| Juest | blast007: with the graphics driver disabled on windows 10 im running into a issue where the game has no textures and that includes menu items | 00:57 |
|---|---|---|
| Juest | shows like this: https://i.imgur.com/0BikB9O.jpeg | 01:14 |
| Juest | i took it from remote desktop | 01:17 |
| blast007 | does that happen right away, or is it after toggling windowed/fullscreen? | 02:12 |
| Juest | blast007: thats happening right away, the gpu is disabled, obs game capture cannot grab the texture surface | 03:08 |
| Juest | odd though because flower, a game from 2009 that runs on phyreengine is able to run just fine | 03:08 |
| Juest | so its both expected and a edge case | 03:08 |
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| Juest | sup blast007 :D | 13:08 |
| Juest | the system is running on microsoft basic display adapter basically | 13:08 |
| Juest | which is software rendering | 13:08 |
| blast007 | do you have the same problem with 2.4.30? | 13:09 |
| Juest | no, it crashes instead | 13:10 |
| blast007 | hah | 13:10 |
| Juest | a moment after starting up | 13:10 |
| blast007 | so it protects itself ;) | 13:10 |
| Juest | this is not released build but 2.4 branch compile from source | 13:11 |
| Juest | not sure its even crashing | 13:11 |
| Juest | just closes | 13:11 |
| Juest | its a crash | 13:14 |
| Juest | access violation | 13:14 |
| Juest | oh hmm | 13:14 |
| Juest | its crashing for something else | 13:14 |
| Juest | cares throwing a violation | 13:14 |
| blast007 | could just be because of the old c-ares | 13:22 |
| blast007 | let me see if I have a build around with newer versions | 13:24 |
| Juest | blast007: i just built with the latest bzflag-dependencies | 13:24 |
| Juest | .... | 13:24 |
| Juest | what pastebin do you prefer? | 13:30 |
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| blast007 | I don't really have a real preference, but I often use either https://gist.github.com/ if I want multiple files or https://paste.debian.net/ | 13:46 |
| blast007 | the BZFlag-Dev/bzflag-dependencies repo is out of date, since I couldn't update some of them anymore since they removed the build files we were using | 13:47 |
| blast007 | https://static.bzexcess.com/downloads/bzflag-2.4.31-20260827-new-deps.zip (that's a release build with dependencies from blast007/bzflag-dependencies-cmake) | 13:58 |
| blast007 | I also have the dependencies if you want to use those: https://static.bzexcess.com/downloads/bzflag-dependencies-cmake-20260827.zip (compiled with VS2017 with Windows 10 SDK 10.0.19041.0) | 14:02 |
| blast007 | The .lib filenames for zlib and glew are different, as is the .dll filenames for zlib, so the project files for bzflag and bzfs need to be adjusted, and the NSIS file needs to be adjusted for the dll. | 14:03 |
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| Juest | ah okay | 16:25 |
| Juest | im aware the bzflag-dependencies is out of date, would it get replaced by bzflag-dependencies-cmake soon anyway? | 16:26 |
| Juest | blast: here you go, windbg output: https://0bin.xyz/DLZQ | 16:29 |
| Juest | so master works but has broken textures | 16:40 |
| Juest | but 2.4 works but crashes due to cares | 16:40 |
| Juest | here's release 2.4 https://0bin.xyz/2OWQ | 16:40 |
| Juest | the weird shim issue was cleared when running windbg as administrator | 16:51 |
| Juest | its weird, im getting a different access violation now on win32 debug build | 16:51 |
| Juest | https://0bin.xyz/MFYA | 16:52 |
| Juest | huh, copyright stops at 2023, expected? | 16:55 |
| Juest | the -v dialog says Copyright (c) 1993-2023 Tim Riker | 16:56 |
| Juest | TimRiker: is this expected? | 16:56 |
| Juest | blast007: where does echo output to? im trying to debug the no texture issue on master | 16:57 |
| Juest | 2.4 has a different problem as you can see | 16:58 |
| Juest | issues with cares | 16:58 |
| blast007 | into the configuration directory | 17:16 |
| blast007 | %LOCALAPPDATA%\BZFlag\ | 17:16 |
| blast007 | if you're running the latest 2.4, the copyright should show 2025 | 17:17 |
| blast007 | as for the CMake-ified dependencies, then yes, soon. Before the next 2.4 release. | 17:18 |
