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Zehra | I'm wondering how to we now modify shot speeds, since we don't have speed values to modify in the shot API. | 03:05 |
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Zehra | Or at least in an intuitive way. | 03:06 |
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Juest | hey | 03:48 |
Zehra | Hi Juest :) | 03:49 |
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macsforme | does anyone have a bzfs log rotation/management script they'd be willing to share? I've just been appending to a single file, but some are a few hundred MB and it ends up being not great for incremental backups | 15:22 |
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blast007 | I'm using just logDetail output on my server, and my MW2.3 server has a 141MB log that goes all the way back to 2011. | 16:23 |
blast007 | let me test with logrotate quick | 16:29 |
macsforme | I guess my biggest is just 127MB... that's using logDetail as well | 16:30 |
macsforme | total around 1.6GB | 16:31 |
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Agatha | wow that's some impressive archiving dedication | 18:44 |
YukariYakumo | I'd like to see some form of logDetail for the game client. :) | 18:45 |
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Juest | yeah, why not have log rotation for clients | 19:15 |
YukariYakumo | Also with auth status for registered players too. | 19:16 |
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YukariYakumo | @macsforme: Perhaps this thread may be helpful: https://forums.bzflag.org/viewtopic.php?t=15201 - Rotating Logs | 19:45 |
YukariYakumo | As for perhaps splitting/managing the log. Maybe a script may work for this purpose, although the file size does make me consider if it is viable. | 19:48 |
allejo | macsforme: I made this years ago when I first started hosting and been to lazy to handle it better, https://gist.github.com/allejo/da7a7f2c54137af351caabb17a36171a | 19:49 |
blast007 | Agatha: it's more just me being lazy and not rotating the logs :) | 19:54 |
blast007 | YukariYakumo: the client *can* log as well | 19:54 |
Juest | blast007: why is this disabled out of the box? | 19:57 |
YukariYakumo | blast007: I keep forgetting it can. Any chance it can be some config setting? | 19:57 |
YukariYakumo | like config.cfg: keeplogs=false, logsdirectory="mylogs". | 19:57 |
allejo | I know the client can log via the `-e` (echo) flag. idk about itbeing a config option | 19:58 |
YukariYakumo | that's kind of what I'd like it to have. | 19:59 |
Juest | is there a way to see stdout on windows without looking at the debugger output? | 19:59 |
YukariYakumo | no more /savemsgs and not bzflag <options> | 19:59 |
YukariYakumo | Command Prompt? | 19:59 |
Juest | starting bzflag from command prompt doesnt print the game output to a terminal | 20:00 |
Agatha | `printf` and build-as-console-instead-of-gui-application | 20:00 |
Juest | in fact, in windows anything that wants to log to a terminal must open a conhost window | 20:00 |
Juest | Agatha: gui applications can show console dialogs if they want | 20:00 |
Agatha | I am aware. But if you build as a console application, then the OS will create a console and attach it to the process automatically, instead of you having to manually futz with platform APIs. | 20:01 |
Juest | oh fair enough | 20:01 |
Juest | that's an option | 20:03 |
Juest | but also isnt | 20:03 |
blast007 | Juest: on Windows, the -echo option logs to a file | 20:08 |
Juest | okay | 20:09 |
Juest | where is that log file? customized in the parameter? | 20:09 |
blast007 | I would like to revamp *where* stuff gets written | 20:09 |
blast007 | screenshots should go into the Pictures folder, not a hidden config directory | 20:10 |
blast007 | the Windows log also goes into the config directory, IIRC | 20:10 |
Juest | that makes sense | 20:11 |
blast007 | I think old versions of BZFlag put everything into "My Documents\My BZFlag Files\" on Windows | 20:12 |
blast007 | like, 1.7 version did that | 20:12 |
Juest | is this worth changing? | 20:12 |
blast007 | sure | 20:13 |
Juest | because it means more code | 20:13 |
blast007 | not back to that, but with split locations for things | 20:13 |
Juest | i can help with testing and ideas | 20:13 |
blast007 | config can still be in AppData, .bzf, and whatever it's called on macos | 20:13 |
Juest | on macos isnt it application support\bzflag? | 20:14 |
blast007 | yeah | 20:14 |
blast007 | couldn't remember the name off the top of my head :) | 20:14 |
Juest | maybe on macos put the pictures in the system pictures folder? | 20:14 |
Juest | and linux of course | 20:14 |
blast007 | https://wiki.archlinux.org/title/XDG_user_directories | 20:16 |
Juest | yeah, using the xdg standard | 20:17 |
Juest | and fallback to the old location if its unavailable | 20:17 |
Juest | can i do anything to help? i dont have sufficient skills to write my own code | 20:25 |
YukariYakumo | Writing plug-ins is a good way to learn how to write code. | 20:27 |
YukariYakumo | Or scripting for map generating. | 20:27 |
Juest | too hard for my brain, i think | 20:30 |
Juest | its overwhelming | 20:30 |
YukariYakumo | Coding/programming is in essence telling the computer in purely logical terms what you want it to do | 20:31 |
YukariYakumo | When this happens, do this, if this condition happens, change these values, if these values are within this range, retry until they are not. | 20:32 |
YukariYakumo | I got lost in the whole thing of syntax, the language specific stuff for quite a while, but I think to be good at it... | 20:33 |
YukariYakumo | Is to not pay attention to the specifics (unless you can't do it in the language). But to simply know how it can be done. | 20:35 |
YukariYakumo | If you need to parse text, it's splitting strings/text into sections by certain conditions and to do actions relating to those conditions. | 20:36 |
SpringTank | It's all numbers at the end of the day. If you can learn how to describe your environment with numbers than you can do anything. Color, position, letters, etc. They all have numerical values in the computing world | 20:45 |
* Agatha happy ASM noises | 20:50 | |
Juest | is there a particular reason why binaries are built without embedded debug information? | 20:51 |
YukariYakumo | Think about how big the releases would be then... | 21:06 |
YukariYakumo | Let's take hello world and debug edition... | 21:06 |
YukariYakumo | Compiler type, compiler version, OS version, chipset, date compiled..etc | 21:07 |
YukariYakumo | And that's just hello world, not a project with dozens of files and how each was compiled. | 21:07 |
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Agatha | Debug builds run more slowly than release builds, which is the main reason there's a difference. It's possible to generate limited debug information for a build that's otherwise "release" at small or no performance cost, though the usefulness of this is niche. | 21:27 |
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Juest | Agatha: you can embed debug information in release builds, or ship pdbs | 21:35 |
Juest | without a performance impact other than debugging | 21:35 |
Juest | debugging helpfulness* | 21:36 |
blast007 | I would still think release + pdb is *not* the same as a full debug build, because there would be optimizations done on the release build | 22:12 |
blast007 | I think I had mentioned this before, but we did previously ship the mac binaries with debug binaries because of how often we had crashes on OS X | 22:14 |
blast007 | the mac release* | 22:15 |
Juest | yeah you mentioned | 22:45 |
Juest | i checked anyway and its harder to debug bzflag in particular | 22:45 |
Juest | due to the dependencies | 22:45 |
Juest | and symbols | 22:45 |
Juest | this is a no compromises no symbols in binary approach | 22:46 |
Juest | which is not seen often | 22:46 |
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