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Zehra | Something readily usable for various custom game modes, would be: resetPlayerScores(); | 00:52 |
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Zehra | API could use this and it requires no additional code to be added or written. (Except for making it available via the API.) | 00:53 |
Zehra | resetTeamScores() would be also useful and provide much benefits for custom game modes. | 00:53 |
Juest | Zehra: aren't there plugins that reset the scoreboard? | 02:07 |
Zehra | Juest: Yes, and they have been written by myself and others. | 02:08 |
Juest | ah i see | 02:08 |
Juest | so this is about slipstreaming it into the game/api? | 02:09 |
Zehra | yes | 02:09 |
Juest | sounds doable, and there's some perks | 02:09 |
Zehra | I'd like to avoid duplicating code/functionality, especially when the API can handle it too. | 02:09 |
Juest | admins can reset scores if they want via command | 02:09 |
Juest | that's fair enough | 02:09 |
Juest | we should look into the most common functionality that plugins use and integrate it into the game/api | 02:10 |
Zehra | Like my scoreModerator plug-in... let's admins set/manage scores. | 02:10 |
Juest | but it takes work | 02:10 |
Zehra | Much of the code could be cleaned up a bit and reduced in size/scale. | 02:10 |
Juest | wonder what is blast007 up to these days besides the asset-manager remake | 02:11 |
Juest | why dont you start prototyping those integrations into the bzflag source and pr it afterwards? | 02:11 |
Zehra | same, but the asset-manager update will be a major improvement and we can see perhaps way more images | 02:11 |
Zehra | well, I have a few reasons, mainly my skill isn't up at a high enough level and PR's require approval and such | 02:12 |
Juest | you're more likely to get attention if you show code fruits by working on a pr :) | 02:13 |
Juest | even if its prototype | 02:13 |
Juest | attention/inclination to implement | 02:14 |
Zehra | Currently I'm tidying up some notes/research I've stockpiled and releasing it all to the general public. ;) | 02:14 |
Zehra | but we can see how things go from there, there is a lot of people which can fit the roles better and I'm willing to share any research I have to make it happen | 02:16 |
Zehra | Easy way to index all maps -> Updated version of mapatorium | 02:16 |
Zehra | https://github.com/Zehra/bzw-SQF-TU-prototype <- initial theoretical work for mapping utility. | 02:18 |
Zehra | But should it be successful, we can see infinity map generation as a more viable option. :) | 02:19 |
Juest | but bzflag cant handle infinite maps | 02:19 |
Juest | you mean like procedural infinite map generation instead? | 02:20 |
Zehra | Infinite maps are possible...(Actually some of my notes reference a hack for that.) | 02:22 |
Zehra | But procedural infinite map generation is what I'm looking for... | 02:22 |
Zehra | https://forums.bzflag.org/viewtopic.php?t=17160 - Infinity Project (Map Collaboration ) | 02:23 |
Zehra | Same technique, but if you have a whole library of objects to use... even way more is possible. | 02:23 |
Juest | i see | 02:24 |
blast007 | We must reach the far lands! | 02:47 |
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Juest | lol | 03:07 |
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BZNotify | master @ bzflag: blast007 pushed 1 commit (https://github.com/BZFlag-Dev/bzflag/compare/61d8207f8c5c...1457a094dd4e): | 10:22 |
BZNotify | master @ bzflag: blast007 1457a0: Revert "stdout also on debug". We already have -echo and -echoAnsi which works for release and debug modes. (https://github.com/BZFlag-Dev/bzflag/commit/1457a094dd4e970e6b1fa1e4d7a053c80adf5fe7) | 10:22 |
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moriah | Lol! | 11:07 |
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moriah | Blast007, referencing this: https://forums.bzflag.org/viewtopic.php?t=20694 | 14:29 |
moriah | A*A was designed by teppic (seems last seen 2020). Is he active anymore? | 14:29 |
moriah | Somewhere? :) | 14:30 |
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Agatha | I remember a "bridge" map. It had a short bridge section and was sortof S-shaped, with the middle part being the bridge, with a roof, and the ends of the S being bases. There was a small elevation difference to get to the bridge, and the whole map was close to the water, which surrounded the map. It was a CTF map. Ring any bells? | 22:24 |
SpringTank | yeah, i think i remember that one. | 22:38 |
SpringTank | had fog and rain as well? | 22:38 |
Juest | yeah, i know the one | 22:42 |
Juest | i dont remember the name through :P | 22:43 |
SpringTank | was kinda a simi-wellknown mapper at the time? | 22:45 |
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blast007 | one time I had modified bzfs so instead of loading .bzw files it instead loaded the binary cache file directly, which allowed loading a cache file from the client cache | 22:49 |
moriah | Agatha: https://www.bzflag.org/media/ | 22:49 |
blast007 | then I was able to /saveworld from the client to get a .bzw file back out of it :) | 22:49 |
