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BZNotify | 2.4 @ bzflag: atupone pushed 1 commit (https://github.com/BZFlag-Dev/bzflag/compare/1fac31883d75...20cfe5ec6118): | 06:59 |
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BZNotify | 2.4 @ bzflag: atupone 20cfe5: configure.ac: do not use gnu extensions (https://github.com/BZFlag-Dev/bzflag/commit/20cfe5ec6118689d2df04876a4aef2a7e371ffe0) | 06:59 |
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blast007 | oh god, what has science done | 14:23 |
blast007 | wonder how long it'll take to load a 200MB BZW file | 14:29 |
blast007 | https://static.bzexcess.com/videos/apple.mp4 | 14:40 |
SpringTank | how did you do that? | 14:49 |
blast007 | dynamicColors | 14:50 |
blast007 | each pixel is a meshbox, and I created a dynamicColor with a sequence for red/green/blue that matched up with the frames of the video at that pixel location, and assigned it via a material to the coresponding meshbox | 14:51 |
blast007 | The resolution is 120 x 90 | 14:52 |
blast007 | I tried to redo it at 480 x 360 at the full 30 FPS instead of 6 FPS, and.. let's just say that I'd need more RAM (or a more optimized script) to do that one.. | 14:55 |
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blast007 | oh, actually this was 15 FPS, not 6 | 15:08 |
SpringTank | man... | 15:58 |
SpringTank | sounds easier to just implement animations directly into bzflag... | 15:58 |
SpringTank | but that's really clever | 15:58 |
blast007 | I was bored this morning :) | 16:05 |
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Juest | :D | 16:56 |
Juest | thank you blast007 | 16:57 |
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blast007 | Juest: I don't think the dynamicColors syntax allows specifying a sequence of specific red, green, or blue values, so I don't think full color video would be possible :) | 17:24 |
Juest | oh well | 17:31 |
Juest | good to know | 17:31 |
blast007 | either way, not really a practical solution for anything, but good for a funny meme | 17:31 |
Juest | yeah i agree | 17:32 |
blast007 | you could have a creepy parking garage with flickery lighting though | 17:32 |
Juest | ah yes, imagine a garage in bz | 17:33 |
Juest | how would you implement tanks driving on slopes? | 17:34 |
blast007 | or an animated neon sign: https://www.youtube.com/watch?v=7j2W2_172b0 | 17:34 |
blast007 | no slopes, only teleporters to the next/previous levels :) | 17:34 |
Juest | im genuinely wondering if its possible to implement in this design | 17:35 |
blast007 | if I start documenting the map format on the new site, I'll probably start with the more advanced stuff like this | 17:37 |
blast007 | dynamicColor, textureMatrix, physics, drawInfo | 17:39 |
Juest | why? | 17:39 |
blast007 | because people can figure out a box | 17:40 |
Juest | well include basics too | 17:40 |
blast007 | I would cover everything eventually | 17:40 |
Juest | not everyone knows how to make a box in bzw | 17:40 |
Juest | fair enough | 17:40 |
Juest | how its going btw? | 17:40 |
Juest | still busy with work or..? | 17:41 |
blast007 | yeah, at work right now | 17:41 |
blast007 | I should probably do some :) | 17:41 |
Juest | heh, good luck. it must be a chill day over there | 17:41 |
Juest | looking forward for fixing that bug | 17:42 |
blast007 | there's probably only few other people here right now | 17:42 |
Juest | should i check if i crash on macos with the drawinfo issue? | 17:43 |
blast007 | I imagine it would. Somewhere we're trying to read freed memory, that tends to be a good way to create cross-platform crashes :) | 17:44 |
Juest | I see | 17:44 |
Juest | do dev builds break network compatibility? | 17:46 |
Juest | why often servers are running dev versions? | 17:46 |
blast007 | 2.5 breaks network compatability | 17:48 |
blast007 | 2.4 "dev" builds do not | 17:48 |
Juest | that is master vs 2.4? | 17:49 |
blast007 | yeah | 17:49 |
blast007 | many servers run self-compiled versions with the latest 2.4 from github, so they'll show as 'dev' versions | 17:49 |
Juest | is there any advantage of running self-compiled vs packaged? | 17:50 |
blast007 | bzexcess, for instance, updates and restarts every time new commits are pushed | 17:50 |
blast007 | the advantage is that it's newer | 17:50 |
Juest | but the code didnt change? | 17:50 |
blast007 | with Debian, for instance, it will never get a new version in Debian 11 | 17:50 |
blast007 | yeah it did | 17:50 |
Juest | oh fair, so basically keeping up with development | 17:50 |
blast007 | the packaged version might be several versions behind | 17:51 |
Juest | on linux i understand | 17:51 |
Juest | but windows or mac? | 17:51 |
blast007 | there are likely 0 Windows servers on the list | 17:51 |
