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| Juest | doubt anyone is running another instance | 00:24 |
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| Juest | TimRiker: any thoughts in implementing multiple servers connected together? | 00:24 |
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| TimRiker | what would connecting to different servers look like? Long term it would be nice if there was an OAuth2 provider to login at each game server, and then also on the list server. Each server would have a link back to the list on the login screen and publish game info to the list so people can see which server have players on line. | 04:20 |
| TimRiker | so far there's only one game mode in bzo. free for all. | 04:22 |
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| BZNotify | bzo: blast007 commented on pull request #1 "Maps" by TheSilverStone (https://github.com/BZFlag-Dev/bzo/pull/1#issuecomment-3660391831): > Sorry, this is where it's at, but the license is public domain.... | 12:54 |
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| blast007 | TimRiker: I'm assuming it doesn't support dynamicColors yet, right? cuz if it did, I have a rather extreme example of them: https://static.bzexcess.com/videos/apple.mp4 | 13:06 |
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| BZNotify | bzflag: TheGiraffe3 opened issue #379 "Add more API functions" (https://github.com/BZFlag-Dev/bzflag/issues/379) | 15:28 |
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| TimRiker | blast007, cool! bad apple. No, I'm only testing with legacy world objects so far. Looking forward to more map documentation to decide what to add next. | 18:52 |
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| BZNotify | bzo: timriker closed pull request #1 "Maps" by TheSilverStone (https://github.com/BZFlag-Dev/bzo/pull/1) | 19:13 |
| BZNotify | bzo: timriker commented on pull request #1 by TheSilverStone (https://github.com/BZFlag-Dev/bzo/pull/1#issuecomment-3662006979): I added pizza box. I agree on the other map, so I won't be adding t... | 19:13 |
| tupone | if you shoot and jump you loose the shot in the first person view | 21:10 |
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| TimRiker | the server validation is a bit too strict right now. I suspect that's what's happening. You don't pass validation, so the shot is blocked. | 22:33 |
| Juest | because...? | 22:33 |
| TimRiker | math is hard | 22:33 |
| Juest | network conditions? | 22:33 |
| TimRiker | no, just trying to get the validation correct on the server. If the client is unmodified, the server should not have to do any validation. It's trivial to modify the client though with lots of different web development tools. | 22:34 |
| Juest | fair | 22:34 |
| TimRiker | some things are better from the start. BZFlag used to let the client decide if they were hit. Trivial to bypass. In bzo, the server places clients, and determines who is hit by who. it also tries to validate shot origin and duration. since the server needs to track players, the checking is there. | 22:36 |
| TimRiker | similarly, when I get to flags, the server will tell the clients where flags are, but not which flags they are, except for team flags. thus the client can't prefer picking up the GM flag, for example. It will have to try picking it up before it finds out what it is. | 22:37 |
| TimRiker | the server used to send a ton of player corrections. That number is getting smaller. I should show a local: message now when a correction is received. I'll add that. | 22:38 |
| TimRiker | if anyone wants to help out, they are welcome to submit patches. :) there's a lot of code to review now, and I'm still making changes pretty frequently. I merged the "on top" handling with the collision check code recently. That was a lot of reworking. Broke some things, fixed other things. Then I had to re-fix jumping up into an obstacle for example. | 22:40 |
| TimRiker | pyramids are not right yet. the user should be able to slide down a normal pyramid, and right now they drive on a non-existent platform the size of the base at the top of the pyramid. | 22:40 |
| Juest | https://i.imgur.com/PnVXH8U.png - minimap is showing incorrect info | 22:42 |
| TimRiker | what should it be showing? any idea why there's an obstacle under you on the radar but not on the 3d view? | 22:43 |
| Juest | https://i.imgur.com/yn4gcd5.png | 22:43 |
| Juest | i think the radar is messed up | 22:43 |
| Juest | the "line" should be the bridge part in 3d space but its rotated | 22:44 |
| Juest | https://i.imgur.com/bAjCxyK.png | 22:45 |
| TimRiker | hmm. the walkway looks like it's rendered 90 degrees off? perhaps everything is? I'll add more objects to the test world. | 22:46 |
| Juest | some objects are fine | 22:46 |
| Juest | others seem rotated | 22:46 |
| Juest | no idea why it happened | 22:46 |
| TimRiker | I'm not sure what the narrow bar on the map is supposed to be. | 22:46 |
| TimRiker | yes, I mean rotated on the radar, not in the 3d view. | 22:46 |
| Juest | some object improperly placed in the radar | 22:46 |
| Juest | and some objects clearly visible wont show up in the radar (disappear at a certain distance away from them) | 22:47 |
| TimRiker | I'm on walkway3 now, and it's rotated incorrectly on radar. | 22:47 |
| Juest | https://i.imgur.com/omU8vNu.png | 22:48 |
| TimRiker | yes, the clipping of objects on radar is not right either. Currently I clip them if their center is outside the radar, but they should not be clipped unless they are entirely outside the radar. | 22:48 |
| TimRiker | have you used the Debug Labels in settings? that helps identify objects with issues. | 22:49 |
| TimRiker | similarly the Ghost Players helps track down network issues. | 22:49 |
| TimRiker | great stuff! identified some radar and shot collision orientation issues. Also sometimes tank labels don't match scoreboard labels. I'll work on all of those soon. | 23:15 |
| Juest | TimRiker: also dupe join messages in chat | 23:16 |
| Juest | and names are correct in chat | 23:16 |
| Juest | but it bugs out too | 23:16 |
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| BZNotify | bzflag: blast007 commented on issue #379 "Add more API functions" by TheGiraffe3 (https://github.com/BZFlag-Dev/bzflag/issues/379#issuecomment-3662930843): * bz_endServerShot: Could probably just be a wrapper around the bzf... | 23:49 |
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