| blast007 | master is also not up to date to fixes/changes in 2.4, so the texture thing might be something we fixed in 2.4 | 17:18 |
| Juest | ahh right | 17:19 |
| Juest | master is 2023 | 17:19 |
| blast007 | ah | 17:19 |
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| TimRiker | do we have official bzw documentation anywhere? I'm adding teleporters in bzo now. The old link face support like in hix, and the new named links that newer maps probably use. Is there a teleporter team restriction? I remember that being discussed, but I don't recall if it was implemented. | 18:20 |
| Juest | TimRiker: i think its not implemented or at least i haven't seen maps that use that, except maybe planetmofo map | 18:54 |
| Juest | probably is implemented but i dont know for sure :D | 18:54 |
| Juest | blast007: i only found stdout.txt with the console output, nothing useful there | 18:55 |
| blast007 | There's no teleporter team restriction in 2.4. That was a 2.99 feature that was never backported. | 18:55 |
| Juest | Ah there we go | 18:55 |
| blast007 | I don't think 2.5 has that (yet) either. | 18:56 |
| blast007 | I did have the start of BZW documentation here: https://projects.porteighty.org/bzw_docs/documentation/world-design/bzw/ | 18:59 |
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| Juest | blast007: how is branch syncing handled here? | 19:46 |
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| blast007 | regarding 2.4 -> master? | 20:03 |
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| TimRiker | I've implemented shots through teleporters in bzo. Not tanks yet. | 21:25 |
| blast007 | One note for BZFlag teleporters is that links support randomization. So you can have a teleporter link to multiple teleporters. I believe this requires using named teleporters, and then the links can use a wildcard to match multiple teleporters. | 21:35 |
| Juest | yes blast007, and viceversa | 21:43 |
| TimRiker | you don't happen to know a map that uses the randomization so I can see an example? I was not aware of that option. | 22:40 |
| Juest | blast007: i have 2.4 crashing when i open the server list, similar to win10 just slower | 22:41 |
| Juest | so yeah, whatever happened we have a cares bug | 22:46 |
| Juest | its maybe possible this happens because i didn't build cleanly | 22:46 |
| Juest | https://0bin.xyz/L3TA | 22:48 |
| blast007 | TimRiker: https://forums.bzflag.org/viewtopic.php?p=181581#p181581 | 22:53 |
| blast007 | I'm not sure how it works in the game logic, but whatever it does, it is consistent over the network. So a projectile will come out the same randomly selected teleporter on both your local client and all the remote clients. | 22:54 |
| blast007 | Juest: are you still using the old dependencies, or did you try using my updated copies? | 22:57 |
| Juest | blast007: old dependencies, sorry :D | 22:58 |
| blast007 | https://static.bzexcess.com/downloads/bzflag-dependencies-cmake-20260827.zip for pre-built VS2017, or use this (which needs CMake to build) https://github.com/blast007/bzflag-dependencies-cmake | 22:59 |
| Juest | right yes | 22:59 |
| Juest | you mentioned it needs some patching on the bzflag side | 23:00 |
| blast007 | as mentioned, you'll have to update the 'bzflag' and 'bzfs' projects to point to the right files. under Linking > General, I think. | 23:00 |
| Juest | and bzadmin? | 23:01 |
| blast007 | I think it was zlibd.lib to zd.lib, zlib.lib to z.lib, glew32ds.lib to libglew32d.lib and glew32s.lib to libglew32.lib | 23:01 |
| blast007 | nope, bzadmin was fine, since it doesn't use zlib nor glew, the only two that changed | 23:01 |
| Juest | ah ok got it | 23:01 |
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| TimRiker | blast, so the server picks a random destination and only sends that one out in the map, so everyone has the same random until restart? The clients/server do not teleport each shot/player randomly each time, right? | 23:35 |
| blast007 | Each time something passes through a teleporter with a random link, it goes to a different destination. | 23:41 |
| blast007 | I don't know how it syncs it. | 23:41 |
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