Juest | oh neat! | 22:50 |
Juest | that's actually useful for salvaging maps | 22:50 |
blast007 | IIRC, someone had accidentally deleted or lost a map, so I was able to recover it from a cache in my client | 22:50 |
Juest | but wouldnt it be easier to have something that converts it directly instead of using bzfs and saving the world? | 22:50 |
blast007 | easier, no | 22:51 |
blast007 | better, yes | 22:51 |
Juest | can you make a script that uses bzfs to convert the client cache to bzw? | 22:51 |
Juest | well or modify bzfs to officially have such option that converts it and exits | 22:51 |
blast007 | the process involved both the game server and the game client | 22:51 |
Juest | right | 22:51 |
blast007 | bzfs doesn't have a .bzw writer, only the client does | 22:51 |
Juest | it could only involve the server if desired | 22:51 |
Juest | oh interesting | 22:51 |
blast007 | and the client doesn't have a .bzw reader, only the server does | 22:51 |
Juest | and bzadmin doesnt have it because its headless right? | 22:52 |
blast007 | and going from .bzw -> bzfs -> binary cache -> client -> /saveworld -> .bzw doesn't result in the original .bzw file | 22:52 |
Juest | what are the differences? | 22:53 |
blast007 | yeah, bzadmin doesn't even request the world | 22:53 |
Juest | a headless bzflag is bzadmin yeah? | 22:53 |
Juest | just checking | 22:53 |
blast007 | bzadmin is a separate client | 22:53 |
blast007 | the conversion to a binary representation is lossy, so things like comments I believe are gone, and probably the order of stuff isn't the same, and things that the client doesn't need to know about might also not get transmitted to the client | 22:54 |
blast007 | it's similar to if you were to minify some javascript, but not quite so extreme | 22:55 |
Juest | ah that explains a lot | 22:55 |
Juest | so bzadmin is the headless client? | 22:55 |
Juest | headless option of using bzflag | 22:56 |
blast007 | bzadmin is a text-only client just joins as observer and can chat | 22:56 |
blast007 | it doesn't spawn a tank, if that's what you mean | 22:56 |
Juest | okay does bzflag support headless use for bots? | 22:56 |
blast007 | no | 22:56 |
Juest | will it ever? | 22:56 |
blast007 | I mean, people have probably done it | 22:57 |
blast007 | but it's not part of our official project | 22:57 |
Juest | i see, not an official goal | 22:57 |
blast007 | we have rather loose goals for the most part :) | 22:58 |
Juest | speaking of official things, thoughts on implementing the reset score functionality officially because its a common thing to implement in plugins? | 22:58 |
blast007 | https://web.archive.org/web/20070125222858/http://bzrc.cs.byu.edu/ | 22:58 |
blast007 | is that function just a shortcut for something that can already be done with the existing API functions? | 22:58 |
Juest | hmmm | 22:59 |
Juest | dont know | 22:59 |
blast007 | I was thinking we already have functions for setting scores | 22:59 |
Juest | right | 22:59 |
blast007 | https://www.bzflag.org/documentation/developer/bzfs_api/functions/bz_resetplayerscore/ | 22:59 |
Juest | oh its in the api... | 23:00 |
Juest | there it goes | 23:00 |
blast007 | https://www.bzflag.org/documentation/developer/bzfs_api/functions/bz_resetteamscores/ | 23:00 |
blast007 | https://www.bzflag.org/documentation/developer/bzfs_api/functions/bz_getplayerindexlist/ <-- for getting a list of player IDs that can be looped through to call bz_resetPlayerScore() | 23:01 |
blast007 | so.. it's 4 lines of code when you include the bz_deleteIntList() | 23:02 |
blast007 | or maybe 5 | 23:02 |
Juest | thanks | 23:04 |
Juest | what have you been up to other than the asset-manager? | 23:04 |
blast007 | TimRiker: and am I still thinking about the IPv6 support. I've been working my way towards being able to move everything to a newer server with PHP 8.2 as well. The old submitimages code for the image hosting was *reallly* old stuff that was from the PHP 5 era, and it was never even finished from an admin perspective. And it uses our weblogin, so it was a good one to work on anyways, so I ... | 23:05 |
blast007 | ... can test if weblogin is going to work with v6. | 23:05 |
blast007 | The new server would just be standalone instead of having two load balancers in front of it and a mesh VPN in between. | 23:06 |
blast007 | Juest: that might answer your question as well | 23:11 |
Agatha | moriah: not any of those (and SpringTank, no, I think it was sunny). | 23:12 |
Agatha | There was another one, sci-fi themed on a flat brown plane. Had a bunch of junk on it. Looking for that one, too. | 23:13 |
blast007 | was it an old 1.7 map? I have some of those here that I archived from some map site that I think used to be on the old bzflag stats site server: https://static.bzexcess.com/downloads/bzWorlds/ | 23:15 |
Juest | cool! | 23:16 |
Juest | what does my.bzflag.org run on? | 23:17 |
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blast007 | do you mean what infrastructure, or what software? | 23:19 |
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