blast007 | and might also be 0 mac server | 17:52 |
blast007 | 99% is linux, with maybe a handful of bsd | 17:52 |
Juest | why? | 17:52 |
blast007 | well, if you're running out of a datacenter somewhere, linux is the cheaper option | 17:52 |
Juest | are there improvements in clients that arent on the packaged versions? | 17:52 |
blast007 | sure | 17:53 |
blast007 | check the changelog | 17:53 |
Juest | well yeah beyond that linux is superior than windows networking-wise | 17:53 |
Juest | changelog as in github commits? | 17:53 |
blast007 | we had some bugs in Windows that I *think* we might have fixed that caused running servers to have more issues | 17:53 |
blast007 | I can't recall if that was fixed in 2.4 though | 17:54 |
Juest | also to check out crashes in release bzflag im better off with a self-compile with pdbs right? why are the pdbs not included in the final output and can it be enabled? | 17:54 |
blast007 | there was an issue with calculating elapsed time that only happened when running a server, so time ran at the wrong speed in bzfs which broke stuff | 17:54 |
blast007 | I don't know enough about that to know how that even works.. I'd think that a release build wouldn't be able to be debugged even if you have some PDBs next to it. | 17:55 |
blast007 | we used to ship the debug build on macos because of how crashy it was :) | 17:56 |
Juest | why? i've been able to check out stacktraces easily with pdbs on release | 17:56 |
Juest | i understand that release may be harder to debug but nothing stops it from being debuggable | 17:57 |
blast007 | k | 17:57 |
blast007 | never tried | 17:57 |
blast007 | I just tend to run in debug when I'm testing | 17:57 |
Juest | thats fair, you could have edge cases where it wouldnt crash on debug but does on release | 17:57 |
blast007 | yes, we have before | 17:58 |
blast007 | some of those I might have tracked down with the help of static analysis tools | 17:58 |
Juest | its not a bad idea to debug a release build as well :) | 17:58 |
Juest | good to know that there's helpful analysis tools to debug release builds beyond the traditional debugging scenario | 17:59 |
blast007 | 2.4.4 fixed a LOT of crash bugs because we had someone actively searching for them so they could crash clients and servers, so we put a lot of effort into fixing them and finding any others before they did | 18:00 |
Juest | awesome | 18:00 |
Juest | wonder how did this drawinfo one slipped | 18:00 |
Juest | i guess nobody bothered to spam connect | 18:00 |
Juest | i think i'll begin to self-compile bzflag and copy the pdbs | 18:02 |
Juest | since the packaged release has no pdbs in it | 18:02 |
Juest | nor are there pdbs available nor any debug information on the releases/binaries | 18:02 |
Juest | weird that i had the incompatible pdb format and the compile didnt delete the old ones | 18:04 |
Juest | i guess that was because i last compiled it when it was on vs 2015 | 18:04 |
Juest | why people play on old versions of bzf? | 18:37 |
blast007 | some people still run Windows XP | 18:37 |
blast007 | some don't care about upgrades as long as it still works | 18:38 |
Juest | okay, what version of bzf dropped support for xp? | 18:44 |
Juest | and, does it technically still work if you build with the xp compilers? | 18:44 |
Juest | why sometimes the textures cache just fails? | 18:45 |
Juest | it says 0kb when downloading and it throws errors afterwards | 18:45 |
Juest | had a fps drop/freeze when a lot of gms exploded/collided | 18:48 |
blast007 | 2.4.4 dropped XP | 19:09 |
blast007 | technically | 19:09 |
blast007 | mainly because I didn't want to add OpenSSL to the build dependencies, which would have also needed Perl :) | 19:09 |
blast007 | what error does the texture download show when it fails? | 19:11 |
Juest | i lost the message | 19:18 |
Juest | but basically the data is corrupt/empty and not loaded | 19:19 |
Juest | lol i got a runtime error message because of the reconnect crash with drawinfo maps | 19:20 |
Juest | i wish its possible to save settings when you exit options dialog | 19:20 |
Juest | when you exit options menu | 19:20 |
blast007 | you can manually save the options in the options menu | 19:26 |
BZNotify | bzflag: atupone synchronized pull request #306 "Add plugin system in python" (https://github.com/BZFlag-Dev/bzflag/pull/306) | 19:32 |
Juest | i know, i'd rather have it save automatically every time i esc out of options | 19:37 |
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Juest | blast007: bzfs pdb on msvc has a dot prefix | 20:32 |
Juest | i mean the folder is prefixed by a dot | 20:32 |
Juest | about x64 on dependencies, it seems like for regex, glew and sdl2 it is actually built in 64 bits | 20:42 |
