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Lantizia | Juest, does that mean the freenode logs will go? | 08:21 |
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TimRiker | Infobot code is up on sourceforge if anyone wants to run the bot. It got to the point where I got tired of people asking to have something purged from the logs, being up set that a PUBLIC channel was being logged in the first place, etc. | 08:41 |
TimRiker | https://sourceforge.net/projects/blootbot/ | 08:42 |
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TimRiker | actually, this is the more current fork: https://sourceforge.net/projects/infobot/ | 08:46 |
TimRiker | might want to review this one too: https://sourceforge.net/projects/flooterbuck/ | 08:46 |
TimRiker | Bummer. I told lenzo that I'd love to take over infobot.org anytime. Looks like he just let it expire. | 08:49 |
TimRiker | blast007, I used serverport as I think it's possible someone with a single public IP might want to run a public and private servers on different ports. | 09:05 |
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Guest5615 | Hey I was wondering if there is any way of showing fps? I don't see it in the gui options in the game itself but is it a debug option? | 09:50 |
blast007 | press the 't' button | 09:55 |
blast007 | the 'y' button also shows frame draw times | 09:56 |
blast007 | TimRiker: the infobot.org whois shows it was registered in 1999 and expires at the end of 2024, so it *appears* to be the same registration and not an expired domain | 10:05 |
blast007 | in January of 2023 it started showing an error page and then in March it showed that other new site | 10:08 |
Guest5615 | Many thanks blast007 | 10:14 |
blast007 | TimRiker: hmm, though around December 18 2022, the nameservers changed to ones at pendingrenewaldeletion.com, and then to two worldnic.com ones around January 26 2023, and then to cloudflare ones around March 4, 2023. | 10:16 |
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Lantizia | TimRiker, people kept asking you to remove stuff? if that's getting annoying then does infobot.rikers.org need to be online at this point, since it's years out of date? | 11:58 |
blast007 | Lantizia: logs don't get "out of date" | 12:00 |
Lantizia | I guess I meant it in the sense that logs.bzexcess.com is now the place for current logs :P | 12:01 |
blast007 | sure, but the *old* logs aren't there | 12:01 |
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bz-next | I think, for tanks and other scene objects, they should all use the main material manager. Basically, have a material for each type of tank, and even a separate material for each player tank tread. Then, treads can be animated by just updating the material's texture matrix | 19:16 |
bz-next | Since I feel like having some scene objects handle their own asset management is just kinda cursed | 19:16 |
bz-next | It'd also mean you could potentially custom skin tanks by defining a, for example, _rogueTankMaterial in your map | 19:20 |
bz-next | if bullets and lasers and stuff could also be treated the same way, then maps could also custom skin those | 19:23 |
bz-next | when the scene object is being constructed, it can just check if the material exists, and if not, autogen it | 19:24 |
bz-next | Well, I guess treads could just be one material and each would just need its own texmat entry | 19:26 |
bz-next | Then, in the future, the tank texture could be switched to a UV-unwrapped texture and you could actually texture the tank in detail how you want | 19:27 |
bz-next | it is likely also best to use gltf instead of obj to store the tank model, since gltf can store object hierarchy, so the wheels and treads can be logically separate entities in the model, which greatly simplifies things | 19:49 |
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