Agatha | @Optic_Delusion_ Yep. In keeping with my previous statements, I humbly suggest upgrading it to also do that, then—as well as a grace period on flag cap point bonuses (both positive and negative). As desired, suggest conferring with Grue, who I think implemented a similar system. | 00:20 |
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Optic_Delusion_ | I admit our flag cap bonuses need a complete overhaul | 00:21 |
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Zehra | What options need to be set to have a server run for x minutes and shut down after that time period? Since `-time` 00:30:00 or :30:, do not cause a 30 minute run. | 01:04 |
Zehra | (Or I may be misreading the documentation for bzfs.) | 01:06 |
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blast007 | -time either takes a number of secionds, or a wall clock time in hh:mm:ss format, with minute and second being optional (and if you include only the hour, it must end in : to differentiate it from a time limit in seconds) | 01:31 |
blast007 | seconds* | 01:31 |
blast007 | in the wall clock mode, it stopp stop at that time of the day | 01:32 |
blast007 | stop* | 01:32 |
blast007 | can't... type... :P | 01:32 |
blast007 | in the time limit mode, it will only start the countdown after the first player joins | 01:32 |
blast007 | I don't know for sure if the wall clock mode will trigger the game to end if nobody has joined | 01:32 |
blast007 | Zehra: is your goal to start the 30 minute countdown as soon as someone joins? | 01:36 |
Zehra | blast007: The goal is have 30 minutes countdown, regardless if players join or not during that time period. (Map rotation) | 01:41 |
Zehra | Also, I now got how the time format works too! | 01:43 |
Zehra | wall clock time was the keyword, otherwise I'd still be fiddling on why it's not shutting down in 30 minutes. | 01:44 |
blast007 | I wonder if an SSP is enough to make the countdown start up | 01:46 |
Zehra | LouMan used bzadmin IIRC to trigger the countdowns, clever, but not really ideal. | 01:47 |
Juest | hi been a long time :) | 01:47 |
Zehra | Hi Juest, long time no see. :) | 01:48 |
* Zehra begins rethinking some form of timers/countdowns | 01:48 | |
Juest | how things been around here? | 01:48 |
Juest | not on discord or matrix? | 01:48 |
Zehra | The biggest news was Tim's return to bz | 01:49 |
Juest | when? | 01:49 |
Juest | Tim? | 01:49 |
Zehra | https://forums.bzflag.org/viewtopic.php?t=20617 - Checking in | 01:50 |
Zehra | Tim Riker :) | 01:50 |
Zehra | And work on IPv6 support for BZFlag, meaning mobile players can get global auth, in 2.6.x, IIRC. | 01:51 |
Zehra | But if we go back a bit earlier, Grue has Castle Scarwall up and it was a popular server. | 01:52 |
* Juest reads | 01:52 | |
Zehra | And Apocalypse launched some custom flags and game modes. (not sure how long it's been for you.) | 01:52 |
Zehra | the rest is mainly me posting stuff, monthly events, league events... and I'm not sure how much else. | 01:54 |
blast007 | note that Matrix currently isn't bridged to this channel (or #bzflag-chat) | 01:54 |
blast007 | they took the bridge down due to some issues | 01:54 |
blast007 | allejo: I'm currently attempting work on the Dockerfile so it would copy in the contents of a custom_plugins directory and automatically craft a plugins.txt file based on what, if anything, is in there | 01:57 |
Juest | ah, are there people on matrix? | 02:00 |
Juest | Zehra: i checked in years apart | 02:01 |
Juest | oh well, i forgot my forum password, is that linked to the game password? | 02:04 |
Zehra | Juest: There is some people on matrix, but now since IRC and Matrix are not connected, I'm not sure what goes on at this point. | 02:04 |
Zehra | Also, game password is the same as forum password... | 02:04 |
Zehra | Unless you're using different accounts for both. | 02:04 |
Zehra | But "config.cfg" will have your password, in case you forget it by any chance. | 02:05 |
Juest | yeah got it | 02:10 |
Juest | and i reached the maximum login attempts | 02:11 |
Juest | captcha is asking me what is the name of one flag in the game | 02:12 |
Zehra | Agility | 02:12 |
Juest | Got it, any flag worked | 02:12 |
Juest | mind asking kierra for a invite? | 02:13 |
Zehra | err, she is here... | 02:13 |
Juest | oh right | 02:13 |
Zehra | ->moriah | 02:13 |
Juest | oh interesting | 02:13 |
Juest | wonder why, no offense | 02:14 |
Juest | uhh i cant see threads when i click on forums | 02:15 |
Juest | oh 1 month old max | 02:15 |
Zehra | https://forums.bzflag.org/search.php?search_id=active_topics | 02:15 |
Zehra | oh, lol | 02:16 |
Juest | i just upgraded my bz install on this computer | 02:25 |
Juest | sad that its basically dead | 02:35 |
Juest | lots of servers but no people | 02:35 |
moriah | Okies | 02:37 |
blast007 | Juest: gonna be an event on Saturday: https://forums.bzflag.org/viewtopic.php?t=20682 | 02:37 |
moriah | Invite sent, juest | 02:39 |
Juest | thanks moriah | 02:47 |
Juest | what other updates development side have happened? | 02:52 |