Juest | the rest don't have if %ARCH%=x86 statements | 20:42 |
Juest | oh nevermind | 20:42 |
Juest | i see the %ARCH% | 20:42 |
Juest | only zlib and pdcurses seem to not build 64 | 20:43 |
blast007 | how are you checking that? | 20:51 |
Juest | looking into the bat file | 20:52 |
Juest | didnt look into the makefile | 20:52 |
blast007 | the DLLs are 64-bit | 20:53 |
Juest | oh interesting, and they work on 32 bits too it appears? | 20:54 |
blast007 | no, I mean the DLLs it built when I told it to do 64-bit did build 64-bit | 20:55 |
Juest | oh okay, how does that work? | 20:55 |
blast007 | what do you mean? | 20:56 |
Juest | how does it build 64 bits when x64 is specified? | 20:57 |
Juest | arch is specified in the makefile? | 20:57 |
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Juest | im also noticing, does zlib build the same dll for debug and release? | 20:59 |
blast007 | yeah, zlib does the same thing for both | 20:59 |
Juest | and the build directory for x64 is the same as 32 bits or not? | 20:59 |
Juest | which nsis is required for the installer? | 21:00 |
blast007 | the output directory is different | 21:00 |
Juest | ah good | 21:00 |
Juest | i mean the actual build directory is also different? | 21:00 |
blast007 | I don't know if it's possible to build both the 32-bit anc 64-bit dependencies without cleaning between the two | 21:00 |
Juest | the directory where the build artifacts go | 21:00 |
Juest | i think i've tried in the past and i could do that | 21:00 |
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blast007 | I had just compiled 64-bit then copied the output-* directories out and cleaned and then built 32-bit | 21:01 |
Juest | how did it go? | 21:01 |
blast007 | it seemed to work, but I also didn't verify that every .lib is 64-bit | 21:02 |
Juest | should be quick and minor to update: bzfs pdb path in the vcxproj is .$(OutDir)bzfs.pdb | 21:03 |
Juest | that stray dot is making it go to a separate folder | 21:04 |
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BZNotify | 2.4 @ bzflag: blast007 pushed 1 commit (https://github.com/BZFlag-Dev/bzflag/compare/20cfe5ec6118...ec51294eb8a7): | 21:14 |
BZNotify | 2.4 @ bzflag: blast007 ec5129: Remove stray period from PDB path (https://github.com/BZFlag-Dev/bzflag/commit/ec51294eb8a7ffb329b268adf2e55fec5d24b2f2) | 21:14 |
blast007 | the latest NSIS should work fine | 21:51 |
blast007 | 3.09 | 21:51 |
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Juest | i checked its nsis 3 | 22:44 |
Juest | is there anything i could help with 2.5 development? | 22:49 |
blast007 | I can't even recall where we left off with 2.5 | 22:50 |
blast007 | I did notice that there's some bug with 2.5 that causes jitter to be a lot higher | 22:50 |
blast007 | well, and now today it's not doing it, of course.. | 22:52 |
Juest | i could try on my hampered machine | 22:54 |
Juest | which surprisingly i dont have a high jitter | 22:54 |
Juest | also, yeah i can confirm that the tris and rtris counters are borked on release but work properly on debug | 22:55 |
blast007 | a few weeks back when I had tried it, I was getting over 30 ms jitter on 2.5, but only like 2 ms on 2.4, to the same servers | 22:55 |
blast007 | (well, to different bzfs instances, but on the same VPS, I mean) :) | 22:55 |
Juest | thoughts on the auto updater mechanism? | 22:56 |
Juest | bundling it into the client should be easy | 22:56 |
Juest | especially since we have curl | 22:56 |
Juest | looked into projects | 22:57 |
blast007 | we technically already have an auto-updater on Windows, but I don't use it | 22:57 |
Juest | libpng and openal along with ipv6 | 22:57 |
Juest | how is it and why? | 22:58 |
Juest | how about mac and linux? | 22:58 |
blast007 | it just reads the MOTD and if it sees an upgrade line it offers to download the installer and run it | 22:58 |
blast007 | but it doesn't check any kind of signature or anything | 22:59 |
Juest | are the releases/installers signed yet? | 22:59 |
blast007 | no | 22:59 |
Juest | how about checking a hash? | 22:59 |
blast007 | even our mac builds haven't been signed for some time | 22:59 |
Juest | checksuming | 22:59 |
blast007 | I was looking at signing the Windows builds so that we don't get blocked by SmartScreen | 23:00 |
Juest | oh right, signing is important on macos and windows because of the user protections that prevent the game from running | 23:00 |
blast007 | I have a Yubikey HSM that at least some of the CA's support, and I have a LLC registered so I could get an EV certificate | 23:00 |
Juest | is this going to land mid-2.4 or is it for 2.6? | 23:01 |
blast007 | depends | 23:01 |
Juest | on? | 23:02 |
blast007 | my motivation :) | 23:03 |
Juest | hah | 23:03 |
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