IRC logs of Libera.Chat #BZFlag for Sunday, 2022-11-13

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SpringTankI'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
SpringTankAnd I found the hardway as to why21:18
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SpringTankgetDirectMessageBuffer() and a few others are no longer used and breaks the old code that was in there21:19
SpringTankso my question is how would I start re-creating that network message?21:19
SpringTankso that the function works again.21:19
SpringTankunless there is work elsewhere for the custom sounds message21:19
blast007SpringTank: I think I had considered having some way to "register" a custom sound so it would work like textures21:27
SpringTankI was thinking the same thing21:27
blast007so custom audio would be assigned a short name and a URL, and that would be sent to the client when connecting21:27
SpringTankthat would make scripting easier in the future21:27
blast007then we'd have pre-registered short names for the bundled sounds and just add on to the list21:28
SpringTanki was just going to copy and rename the materials code that handles custom images and strip out what isn't nessasary21:28
SpringTankbut I did make some changes already to make custom world posistion sounds work. I just haven't tested it yet, though it compiles21:29
blast007we 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
blast007the two forms being the one for local sounds (the player's or camera's position) and the second being positioned audio21:33
blast007in the start of my code here, that was the only sound option I had21:34
blast007oh, 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 all21:34
blast007client should be checking if it's a custom sound, not the server21:35
blast007we'd also want to make sure that we include the custom sound registrations in the replay file header21:39
SpringTankso 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
SpringTankand 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
SpringTankcaus' 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
SpringTankor maybe even texutres that can do the same, but that's for later.21:52
SpringTankthe same system could also be used for client lua scripts21:55
SpringTankin fact, it might be worth it to inplement another downloadable file on server join and call it something like 'severCustom'21:57
SpringTankhave it list all the custom downloadable content, etc.21:57
blast007or just a Resource Manager21:58
SpringTankor pack everything into a compressed zip, have the client download that22:00
SpringTankcall that the map file22:00
blast007that would be a larger change since currently even textures aren't sent from the game server22:02
blast007we could have a MsgRegisterResource message that has a resource type byte, a name, and a URL.22:04
blast007use that for textures and sounds22:04
SpringTankI 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
SpringTankno more downloading the maps directly from the server22:06
SpringTanki agree it would be a major change22:07
blast007so no more random worlds?22:09
SpringTankhmmm22:10
SpringTankgood point22:10
blast007I'm not 100% against such a change, but that's probably outside the scope of 2.6 if we ever want to release it22:10
SpringTankcould do a hybrid system22:10
blast007glTF would be an interesting choice to look at later22:11
SpringTankbut 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 proof22:11
blast007we could have an extension that added anything extra we needed, such as teleporter definitions22:11
SpringTankor add the server option for standard or packaged map files22:12
blast007Mozilla 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 glTF22:13
SpringTankofc, that would complecate an already convoluted system22:13
blast007https://github.com/MozillaReality/hubs-blender-exporter22:13
SpringTankso im still not clear on what glTF is.22:16
blast007a 3D asset format22:16
SpringTankah22:18
blast007https://static.bzexcess.com/gltf/   download either/both file from here and load them into here  https://playcanvas.com/viewer22:23
blast007I don't think my rat's next export works entirely correctly22:24
blast007also that viewer is very shiny22:24
SpringTankthat's pretty neato22:26
blast007those were both from an /saveworld in .obj format, loaded into blender, and exported to glTF's binary format22:27
blast007I might have tweaked some stuff to get the textures to be included22:28
SpringTankso what you are saying is you want to possibly try to get glTF working in bzflag?22:29
blast007not for 2.622:29
SpringTankas it includes functionality for pretty much everything that's already done22:29
SpringTankright right22:29
SpringTankmaybe a later version22:29
blast007it'd be a pretty major change22:30
blast007we'd have to have a way to convert old map files for instance22:30
blast007and create a vendor extension to add extra stuff22:30
blast007and ideally create an add-on for Blender that can work with our extra extension22:30
SpringTankyeah something like a seperate porting utility to convert old maps22:31
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SpringTankI think for now I will try to work on what I was already doing and go with another class for the custom sound registration23:30
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SpringTankill see if I can get that to work23:30
Optic_DelusionOSX Ventura makes BZFlag framerate extremely choppy.23:45

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