IRC logs of Libera.Chat #BZFlag for Thursday, 2023-10-19

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ZehraAgatha: BZFS parses bzw files, BZFlag doesn't. (Ironically BZFS can read bzw, BZFlag itself can't, but it can output .obj, which modeltool can read and output .bzw, IIRC)01:04
ZehraBut check in "playing.cxx" for "static void loadCachedWorld()" for some insights.01:06
ZehraAlso, blast did mod BZFS at one point to read a cached world.01:09
ZehraIs there an easy way to solely compile BZFS? (Linux system.)01:36
ZehraSince I am looking to modify/update some things for testing/patches, but I don't wish to compile BZFlag/BZAdmin programs, nor compile the plug-ins.01:38
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blast007the client can output both .bzw and .obj02:17
blast007/saveworld whatever.bzw or /saveworld -o whatever.obj02:18
JuestZehra: blast said earlier that bzfs has the logic to read bzw and bzflag has the logic to write bzw02:37
JuestAgatha: did you find what you were looking for yet?02:37
ZehraJuest: My phrasing was bad, it seemed to perhaps imply that bzflag couldn't output bzw. And it seems to imply modeltool can read and rewrite both bzw.02:40
Juesterrata: only bzflag has logic to write and bzfs only has logic to read02:41
Zehra^02:41
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ZehraAnd modeltool can write bzw. But modeltool can read .obj. BZFlag can output .obj.02:42
Juestcool02:45
ZehraWe still need some backports to modeltool though.02:46
ZehraAnd I do hope to take advantage of it, if it does come.02:46
Juestwhy not a standalone utility that takes parts of bzfs so we can salvage cached worlds?02:47
Juestmuch like what blast modded02:47
Juestbut instead put in a standalone utility02:47
Juestvery useful02:47
ZehraAnything can be done, it's merely a question of if someone will do it.02:47
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ZehraWe got some programmers who can do it. We got the know how of how to do it. But if no one does it, it's merely a theory.02:48
ZehraBut if anyone wants, I'll share enough data for nearly everything. (Opus Magnum.)02:49
Agatha(Juest: I was trying to find what order bz does transformations, because nothing I try seems to work consistently. However, the problem also became moot.)03:36
Juestoh...03:37
ZehraIs this related to the textures/materials in bzw?03:38
ZehraOr the creation/handling of meshes?03:38
ZehraSince it may be viable in some cases, to simply generate one set of objects purely for the visuals, while the other for the physics/collision detection.03:41
ZehraThis is what I'm looking into for city/world generation, as my recent attempt with bzwgen, resulted in decent buildings, but the texturing was incorrect and had issues.03:42
ZehraPossibly this is me simply attempting at over-engineering something. (Which I'm rather known at.)03:45
AgathaMeshes. Specifically I was trying to load Two Tanks in a custom piece of software, and wasn't getting the right transformations so the geometry was bungled. It might be because I don't know what I'm doing in general, but I figured checking the transforms in bzflag itself would be the right place to start.03:56
ZehraAre you using bzw parsing or using the .obj's from bzflag?03:59
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Agathaparsing bzw04:08
Juestbzfs has the parsing logic04:54
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BZNotify2.4 @ bzflag: atupone pushed 1 commit (https://github.com/BZFlag-Dev/bzflag/compare/961caa81f017...6549d6f1ecbd):07:35
BZNotify2.4 @ bzflag: atupone 6549d6: Avoid crashing during sort (probably never called) (https://github.com/BZFlag-Dev/bzflag/commit/6549d6f1ecbdcf86b737a9292a1f960ca285b18a)07:35
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cods> /j #rust10:39
codsoops10:39
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