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SpringTank | I've been working on the sound thing today and am at a point where I'm rebuilding bz_sendPlayCustomLocalSound as the current master for (I think 2.6) doesn't have anything in that function anymore. | 21:18 |
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SpringTank | And I found the hardway as to why | 21:18 |
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SpringTank | getDirectMessageBuffer() and a few others are no longer used and breaks the old code that was in there | 21:19 |
SpringTank | so my question is how would I start re-creating that network message? | 21:19 |
SpringTank | so that the function works again. | 21:19 |
SpringTank | unless there is work elsewhere for the custom sounds message | 21:19 |
blast007 | SpringTank: I think I had considered having some way to "register" a custom sound so it would work like textures | 21:27 |
SpringTank | I was thinking the same thing | 21:27 |
blast007 | so custom audio would be assigned a short name and a URL, and that would be sent to the client when connecting | 21:27 |
SpringTank | that would make scripting easier in the future | 21:27 |
blast007 | then we'd have pre-registered short names for the bundled sounds and just add on to the list | 21:28 |
SpringTank | i was just going to copy and rename the materials code that handles custom images and strip out what isn't nessasary | 21:28 |
SpringTank | but I did make some changes already to make custom world posistion sounds work. I just haven't tested it yet, though it compiles | 21:29 |
blast007 | we could have a MsgPlaySound that has two forms. Stats off with a byte of sound options (in the form of a bitmask) and a std::string with the sound name. Then depending on the sound options, additional values would follow, such as position and velocity. | 21:32 |
blast007 | the two forms being the one for local sounds (the player's or camera's position) and the second being positioned audio | 21:33 |
blast007 | in the start of my code here, that was the only sound option I had | 21:34 |
blast007 | oh, well, I guess I had a second one for if it was a custom sound, but that's probably unnecessary if we have a registration system for it all | 21:34 |
blast007 | client should be checking if it's a custom sound, not the server | 21:35 |
blast007 | we'd also want to make sure that we include the custom sound registrations in the replay file header | 21:39 |
SpringTank | so where do we want to register the custom sounds and their names in the client? do we want to use something that already exists, or make a new class? | 21:46 |
SpringTank | and on top of that, do we want it to only be registered via a sever message, or have it be registered on joining a server when it get's the server settings + world file like it does with textures. | 21:51 |
SpringTank | caus' I was thinking of making a more generic class for the second, and having the ability to add other stuff like custom meshes that can be dynamiclly loaded/unloaded/moved/etc. | 21:51 |
SpringTank | or maybe even texutres that can do the same, but that's for later. | 21:52 |
SpringTank | the same system could also be used for client lua scripts | 21:55 |
SpringTank | in fact, it might be worth it to inplement another downloadable file on server join and call it something like 'severCustom' | 21:57 |
SpringTank | have it list all the custom downloadable content, etc. | 21:57 |
blast007 | or just a Resource Manager | 21:58 |
SpringTank | or pack everything into a compressed zip, have the client download that | 22:00 |
SpringTank | call that the map file | 22:00 |
blast007 | that would be a larger change since currently even textures aren't sent from the game server | 22:02 |
blast007 | we could have a MsgRegisterResource message that has a resource type byte, a name, and a URL. | 22:04 |
blast007 | use that for textures and sounds | 22:04 |
SpringTank | I meant, have the sever send the client a URL for the compressed map file that includes everything else except the server config file. Then the client can download that. | 22:05 |
SpringTank | no more downloading the maps directly from the server | 22:06 |
SpringTank | i agree it would be a major change | 22:07 |
blast007 | so no more random worlds? | 22:09 |
SpringTank | hmmm | 22:10 |
SpringTank | good point | 22:10 |
blast007 | I'm not 100% against such a change, but that's probably outside the scope of 2.6 if we ever want to release it | 22:10 |
SpringTank | could do a hybrid system | 22:10 |
blast007 | glTF would be an interesting choice to look at later | 22:11 |
SpringTank | but yeah, im just trying to figure out ways to make these changes without breaking everything every time and so that it's a bit more future proof | 22:11 |
blast007 | we could have an extension that added anything extra we needed, such as teleporter definitions | 22:11 |
SpringTank | or add the server option for standard or packaged map files | 22:12 |
blast007 | Mozilla Hubs extends glTF a bit to add audio emitters, for instance. And they have a Blender add-on that adds support to modifying those extra features and exporting them as glTF | 22:13 |
SpringTank | ofc, that would complecate an already convoluted system | 22:13 |
blast007 | https://github.com/MozillaReality/hubs-blender-exporter | 22:13 |
SpringTank | so im still not clear on what glTF is. | 22:16 |
blast007 | a 3D asset format | 22:16 |
SpringTank | ah | 22:18 |
blast007 | https://static.bzexcess.com/gltf/ download either/both file from here and load them into here https://playcanvas.com/viewer | 22:23 |
blast007 | I don't think my rat's next export works entirely correctly | 22:24 |
blast007 | also that viewer is very shiny | 22:24 |
SpringTank | that's pretty neato | 22:26 |
blast007 | those were both from an /saveworld in .obj format, loaded into blender, and exported to glTF's binary format | 22:27 |
blast007 | I might have tweaked some stuff to get the textures to be included | 22:28 |
SpringTank | so what you are saying is you want to possibly try to get glTF working in bzflag? | 22:29 |
blast007 | not for 2.6 | 22:29 |
SpringTank | as it includes functionality for pretty much everything that's already done | 22:29 |
SpringTank | right right | 22:29 |
SpringTank | maybe a later version | 22:29 |
blast007 | it'd be a pretty major change | 22:30 |
blast007 | we'd have to have a way to convert old map files for instance | 22:30 |
blast007 | and create a vendor extension to add extra stuff | 22:30 |
blast007 | and ideally create an add-on for Blender that can work with our extra extension | 22:30 |
SpringTank | yeah something like a seperate porting utility to convert old maps | 22:31 |
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SpringTank | I think for now I will try to work on what I was already doing and go with another class for the custom sound registration | 23:30 |
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SpringTank | ill see if I can get that to work | 23:30 |
Optic_Delusion | OSX Ventura makes BZFlag framerate extremely choppy. | 23:45 |
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