IRC logs of Libera.Chat #BZFlag for Friday, 2023-11-10

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macsformeblast007: oof... okay, thanks for the update14:04
blast007I'm kinda still leaning towards having a *new* server list for 2.5+ on a different URL that *would* be dual-stack.14:05
blast007and then my.bzflag.org can stick with v4 only.14:05
macsformeto be realistic, IMHO 2.5 is unlikely to ever happen in it's current form... we could do another 2.99-era selective backport, then transition to more of a rolling release cycle, ditch the counter-productive stable versus unstable development paradigm, and also ditch the 15-year (okay, 12 at this point) static protocol versions14:20
macsformealso ditch the traditional Linux package managers (that have been making protocol updates difficult) in favor of snap/flatpack/etc... probably name it "BZFlag X" like all the cool kids ;-P14:24
Juestso, rolling release of bzflag?14:27
blast007there was already a BZFlag X  :)14:36
blast007and a BZFlag XL, and a BZFlag Zero14:36
blast007BZFlag X had a ST+CL+SW flag14:36
macsformedarn, the cool names are all gone... in that case, give up, we're finished14:37
blast007lol14:37
Juestwhat are those versions of bzf?14:37
blast007Juest: really old stuff14:38
macsformeJuest: I think that will work better... at least get away from doing major refactoring and other huge projects in an unstable branch (at the cost of significant man hours) and then never release, which we've done twice now14:38
blast007X was back in 1.7 or 1.8 days.  XL was a modified client by myself that was in 1.10 and 2.0 days.  Zero was a modified client/server by JeffM back in the day as well.14:38
JuestI see14:38
blast007Zero had a half jump backwards button, IIRC, and possibly strafing14:39
macsformeactually, I stand corrected... the cool kids would just name it "BZFlag" and start versioning all over again as if the first series never existed14:39
blast007BZ Gen-Z 0.0.1a14:40
Juestheh14:40
blast007I do want to review the changes in 2.5.  I have that document that grouped the changesets together.14:42
blast007Juest and myself found some pretty glaring playability issues in 2.5.  Right now, if you get killed by SR, you can't respawn.  And GM locks don't play the sound.  And you can't right click to identify someone.  And there was one other one too..14:43
blast007Also, jitter seems higher, sometimes, on 2.5.  Like, we were sometimes seeing 50 to 80 ms jitter when on 2.4 it was like 2 to 514:44
Juestdont remember14:44
Juestyeah14:44
Juesti had a higher jitter than normal on a local server in 2.514:45
Juesti hope we can get 64 bits bzflag going14:45
Juest32 bits os support is dropped in windows 1114:45
blast00732-bit software still works though14:46
Juestfair14:46
Jueststill would be useful to benefit from 64 bits 14:46
blast007unless you're on an ARM version of Windows.. then it might only translate 64-bit x8614:46
Juestmost users run 64 14:46
blast007dude, we still have at least 2 people running XP :)14:46
Juestoh okay14:47
Juesthow about macos arm?14:47
blast007to be fair, they can't run anything newer than 2.4.214:47
blast007we have apple silicon builds14:47
Juestwhy not arm for windows too14:48
blast007because nobody has ARM Windows :P14:48
Juestheh14:49
blast007it might become more viable with some of the newer chips they're working on, but it wasn't a great experience from what I've read about14:49
Juesthmmm14:50
Juestoh about 2.514:50
Juestwe didnt even test different settings14:50
blast007yeah, we were just on FFA decks14:50
Juestsomething like apoc settings minus the custom flags14:50
blast007I should run some other game modes too14:51
Juestor even rabbit hunt14:51
Juestyeah, host a clone of the other servers of yours on 2.514:51
Juestwell, only two of them are there14:52
Juestyou could do missile warfare as well14:53
Juestohh you put up more servers14:53
blast007added MW2.3 with no-tk mode too14:56
Juesti found a issue with the radar on metropolis14:57
Juestdepending on your angle, the underground paths flicker on the radar14:58
Juestand show up weird14:58
blast007I feel that's on 2.4 as well14:58
Juestah hm14:58
