IRC logs of Libera.Chat #BZFlag for Saturday, 2024-02-24

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bz-nextthe game needs exclusive hats to fund development02:01
SpringTankHah!02:07
ZehraI need a baseball cap, a hardhat, and a sombrero. :P02:10
bz-nextcha ching02:10
Zehrabz-next should have forum rank of Opus Magnum!02:16
bz-nextthere needs to be loot boxes too, it wouldn't necessarily interfere with the open source nature of the project02:23
Zehragacha-game mechanics02:23
Zehrapeople need to have SSR flags and common flags, otherwise it's too predictable and boring. :P02:24
bz-nextyeah. basically, you don't need to drive the tank anymore, you just click an image of a tank on your phone and a shiny key appears and opens a box full of tank-themed goodies02:24
bz-nextthen you can sell those in the online marketplace for tokens. you can buy tokens with real money02:25
bz-nextthe money gets used to degenerate the game more02:25
Zehrathe microtransactions will support development and make it easy to manage the whole project02:25
ZehraNot to mention, nobody will be able to cheat as easily in this new model of the game02:25
bz-nextsure you can start your own item server, but all your friends are on the main server and you want to impress them, so02:26
Zehrapeople will easily be able to associate the game by stunning visuals and game lines and catch phrases too02:26
bz-nextyes tanks should make witty audio remarks when you get a kill, like family guy catchphrases02:27
bz-nextthat is what the people want02:27
bz-nextif you need gameplay to keep ppl addicted just add a bz-themed bejeweled minigame in there or something, whatever02:27
Zehrathe mini games added will help improve replayability, as additional games can be easily added02:28
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bz-nextI think I will integrate modeltool from the 2.99 branch into the map viewer / editor04:30
bz-nextBecause I kinda want to make a map and I don't want to have to fiddle with copy and pasting stuff around a bunch04:31
Juestehhh04:31
bz-nextyou don't think it's worthwhile?04:32
Juestwhat zehra said is silly lol04:32
Juestits not the spirit of the game04:33
bz-nextit was facetious04:33
* Juest shrugs04:33
Juestwhy not straight port the modeltool features instead?04:34
Juesti guess thats what you meant by integrate04:34
bz-nextI was just thinking, some ugly dialog that lets you select some .objs and then just churns them through modeltool04:34
bz-nextthen pastes them into the current file04:35
Juestwhy use the original when you are doing a rewrite anyways04:35
bz-nextlaziness04:36
Juestgo supersede the original04:36
Juesti guess it'll do for now but eventually it'll obsolete it04:36
bz-nextthat is fair, it might be best to just keep it decoupled as a separate tool04:36
bz-nextI am very conflicted on what to do with the editor, since it needs some more investment to not suck as an editor04:38
bz-nextbecause it's just slapped together using internal bzflag code it's not super structured on the inside and that is kinda annoying04:39
bz-nextwhich is why it has the kinda dumb edit->reload workflow it has now04:40
Juest:/04:43
Juestmaybe fix that laziness04:43
bz-nextI don't want to dig into the internal representation to figure out how to change an already loaded world, and I don't want to rewrite a new representation from scratch because that's duplication04:43
bz-nextsince it's all text at the end of the day one solution would be to link world objects to lines of text in the bzw file on world load, so that the corresponding lines could be changed when you edit something04:44
bz-nextthat would be nice because it'd preserve comments and stuff, but it feels a bit... hacky?04:44
Juestseems error prone in a way04:45
Juestsounds*04:45
bz-nextyeah exactly, it sounds like a mess04:45
bz-nextbut since it's text, it might be the way to go about things...04:45
Juestmaybe amend the bad consequences then?04:45
bz-nexthowso04:45
Juestanalyse the cause of the consequences and work on improving that04:46
bz-nextWhat I'd like to avoid is the classic editor thing of a program that digests a map and spits out a new logically equivalent file that's been internally mangled04:48
bz-nextsince people like to be able to edit maps by hand too04:49
bz-nextso, like, if you add a box, it should just append a box to the bzw file. If you edit a material, it should just add the new properties to the existing material in the file04:50
bz-nextthe classic workflow of map -> internal representation -> manipulation -> output would completely mangle a map file04:51
Juesti understand04:56
bz-nextso maybe, when reading a bzw, the reader could make a mapping like object->[first line, num lines] and add spacer objects for whitespace/comments in between04:57
bz-nextand object["property"] would just be the offset of the property in the object04:57
bz-nextthen there's some sorta classic algorithm about dealing with lists of lengths like this that'd speed up updating all the various offsets, I forget what it is but I know it exists, so if that is even needed it'd be possible04:58
bz-nextsince most maps only have <100k lines and most of those are encapsulated in objects I don't think it'd be a big deal to just update offsets on change04:59
bz-nextfor rendering, you'd need a separate render call for each object and set ObjectID in the shader for user interaction. I think it's possible to pack objectID into a buffer too but since objects would want to be moveable it's probably simplest to just render them serially05:05
bz-nextthe trouble is, that would get you a lot, but there would still be so much work in getting something really full featured GUI wise. Is it worth it? Would anyone even use it ever?05:07
bz-nextI don't want to waste time making something that nobody will use05:08
bz-nextI'd rather do just enough that it meaningfully improves the state of things and then move on to the next problem05:10
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bz-nextlaziness is really about prioritization in my case. I don't want to end up stuck deep in some corner building castles that nobody will really care about, I'd like for the work to be impactful05:20
bz-nextOtherwise a project can kinda spiral in on itself and nothing useful gets done05:21
bz-nextCurrently I see the roadmap as [basic tank rendering] -> [architecturally supporting multi-phase rendering] -> [shots? lasers? lighting? better shaders? better materials?]05:23
bz-nextbut if there is actually demand for a map editor I will do it. I just don't know if there is05:23
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blast007would it be enough to lock an authentication token down to a specific hostname, or should it be a hostname:port combination?23:15
blast007the client code currently sends the host:port combination, but that hasn't made it into a release yet23:18
blast007I'll likely end up making the client use the GETTOKEN action as well, since currently it fetches a full server list when it wants to grab an authentication token23:19
blast007(one reason it did that was because it could use the token you received from fetching a server list, so it saved a request if you fetched the server list, selected a server, and joined before the token expires)23:19
blast007(but, with the change to locking tokens down to the target host or host:port, instead of the player IP, the token from the list won't be useful in most cases)23:20
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