:41 |
| blast007 | I was going to look at just adding some map object for sounds | 19:41 |
| SpringTank | I was looking at the same thing, doesn't seem too difficult to add | 19:41 |
| blast007 | then it would download them at join along with the textures, managing them with the CacheManager | 19:41 |
| SpringTank | right | 19:42 |
| SpringTank | the extra sounds adds a lot to the game IMO | 19:42 |
| blast007 | though I'm not sure it 100% makes sense to be in the map file since that will not be what calls the sound.. | 19:42 |
| SpringTank | well... when used properly that is. lol | 19:42 |
| SpringTank | why not both then? | 19:43 |
| Zehra | Actually, this begs a bit of a different question, what is the map format expected to do and support? | 19:43 |
| SpringTank | sound objects in the map file that can be looped, triggered by shooting or driving through, and ambiance sounds that only play for a player when they are in a zone | 19:43 |
| SpringTank | and ofc, the sounds triggered by plugins | 19:44 |
| SpringTank | but, they all need to be downloaded to the cache when the map and textures are downloaded | 19:44 |
| SpringTank | that way they are there when a plugin calls for them | 19:45 |
| SpringTank | that part of the feature is kinda already there in 2.4, it's just broken | 19:45 |
| Zehra | It's more of an untested feature, various clients would crash with custom sounds, IIRC... | 19:47 |
| SpringTank | I'm testing it right now. | 19:48 |
| SpringTank | Doesn't seem to be crashing people's clients on my server. | 19:49 |
| SpringTank | not that I can tell... | 19:49 |
| SpringTank | but people are staying it seems | 19:49 |
| Zehra | I guess the client crash issue is mostly fixed then. Or rare enough not to be a concern. | 19:51 |
| Zehra | As far as I can tell, this is going off on a different line of thought, but related to some extent... | 19:52 |
| SpringTank | Don't really know if it's crashing clients from the server side. | 19:53 |
| SpringTank | It's hard to tell if people don't straight up come back and say their client crashed. | 19:53 |
| SpringTank | and without logs, it's nearly impossible to figure out why it crashed. | 19:53 |
| Zehra | It's easy somewhat to an extent, but the irrelevant data hiding it makes it tedious enough to work with. (Irrelevant as insufficient data easily hides false positives.) | 19:55 |
| SpringTank | well, yeah | 19:56 |
| Zehra | a.k.a. join/part time, see if it occurs before kill, grab, drop...etc events, if it happens to version x long enough or if spawn is delayed by x seconds assume crash if no action by x seconds. | 19:56 |
| Zehra | But for 2.6.x. the bigger issue is how custom sounds should be handled, if they become a feature... | 19:57 |
| SpringTank | or.... put a crash hanler in the client and report it to the server when it happens right before disconnect. | 19:57 |
| SpringTank | most other games already have these features... | 19:57 |
| Zehra | Uh, if the client crashes, I somewhat doubt you'd get a report... | 19:57 |
| Zehra | Unless it's an external application or something. | 19:57 |
| SpringTank | TF2 does it. "Disconnected: Client reports a problem." or somethig like that... | 19:58 |
| SpringTank | The client almost always gives a reason for disconnect. And if it doesn't, the server logs it as a client timeout | 19:58 |
| SpringTank | or something.l | 19:58 |
| SpringTank | bzflag kinda does that when someone goes. NR | 19:59 |
| SpringTank | I haven't seen anyone go NR on my server yet. | 19:59 |
| Zehra | I might be wrong, but IIRC, there was some issues with when a client is dead and goes NR, as in you "can't" tell it went NR. | 20:00 |
| Zehra | You would get high PL or lag though, but it was only under a few conditions, otherwise it just appeared idle. | 20:01 |
| Zehra | Could the possibility of custom sounds/textures for custom flags be considered in 2.6.x? | 20:05 |
| Zehra | If so, could custom values of a shot/flag type be considered for them. | 20:06 |
| Zehra | a.k.a. Flag = Flamethrower, shot type = MG, texture = custom, sound = custom, flag var subset = 1/3 of MG shot range, 1/5 of reload time. | 20:07 |