blast007what radar mode are you using?14:58
Juesti use fast sorted14:58
Juestit flickers on any height15:01
Juestonly when your angle changes it flickers15:02
Juestis changing*15:02
blast007I put Metropolis up in 2.4 as well if you want to compare15:03
blast007you could try using Enhanced instead of Fast15:03
Juestwhat are the differences, i never understood15:04
blast007I'm not entirely sure myself15:05
Juestno probs in enhanced but i cant see the buildings when im on the ground15:06
blast007maybe it would work better in 64-bit mode15:08
* blast007 ducks15:08
blast007probably just how the geometry is built on that map.  It's probably pieces put together, so it shows up with seams in the Fast mode.15:08
Juesthuh15:11
Juestrain doesnt work on 2.5 or its not visible15:11
Juestbut i see it on 2.415:11
Juestthe sewers effect15:11
blast007run /diff on both and see if the rain variables are even set15:12
Juesti also im seeing that on fast sorted i cant see the sewer entrance points15:13
Juestbut i can see it on enhanced15:13
Juestdepending on the height15:13
Juestthe rain variables are set15:15
Juestbut i cant see any rain in 2.515:15
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Juestalso, is it a bug that im a hunter and not the rabbit in 2.5?15:15
blast007I think you're the hunter until a second player joins15:21
blast007if you connect a second client does it work?15:21
Juesti was the rabbit when i joined before15:21
Juestjust this time i am a hunter instead15:22
blast007hmm15:22
Juestnow it gave me the rabbit15:22
blast007yay randomness15:22
Juestoh so its supposed to be random?15:22
Juesthow can i verify its not a bug but actually randomness?15:24
Juestwhat's the difference between open ffa and ffa?15:29
Juestis that a 2.5/2.6 feature?15:29
macsformeopen FFA you can shoot players of any color (including your own) IIRC... similar to if everyone was rogue15:31
Juestah15:32
macsformeblast007: I was hoping for another 2.4 release soon... do you think having IPv6 included in that is viable or no? IPv6 sounds like it has dependencies on other things that may not happen anytime soon15:41
macsformeI'd like to get the joystick improvements, Xcode project fixes, and SDL-related fixes out there15:43
blast007no, it would not be possible15:43
blast007(IPv6 in 2.4, that is)15:43
macsformek15:44
blast007pretty sure it requires protocol changes, but if not, at the very least it requires changes to both the client *and* the server for handling v6 addresses15:44
blast007network protocol changes*15:44
blast007Juest: no, it's not supposed to be random15:44
Juestso, is its a bug, why it did happen lol15:45
blast007Juest: I was just being lika "yay... bugs that occur at random"15:45
Juestah hehe15:45
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macsformein that case, I would be curious whether we could build a consensus for basing the next major release/protocol break on a fork of 2.415:58
macsformewe could merge in IPv6 at that point, along with others like GL 2.0, maybe merge in my embedded fork, implement Mac app signing/notarization, etc., and backport select features from 2.5 (premake build system, GLM, and whatever else we can manage without jeopardizing stability)16:05
blast007I still don't like premake16:07
blast007barely anything else uses it16:07
blast007CMake has a lot more support, including in most of our dependencies16:07
macsformeeh, can't disagree with you having preferences, but my understanding is that premake is widely used, including by major corporate developers (Blizzard, etc.)16:09
blast007plus things like conan and vcpkg can integrate with CMake16:10
Juestpremake problem is that its not as integrated as cmake16:11
Juestit also adds noise with its lua scripts16:11
macsformeplus premake (being Lua) is cleaner and easier to use (and understand) than Cmake and especially the GNU make system (which is a mixture of several kinds of syntax IIRC)16:12
macsformeJuest: hardly "noise"... if you look at the premake build files you will see that they are well-ordered, flexible, and easy to follow16:13
macsformein any case, I won't hold the general proposal hostage to premake, if that's a sticking point right now16:14