blast007 | enhancements to joystick support is about ready to merge | 02:59 |
blast007 | (deadzone adjustment, corner stretching since most analog sticks don't go fully to the corners, and a test page to show the results) | 03:00 |
blast007 | that was done by macsforme and we're just working on the last bit of testing | 03:01 |
blast007 | Tim Riker has been doing a lot of work adding support for IPv6 to the game | 03:01 |
blast007 | I need to test the changes to the server list yet regarding that. I'm still not sure I can enable IPv6 on the legacy list yet. | 03:02 |
Juest | I've read tim riker's recent thread | 03:02 |
blast007 | allejo started a Dockerfile to building and running a containerized BZFlag server, and I've kinda went down the rabbit hole on that one.. | 03:03 |
blast007 | allejo: by the way, I did get custom plugins working in the docker container. Now I'm playing around with multi-stage builds to make the final image smaller. | 03:05 |
Juest | that sounds useful | 03:07 |
blast007 | 67.4MB image with a working bzfs and plugins | 03:45 |
blast007 | still working on some more tweaks to the Dockerfile. | 03:45 |
Juest | does bzf have ci/cd? | 03:57 |
blast007 | we run a test build with each commit, but it doesn't actually test beyond it actually building | 03:57 |
Juest | oh so just unit tests instead of the full game compiled? | 03:58 |
Juest | oh wait, i just understood what you meant | 03:58 |
Juest | there's game build outputs but its untested | 03:58 |
blast007 | yeah, it just runs a full compile | 03:58 |
Juest | complete with assets? | 03:58 |
Juest | is it supposed to run out of the box even? | 03:59 |
blast007 | not sure what you mean | 03:59 |
Juest | can a developer run the output for testing out of the box? | 04:00 |
blast007 | by assets do you mean the textures/sounds? or are you talking assets in the sense of a compilation output? | 04:00 |
Juest | assets in the sense of art | 04:00 |
blast007 | those aren't compiled. they're static files in the data/ directory in the repo | 04:00 |
Juest | yeah im talking about the data bzflag needs | 04:00 |
blast007 | it's possible to run the game from the source directory | 04:00 |
Juest | i see, so just a matter of post-copy it | 04:00 |
blast007 | just need to have the working directory set to the root of the source checkout | 04:01 |
Juest | maybe there could be unit tests that require the data folder and can be copied to the test subfolder | 04:01 |
Juest | okay | 04:01 |
blast007 | we don't have any tests, unit or otherwise | 04:01 |
Juest | is the ambitious branch abandoned? | 04:02 |
Juest | referring to 2.99/3.00 | 04:02 |
blast007 | though for the server side of things, my game servers (bzexcess) rebuild every time a new commit is pushed | 04:02 |
blast007 | 2.99 was abandoned when we switched to working on the 2.3 development version | 04:03 |
Juest | switched to what would become 2.4, correct? | 04:03 |
blast007 | yeah, 2.3 was the dev version for what became 2.4 | 04:04 |
blast007 | there was also a 1.8 version that was abandoned | 04:04 |
blast007 | IIRC | 04:04 |
blast007 | oh, another thing I've been working on is replacing the menu/UI of BZFlag with RmlUi. It uses syntax based on parts of HTML/CSS. Just recently got my silly little test menu based on one of their demos to actually render in the game: https://static.bzexcess.com/videos/bzflag_rmlui-2023-08-11_16.54.59.mp4 | 04:08 |
Juest | i saw the progress you posted on riker's thread | 04:08 |
blast007 | that was just in a test app. just got it working in the game in the last week or so. | 04:09 |
Juest | i see | 04:09 |
Juest | that's awesome, does it mean all the menus are replaced with web based counterparts? | 04:10 |
Juest | and is it fast to render? | 04:10 |
Juest | very fast to render that even a potato can do it quick | 04:10 |
blast007 | I don't yet have input hooked up and I don't have full menus created | 04:10 |
Juest | i see | 04:11 |
Juest | but in theory its a full replacement yes? | 04:11 |
blast007 | yeah | 04:11 |
Juest | maybe have a converter for the menus code? | 04:11 |
blast007 | oh god no | 04:11 |
Juest | a export to html/css in the expected format | 04:11 |
blast007 | it would be faster to just do it all manually | 04:12 |
Juest | okay fair | 04:12 |
blast007 | anyways, I need to sleep. cya. :) | 04:12 |
Juest | gn | 04:13 |
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TimRiker | rmlui would be nice as it could add other character sets. My IPv6 PR is pretty stable now. Need to change some infrastructure so we can get more testing done. | 06:47 |
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blast007 | TimRiker: RmlUi does use UTF-8 and also supports fallback fonts to handle unknown characters in the main fonts, which they demonstrate with emojiis | 09:47 |
blast007 | TimRiker: for the changes on the bzfls repo handling IPv6, I need to make sure it didn't break security or usability for weblogin | 09:51 |
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TimRiker | blast007++ | 17:29 |
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