| TimRiker | for bzo, so far I'm not planning on adding anything that bzflag does not support. There are a few thing in there, object names can be rendered on the map, and collision info as well, but those are basically debug tools. In a non-team map, tanks get a random pastel color which does not affect gameplay, | 00:03 |
|---|---|---|
| blast007 | one thing I'm seeing with the ground in bzo is that is kinda jitters as you move. | 00:08 |
| blast007 | the radar zome out (with -) works fine, but to zoom in you have to hold shift and =, since it expect a literal +. | 00:08 |
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| TimRiker | numpad +/- should work. Do you have any of the debug options? with the grid enabled, the ground does flash, but without, I'm seeing it stable. I have the sun/moon moving way too fast right now mostly just to see the stencil/shade moving to work on that. | 01:28 |
| blast007 | it wasn't flashing. it was like it was moving side to side just a bit. | 01:33 |
| blast007 | as I drove. | 01:33 |
| TimRiker | could be. I'll look into it. Feel free to open issues on github. :) | 01:34 |
| blast007 | the problem with the = vs - is that you're likely handling things like ASCII characters, not as scancodes | 01:34 |
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| blast007 | dunno if you saw my message about scancodes | 01:34 |
| TimRiker | I'll look. I know / works as well as ? for help, so I thought it was scancodes. | 01:35 |
| blast007 | also triggers the firefox quick search. I'm not sure if that can be fixed with a preventDefault() on some event. | 01:36 |
| blast007 | heh... forgot to escape the / at the start of that message. I meant to say / also triggers firefox quick search | 01:37 |
| TimRiker | tab sometimes moves html dom entries, so that's problematic too. | 01:42 |
| TimRiker | overall impressions? is it beginning to feel like bzflag? starting from a PWA (persistant web app) should get you full screen on platforms that support that. Android does, but I can't seem to get windows 11 to do it. | 01:51 |
| TimRiker | fixed + for zoom to take = as well. yes, we're using scankeys for most anyway. Moved fire to enter to get ready for flags. unified preventDefault which might stop the firefox keys. | 02:04 |
| blast007 | It definitely looks more like BZ. Did that change a lot in the last 2 weeks or so? The feeling is different, though part of that is just the momentum. Movement speed still seems tied to the entire window instead of just the mouse box, so tht takes some getting used to. Jumping often doesn't work when you're on a building. | 02:05 |
| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/bef629cecffe...94083c384b17): | 02:07 |
| BZNotify | main @ bzo: timriker aebc96: Team scores, and keys the browser can no longer take (https://github.com/timriker/bzo/commit/aebc96df8736390a380330b4adfc34902242c568) | 02:07 |
| BZNotify | main @ bzo: timriker 94083c: Release v1.0.44 (https://github.com/timriker/bzo/commit/94083c384b17f05352b5b3422826647fe7314c38) | 02:07 |
| BZNotify | bzo: timriker tagged main * 94083c (Release v1.0.44) as v1.0.44 (https://github.com/timriker/bzo/compare/v1.0.44) | 02:07 |
| blast007 | another diffence is that in bz if you're moving and you jump up under an obstacle and hit it, you lose all your horizontal speed and fall straight back down, but in bzo you don't | 02:08 |
| TimRiker | mouse box might need tuning. I'll look into that. I have not had an issue with jumping on buildings. Moving to BZFlag audio made a big difference in the feel of the game. Yes, a lot has changed in the last 2 weeks. teleporters, bases, reworked a lot of the collision and slide code to match what bzflag does. tanks are now tested as rectangles instead of circles so collision is much closer, etc. One of the biggest changes is all the dashboard work | 02:09 |
| TimRiker | in xr, but that's only visible in xr. The settings dialogs did change too. more of a bzflag style scrolable list now. That makes it usable in xr. | 02:09 |
| blast007 | you also can't shoot when moving backwards in bzo, since you end up clicking on the chat area. and if you click into the actual text box, then you stop moving as well and are just a sitting duck until you click out of it. | 02:10 |
| TimRiker | oh, should bzo match bzflag? what happens if you hit a wall in bzflag? you slide, right? not stop and drop? | 02:10 |
| blast007 | the wall hitting physics in BZ are something you'd not want to replicate *exactly*, since since they get screwy at high FPS :) | 02:11 |
| TimRiker | hmm. probably want a chat button then to activate chat and allow mouse clicks to be fire everywhere except the chat button. thoughts? | 02:11 |
| blast007 | but in BZ, yes, you generally can slide against walls, even in the air | 02:12 |
| blast007 | the explosion camera actually makes me motion sick | 02:14 |
| TimRiker | it's fun, but I can see that. Perhaps I'll add an option to disable it. We don't want people barfing on their keyboards. You should try it in XR. :) | 02:15 |
| blast007 | I don't have a VR setup that works right now | 02:15 |
| blast007 | only have a Occulus Rift CV1, but don't have that machine set up with Windows right now | 02:16 |