macsformeI'm also willing to maintain the premake build files separately without eliminating the other build systems, so we can evaluate it (or any alternatives) further16:16
Juesthttps://i.imgur.com/80PvxEj.png the radar issue16:31
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blast007yeah, that looks familiar17:10
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bzfs-alchemyReading from logs. Related to 2.6 possibilities and future development.17:22
bzfs-alchemyWhat about simply backporting team switching and forced spawning to the API?17:24
bzfs-alchemyAnd getting IPv6 networking backported to. And this would be the next major release.17:24
bzfs-alchemyAnd maybe the possibility of getting bz function to play a sound working too.17:25
blast007you mean adding team switching to 2.4?17:25
bzfs-alchemyYes, but as a proper feature.17:26
blast007it can't be added as a proper feature to 2.417:26
blast007it would, at best, be a hackish protocol abuse17:27
bzfs-alchemyHow did the backport for 3.0 features to 2.0.x to make 2.4.x work?17:27
bzfs-alchemyor at least that is what I thought happened17:28
blast007we didn't technically backport 2.99 features to 2.0.  We branch 2.4 off 2.0 and then backported 2.99 features to 2.417:29
blast007so I thought you were talking about adding team switching to 2.4, not to a new incompatible branch17:29
bzfs-alchemyOh, okay, mb. I'm thinking the same could be done in this case. (The branching).17:31
blast007yeah, that's what macsforme was suggesting we do.  Create a branch off the latest 2.4 and backport features from 2.5 into that branch17:31
bzfs-alchemyIf this happens, I'd suggest team switching and forced spawning be as priority, with IPv6 as main feature.17:33
bzfs-alchemyIMO, this would allow a good amount of new game modes to be used rather easily.17:34
bzfs-alchemyAlthough I can't be sure of how effective it would be at retaining player activity. (Since new modes usually are popular for a time)17:35
bzfs-alchemyIn short: New game modes are popular -> more new modes -> activity remains more stable17:37
bzfs-alchemyBefore I forget...maybe for 2.4 or next major release, but spawning team flags without the need for players on that team.17:38
bzfs-alchemyI got partway with an API bypass, but it had some limitations to it...17:39
Juestits done to avoid winning against a non-existent team17:39
bzfs-alchemyThe team exists and it works fine.17:39
Juestwell, i mean its unfair to capture a no-players team17:40
bzfs-alchemyJust do /flag give <player> <team flag> and you can cap17:40
Juestah okay17:40
bzfs-alchemyPossibly, but you can have a lot of new game modes.17:41
blast007what game mode(s) are you suggesting?17:41
bzfs-alchemyZombie, HumanVsZombies, Pac-Man, modified Last Tank Standing (for team switching and forced spawning)17:42
bzfs-alchemyFor team flag spawning, HTF, racing and maze type of modes/maps17:43
blast007HumanVsZombies - is that like rabbit chase, but the rabbit makes hunters rabbits when they kill them?17:43
blast007(so, then multiple rabbits/zombies until everyone is a rabbit/zombie?)17:44
bzfs-alchemyYes and visa versa in mrapple's implementation17:44
Juestviceversa*17:44
bzfs-alchemyThere's two versions, the Zombie mode where rabbits infect non-rabbits until only a single hunter remains17:44
Juestracing should be easily doable with speed modifiers and stuff17:44
Juestuntil no hunters remain*17:45
bzfs-alchemyAnd humansVsZombies which has players switch teams, if the opposite team kills them, cycle continues till only 1 team remains17:45
bzfs-alchemyAnd a new round starts17:45
Juesta last man standing gamemode would be interesting in bzf17:46
Juestdisabling respawn17:46
bzfs-alchemyLast tank standing already exists in api bypass version17:46
Juestlol17:46
blast007you bump them to observer17:46
Juestokay that's less bad than making them stuck dead17:47
Juestbut new players joining would be forced to observer unless a new round starts17:47
bzfs-alchemyThat's how it currently works17:49
bzfs-alchemyOh.... And before I forget...a lot of modes are actually similar to one another, but the variation of the implementation means it is playable or it isn't.17:51
