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Zehra | Agatha, SpringTank: That's one of the issues I've seen overall, the limitations in total amount of world weapons/server shots which if over a certain rate... cause jitter/lag issues in game play. | 01:38 |
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Zehra | Perhaps one of the issues, is that some of the optimizations which are existing, are not available or rather made available. | 01:39 |
Zehra | (a.k.a. we need drawInfo backport to modeltool.) | 01:39 |
macsforme | what? | 04:00 |
Zehra | macsforme: My bad. I usually add in things related to what I'm thinking of at the moment without explaining them or how they're related. | 04:03 |
macsforme | modeltool does support drawinfo , no? | 04:04 |
Zehra | I might be wrong, but I believe that feature has not been backported. | 04:05 |
Zehra | https://github.com/BZFlag-Dev/bzflag/blob/2.4/tools/modeltool/modeltool.cxx (current) vs https://github.com/BZFlag-Dev/bzflag/blob/2.99/tools/modeltool/modeltool.cpp (old) | 04:07 |
Zehra | https://forums.bzflag.org/viewtopic.php?t=11528&start=25 - modeltool thread | 04:10 |
Zehra | I might be entirely wrong though... one issue with me generally using somewhat dated info from time to time. | 04:10 |
Zehra | So to answer your question, if we backport modeltool, yes, otherwise in current version, we don't. (If I'm understanding the current source correctly.) | 04:13 |
macsforme | still not sure of your point... geometry optimizations are quite distinct from weapon optimizations, unless you are talking about the rendering cost in both cases | 04:13 |
Zehra | ^ | 04:13 |
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Zehra | Rendering cost and general overall performance. | 04:13 |
Zehra | Which I'm later hoping to perhaps take advantage of... in perhaps a rework of one of my older maps. | 04:15 |
Zehra | And maybe someone will say it is foolish, but in some ways, I do look forward to seeing how much is possible in terms of mapping. | 04:16 |
macsforme | taking advantage of large quantities of world weapons and/or server-side shots? | 04:16 |
Zehra | Relating to world weapons, I'd want to try to have/generate "frozen" shots for the sake of providing visual obstacles or visual effects. (Scoreboards which light up with world weapons for instance.) | 04:19 |
Zehra | But in terms of mapping... my real goal is to have a script generate the first instance of a map (all the geometry of it in high detail). | 04:19 |
Zehra | convert the detailed 3D models to drawinfo and simply generate the simplified "actual" geometry to go with the map. | 04:20 |
Zehra | And do it with city generation type of maps, similar to Urban Jungle, but with different sets. (Maybe closer to LouMan's metropolis.) | 04:21 |
macsforme | sounds about as practical as blast007's in-game video billboard using dynamic colors :-P | 04:21 |
Zehra | lol, I know it sounds probably even wackier. :p | 04:22 |
Zehra | I only have two possible advantages over the current mapping, 1 I don't need to worry about texture placement/positioning. (Referenced by The Purple Panzer in one instance and Agatha in another.) | 04:23 |
Zehra | And secondly, the visuals should be easier to control and look more stunning. | 04:24 |
macsforme | I'm all for people pushing the boundaries of our rendering "engine," but some exercises are more theoretical than practical | 04:24 |
Zehra | I understand your point. | 04:29 |
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macsforme | blast007: I'll work on collecting my info on macOS signing/notarizing and post it to that issue | 05:28 |
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Optic_Delusion | is there a way to move x-y at slower speed while in observer mode? | 16:04 |
blast007 | not exactly, but the 'a' button does toggle momentum on the movement | 16:27 |
blast007 | or use the mouse instead of keyboard/mouse | 16:28 |
blast007 | mouse instead of keyboard* | 16:28 |
Optic_Delusion | wait wait... you can use the mouse to move in observer? | 16:28 |
blast007 | yeah, click and drag | 16:29 |
blast007 | modifier keys (I forget which, but try shift/alt/ctrl) adjust which direction it affects | 16:29 |
Optic_Delusion | AAAAAAAAAAAAAAAAHHHHHHHHHHHH!!!!!!!! Now i can live the rest of my life in a perfect state of zen | 16:29 |
blast007 | :) | 16:30 |
Optic_Delusion | well, at least a few minutes | 16:32 |
SpringTank | Heh. Yeah we've had that feature for a while, haven't we? | 17:54 |
blast007 | Debian pushed their 12.4 point release now with the 6.1.66 kernel that fixes that ext4 issue. | 19:05 |
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Zehra | In theory you can modify `_tankSpeed` per-player and simply modify that for a specific observer to modify movement... | 23:46 |
Zehra | Perhaps an interesting idea, but not altogether that practical, but it would work well for certain types of maps. | 23:47 |
Zehra | (large maps or maps with very slow tankspeeds and similar or where action is spaced widely apart.) | 23:47 |
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