macsforme | Juest: and what are those? do you mean the ability to install dependencies system-wide? | 00:43 |
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Juest | macsforme: yeah, i mean, i dont have homebrew installed, it seems i can still compile with a path not found warning | 02:00 |
Juest | im talking about if there's any benefits about using homebrew with bzflag besides being able to use brew libraries and compile against it | 02:01 |
Juest | blast007: how can i generate a larger font set? also how is the profont outline achieved? | 02:01 |
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Zehra | I think you can generate fonts from via TextTool2 | 02:02 |
Zehra | From readme: PLEASE NOTE: if you increase the font sizes resulting in larger texture sizes, please make sure to edit the default "maxTextureSize" BZDB setting as well to avoid the BZFlag client downsampling your textures. | 02:04 |
blast007 | Juest: if you're building from the 2.4 branch, you can skip the need for brew and use our bzflag-dependencies repo | 02:04 |
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Juest | done that | 02:04 |
blast007 | so why are you asking about brew then? | 02:05 |
blast007 | or were you replying to Zehra? | 02:05 |
Juest | because i saw a warning about its path missing | 02:05 |
blast007 | a warning from what, and what was the warning? | 02:05 |
Juest | ld: warning: search path '/opt/homebrew/lib' not found | 02:11 |
Zehra | I don't have a mac, but it seems you are missing a path or something. | 02:11 |
Juest | Zehra: it's because i don't have homebrew installed | 02:12 |
Juest | i am using the bzflag-dependencies repository and Xcode | 02:12 |
blast007 | okay... but where are you seeing that error? | 02:13 |
Juest | blast007: what zehra said about fonts is the way to go? how about the outline in pro font? what ttf was used as a base? | 02:13 |
Juest | in xcode compile log | 02:13 |
Juest | build log* | 02:13 |
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Juest | when it attempts to link BZFlag.app | 02:14 |
blast007 | it's probably so that people who *want* to use brew can still use it | 02:14 |
blast007 | but it's just a warning | 02:14 |
blast007 | and yes, our texttool2 is how we generate fonts | 02:14 |
blast007 | it's in tools/TextTool2/ | 02:15 |
Juest | okay, i am looking to upgrade the profont size | 02:15 |
Juest | in bzflag i notice it has an outline | 02:16 |
Juest | that is not present in the actual font | 02:16 |
Juest | how do i generate that? | 02:16 |
blast007 | https://tobiasjung.name/profont/ there's one there called "ProFont ttf »tweaked«" that says it has outlines. | 02:16 |
Juest | i like it because its readable | 02:16 |
Juest | ah i see | 02:16 |
Juest | ty | 02:16 |
Juest | blast007: can profont be considered adding back to bzflag? | 02:17 |
Juest | since its MIT licensed | 02:18 |
Juest | and, didnt bzf use to have a font selector in options? | 02:18 |
blast007 | I believe it did have an option to pick between a serif or sans-serif font before, but I don't think it showed specific font options | 02:20 |
Juest | that's one thing | 02:22 |
Juest | im talking about the mono fonts used through the game | 02:22 |
Juest | you could change that via gui | 02:22 |
Juest | when it offered toga sans, luxi mono and profont | 02:22 |
Juest | or toga mono i dont remember | 02:22 |
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blast007 | I think I'm misremembering. I'm not seeing a menu option to configure fonts, but I am see a configuration value for sansSerifFont and serifFont, and we removed the serifFont option in 2.4.4 | 02:31 |
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macsforme | as blast007 stated, we have multiple header/library paths configured so that libraries from either our package or homebrew can be utilized... and yes, that warning is a known issue, but a solution was not immediately apparent... there are also hundreds of other warnings when compiling with clang right now, so one more should not be a huge deal | 04:02 |
Zehra | 2.5.x. likely has an interesting glitch. (Testing from IPv6 branch.) | 04:11 |
Zehra | Tested on the HiX map: While remaining on the second level of the map. (Resting on one of the boxes.)... Firing shots into a no-rico setting.... and no rico occurs (as expected). | 04:13 |
Zehra | However face away and turn into the boxes... same boxes which had no rico... a rico occurs and thus a self-kill occurs. | 04:13 |
Zehra | I'm not sure how the rico calculation is done in this case, but it seems if you fire into an area of no-rico early/quick enough... you get a rico, before it realizes it should be no-rico. | 04:17 |
Zehra | Tested in distances of less than 10 world units. (I am unsure and have not tested with much greater distances, so outcomes uncertain with greater distances.) | 04:18 |
macsforme | as far as fonts go, I don't think you can get any better than this :-) https://forums.bzflag.org/viewtopic.php?t=19041 | 04:24 |