bzfs-alchemyI'd like to try HTF with rogues and a team flag, but simply switch the rogue to a team for capping.17:52
bzfs-alchemyAnd the rogues who are capped are merely reset to their base. And partly use the dynamic of CaptureTheBase for playability.17:54
blast007we should use web browser version number schemes and then jump straight to BZFlag 118.0.0 to catch up17:54
bzfs-alchemyLol :D17:54
bzfs-alchemy"Oh noes, this map won't render on bz 103.0.0 Windoze edition, you need to update your client"17:56
blast007"We only support the 115 LTS version and the latest 118 stable"17:56
bzfs-alchemyLol17:56
bzfs-alchemy"This map looks best in macOS"17:57
blast007"Best viewed on Netscape Navigator 4"17:57
blast007wonder how many people here don't even know what Netscape Navigator was :P17:58
bzfs-alchemyFirst comes the Navigator, then the Explorer and finally the Konqueror. ;)17:59
bzfs-alchemyIt's a reference :)18:00
blast007I have a boxed copy of Netscape Navigator down the hall (at work)18:01
bzfs-alchemy:O18:01
blast007think there's also a sealed copy of Visual C++ 5.018:01
bzfs-alchemyBill Gates book had a copy of Internet Explorer, IIRC.18:02
bzfs-alchemyIn the CD included in the book.18:03
bzfs-alchemyI'm not sure if I still have it anymore. :o18:03
blast007I wonder if my 1000 free hours of AOL are still good18:04
bzfs-alchemyLol18:04
tuponeduring the flare drawing of BoltSceneNode there is an error, uses a 2 float array with glVertex3fv.18:12
tuponeI think glVertex3fv(core[0]) should be glVertex3f(0, 0, 0)18:13
tuponewhat do you think?18:13
blast007I think I don't know enough OpenGL  :)18:21
macsformewhat is the file/line? it does sound like a buffer overrun18:24
tupone64518:25
tuponebut there are other segment on that array, only they belong to other 2 d points18:25
tuponethe file is BoltSceneNode18:26
tuponeso it does not crash but is doing some other thing18:26
blast007ah, yeah, that does look wrong18:27
tuponemaybe just change to glVertex2fv ?18:28
blast007I don't know enough about the intent of the code there18:28
tuponedrawing flares18:28
blast007I mean with the GL code itself18:28
tuponeglVertex2fv will use 0 as z coordinate18:29
moriahROFL: [12:54:18 pm] <blast007> we should use web browser version number schemes and then jump straight to BZFlag 118.0.0 to catch up18:30
blast007moriah: :)18:30
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BZNotify2.4 @ bzflag: atupone pushed 1 commit (https://github.com/BZFlag-Dev/bzflag/compare/6549d6f1ecbd...d7756e17207c):19:25
BZNotify2.4 @ bzflag: atupone d7756e: flares are starting from center - fix buff ovfl (https://github.com/BZFlag-Dev/bzflag/commit/d7756e17207c0d90fec023608176407dc10debda)19:25
AgathaI'm not even sure what the code was trying to do in the first place, since it's an extra vertex that seems to be unrelated to the other three. It was indeed doing a buffer overflow (but not crashing because it was overrunning into the next element of `core`; wouldn't be picked up by debugger fences, necessarily, because dereference happens in driver). Might be worth running the whole codebase through valgrind :V22:18
AgathaNot sure how the other three vertices' positions are supposed to work but, assuming the comment means anything, note you can choose a random direction actually correctly by normalizing three gaussian-distributed samples, or by certain square root transforms (GIYF "sphere point picking").22:18
blast007I've run the whole codebase through valgrind before and there's a lot of noise :)22:26
blast007though that was how a good number of 2.4.4 fixes came to be22:26
Juestnice22:51
Juestmaybe something new would come up now, blast007, as in trying to run it through valgrind again22:51
Juesthow about 2.5?22:51
Agathablast007: while valgrind does produce false-positives sometimes, usually its output is a bug and if it's not it's still sketchy23:00
AgathaCan also make an ignores file for confirmed noise so you can still pick out new regressions, too.23:00
blast007I probably worded that wrong.  I meant it does flag a lot of stuff.23:31

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