| Zehra | Less of an actual request/suggestion... more of design consideration for the future. | 20:10 |
| SpringTank | the ability to replace bzflag's default sounds with custom ones might be nice | 20:12 |
| SpringTank | make bzflag 2.5 | 20:12 |
| SpringTank | make that the sounds update | 20:12 |
| SpringTank | hey blast, you ever try VR? | 20:52 |
| SpringTank | can we get bzflag in VR? | 20:52 |
| SpringTank | lol | 20:52 |
| Zehra | VR might be a fun April fools joke, but otherwise impractical. :p | 20:53 |
| Zehra | "BZFlag has officially depreciated mouse, keyboard and other means of interface in favor of VR technology and interfaces... | 20:54 |
| Zehra | "The move is designed to modernize BZ and allow it to be more intuitive for users for quicker and faster play"... | 20:55 |
| SpringTank | lol | 20:56 |
| SpringTank | all movement is now gesture based | 20:56 |
| SpringTank | you must snap your fingers to fire a shot. | 20:57 |
| SpringTank | actually... that might be kinda fun... | 20:57 |
| Zehra | "blink your right eye to drop a flag", "blink your left to lock on GM"...etc | 20:58 |
| Zehra | Could be fun, but you'd need a really minimized version of BZ to make it work well. | 20:59 |
| * Zehra thinks of 20-30 minutes on Apocalypse and/or Missile War 3... | 21:01 | |
| Zehra | @SpringTank Or imagine voice activated controls in BZ? "Missile Lock" for locking on GM. :P | 21:02 |
| blast007 | SpringTank: I have an Oculus Rift CV1 | 21:09 |
| SpringTank | the original?? Didnt think anyone still had those. Can you use it for any modern steam games? | 21:10 |
| blast007 | sure, it works fine | 21:11 |
| blast007 | played Half Life Alyx with it, for instance | 21:11 |
| SpringTank | Nice! | 21:11 |
| blast007 | need to finish getting my room set up for better room scale VR | 21:11 |
| blast007 | I have four sensors and wall mounts for them | 21:12 |
| blast007 | adding VR to BZFlag has the potential for an unfair advantage | 21:16 |
| SpringTank | Halflife Alyx is a really good example of sound design. | 21:16 |
| blast007 | yeah, it's a pretty good game overall | 21:17 |
| blast007 | I think there's some level of control I can't get with my Oculus touch controllers, but it hasn't affected my ability to play it | 21:17 |
| SpringTank | I was joking about vr being added to bzflag. You would have to make it so its like you are in a tank driving it with a tiny viewport out the front. | 21:18 |
| SpringTank | I loved halflife | 21:18 |
| SpringTank | That ending was amazingly welldone for a game | 21:18 |
| blast007 | haven't finished it myself | 21:18 |
| blast007 | I was at a point where I was trying to see if I could cheese the level by getting on top of a filing cabinet | 21:19 |
| SpringTank | Lol | 21:19 |
| SpringTank | *climbs on real filing cabinet* | 21:20 |
| blast007 | part of it is resetting the view while on the ground so you can get higher ;) | 21:20 |
| blast007 | I've crawled through holes in walls in a couple instances, though one of them I think they expected you to | 21:21 |
| blast007 | oh, I also have a box that I carry around with me the whole game where I store extra grenades and health items | 21:22 |
| blast007 | there was also some part where you drop down an elevator shaft and I managed to get back up it by stacking boxes | 21:23 |
| blast007 | I *think* | 21:23 |
| SpringTank | I... I think that is how everyone plays that game. | 21:25 |
| blast007 | SUPERHOT VR is also really good, though short | 21:25 |
| SpringTank | You play accounting simulator, or what ever its called? Made by the same people who made Rick and Morty. | 21:26 |
| blast007 | nope | 21:27 |
| SpringTank | its' weird | 21:42 |
| SpringTank | but... entertaining | 21:42 |
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| SpringTank | how far along is 2.6? | 23:50 |
| Zehra | What is the current vision for 2.6, as there has been concerns of feature creep and a repeat of 3.x/2.99? | 23:57 |
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