Zehra | Is it normal for plugin_utils to add 1MB or so to the compile size? | 04:27 |
Zehra | koth is less than 200KB and sample_plugin comes out to 1.2MB | 04:28 |
Zehra | or maybe it's my compile settings, I'll check tomorrow. | 04:30 |
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Juest | oh i see | 14:00 |
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Juest | blast007: how far has been openal looked into for bzf? | 14:37 |
blast007 | Juest: https://github.com/BZFlag-Dev/bzflag/pull/158 | 14:46 |
blast007 | My original motivation for switching to OpenAL was to get rid of the audio popping issue, but I actually fixed that recently. | 14:48 |
blast007 | If we wanted feature parity with our current audio code, we'd need to put a layer before OpenAL, since it doesn't take into account a propigation delay due to distance. There's also another thing that our audio code does that is interesting, but probably unnecessary. It's possible to hear a sound twice if you hear then sound and then, say, teleport or respawn further from the sound source. ... | 14:51 |
blast007 | ... The sound wave can pass you multiple times, and our code will (in theory) make it so you hear that again. | 14:51 |
Agatha | Wow that's really cool; and I'm surprised I haven't noticed it before | 15:29 |
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Juest | blast007: so it has support for infinite doppler? | 16:44 |
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Juest | i see, so openal would bring doppler support? | 16:46 |
blast007 | our audio code already has a doppler effect | 16:46 |
blast007 | what do you mean by "infinite doppler"? | 16:47 |
Juest | ah sorry, i misunderstood | 16:58 |
Juest | something like repeated doppler i meant | 16:58 |
Juest | idk, what you said made me think in doppler | 16:58 |
Juest | anyways | 17:05 |
Juest | the part of hearing the sound again after a respawn is unrealistic | 17:05 |
blast007 | unrealistic how? | 17:10 |
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blast007 | cuz that's literally how it would work in real if if you could be in two places | 17:11 |
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blast007 | real life if* | 17:12 |
Juest | ohh | 17:12 |
Juest | i stand corrected | 17:12 |
Juest | but what if you hear it first then teleport, you dont hear it again unless it repeats | 17:12 |
blast007 | if you teleport further away, then yes, you could hear it again, because the wave would cross your path again | 17:14 |
blast007 | but in practice, you probably never notice it even if it happens, because the sound wave is moving rather fast (so it might be rare to even happen), the teleporter sound is loud (so it would cover up the sound), and you might not associate that repeated sound with the original anyway | 17:16 |
Juest | interesting | 17:16 |
Juest | oh i see | 17:16 |
blast007 | a sound source doesn't get removed until the wave has left the playing area (or more specifically, until it has traveled 1.414 times the world size) | 17:20 |
blast007 | we could remove that feature and make the sound system more efficient by just removing a sound source immediately after the sound has finished playing | 17:21 |
blast007 | Hmm.. I wonder what happens if a sound source starts playing, and before the wave reaches you, you teleport closer to the sound source. I don't know if the sound would immediately play, or if you'd just never hear it (because the wave never moved across your current location). | 17:23 |
Juest | is it too much hassle to keep track where the playhead was so it syncs and starts playing after you teleported? | 17:31 |
Juest | well actually, just raise the volume mid-playback in that case | 17:32 |
Juest | or lower it depending on the case | 17:32 |
Juest | or move the playhead | 17:32 |
Juest | as necessary | 17:32 |
Juest | if you move closer it would be at a later point of the playhead | 17:32 |
Juest | because sound travels | 17:32 |
blast007 | what do you mean by playhead? | 17:35 |
Juest | the playback position of the sound | 17:35 |
blast007 | why would we do that? | 17:35 |
Juest | to adjust accordingly based on the position, assuming the sound travels in distance | 17:35 |
blast007 | I have no idea what you're trying to accomplish | 17:36 |
Juest | so for example, if you move close from a large distance the sound might've already finished playing at the source but started playing at the original position | 17:36 |
Juest | and viceversa, teleporting away causes the sound to start playing later depending on the distance | 17:37 |
Juest | so it would just stop as you teleport and start playing from the beginning when it travelled the distance to the teleport destination | 17:38 |
blast007 | also, the speed of sound doesn't seem to behave as it's documented. I lowed it to 30, which should be 30 meters per second, but it behaves more like 0.25 meters per second. | 17:39 |
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