| TimRiker | k. There's still work to do there. the scoreboard and chat are all one color, etc. on Quest they are up to high and down too low so they are hard to see. I'll reduce that. Might be too far from the edges on other systems. dunno till we try. | 02:17 |
| TimRiker | virtual controls vary. some phones they are too large, and on others too small. Tuning needed there too. Probably calculating a percentage of screen size. There's no drop flag or lock on button and jump is always there, when it should not be if the server has no jump. right now, that's not a server option yet. | 02:18 |
| TimRiker | what's missing other than flags, that you think should be added soon? | 02:21 |
| TimRiker | ok, chat area mouse clicks constrained to tab buttons and a new "chat" button. This makes two chat buttons on screen, so perhaps that second one should be "Send" or something? | 02:33 |
| TimRiker | mouse speed adjusted to better match bzflag. Note: we don't constrain the mouse, so you still might scroll off the app. I'm not sure web browsers would allow it, and it feels like bad behavior even if we could. | 02:47 |
| blast007 | to restrict the mouse, you'd probably have to capture it and draw some indicator | 02:47 |
| blast007 | there were some mockups for a new HUD for BZ | 02:47 |
| blast007 | hmm, can't find the ones I was thinking of. I think maybe JeffM had made one or two. | 02:51 |
| TimRiker | I think the current is very usable. for bzo, we want the virtual controls to have space on the bottom corners, so moving the radar to upper right feels ok without drastically changing things. Scoreboard, chat, are shaded backgrounds, which is not a direct copy, but works. Might make them more transparent. still no alert message area at the screen top, and no flag indicator yet as we have no flags. | 02:55 |
| Juest | interesting, cheers for the work on bzo TimRiker :) | 02:57 |
| Juest | TimRiker: the issues with pyramids are still here | 02:58 |
| Juest | im stuck falling from it and being corrected by the game and repeat | 02:58 |
| Juest | why i cant get rid of the audio? | 03:00 |
| blast007 | oh yeah, that was another weird thing. Often if I jump at a box and hit the side, I actually end up on the top of the box. Dunno if that's intentional or not. | 03:01 |
| TimRiker | I don't have a bzo volume setting. should there be one? | 03:01 |
| Juest | yes please, i want to not have audio | 03:01 |
| Juest | mute button | 03:01 |
| blast007 | mute the tab :) | 03:01 |
| Juest | lol fair | 03:01 |
| TimRiker | I fixed the ground jitter. loop was using date, which had jitter tank motion didn't have. I think they are in sync now. | 03:01 |
| Juest | how about xr or browsers that dont have tab muting? | 03:01 |
| blast007 | neither of my phones can run it, though I didn't expect them to ;) one is a flip phone and the other's my Librem 5 | 03:02 |
| blast007 | is it WebGL 1 or 2? | 03:02 |
| TimRiker | nope, ground still has jitter. :( | 03:03 |
| Juest | see me stuck? | 03:03 |
| TimRiker | I don't think I'm doing anything that requires webgl 2, but I'm also not testing 1. | 03:03 |
| Juest | is the ground doing parallax things? | 03:04 |
| TimRiker | yes, you sare inside a pyramid. Q will kill yourself. | 03:04 |
| Juest | yeah, im saying that the issues with pyramids are not resolved yet :) | 03:04 |
| Juest | the overview camera still needs work | 03:04 |
| Juest | its a fixed camera apparently | 03:05 |
| Juest | i still have the problem of being ground glued when trying to jump | 03:05 |
| Juest | from a building | 03:05 |
| TimRiker | how did you get in that stuck position? | 03:05 |
| Juest | i jumped onto the pyramid | 03:05 |
| Juest | dropped down and as soon i touched the ground it put me back up and fell again | 03:06 |
| TimRiker | yes, I've not gotten back to overview or observer cameras. they both need fixing. | 03:06 |
| Juest | btw, this problem with jumping from buildings is a macos only issue apparently | 03:06 |
| TimRiker | probably just an edge case that's harder to trigger. | 03:07 |
| Juest | also i think i had before the snapping blast007 mentioned about when jumping up and getting a bit short of | 03:07 |
| Juest | i can get this pretty consistently too | 03:07 |
| Juest | the bug changed tho | 03:07 |
| Juest | before i was just not able to jump | 03:08 |
| Juest | now it jumps after a certain amount of jumping attempts | 03:08 |
| Juest | holding the key does it | 03:08 |
| blast007 | yeah, holding tab spams the jump sound and then it finally jumps | 03:08 |
| Juest | are you on mac or win? | 03:09 |
| Juest | or linux? | 03:09 |
| blast007 | linux + firefox | 03:09 |
| Juest | ah hmm | 03:09 |
| Juest | im on mac chrome | 03:09 |
| Juest | and in my windows machine with older chromium i didnt get this problem | 03:09 |
| Juest | though i havent checked again | 03:09 |
| Juest | after updating it | 03:09 |
| Juest | why do we have momentum/acceleration now? | 03:10 |
| Juest | that's not very bzflag-ish | 03:10 |
| TimRiker | ok, pass 2 on ground textures. mirroring the ground centering bzflag uses. That look much better to me. | 03:10 |
| Juest | sometimes with teleports im managing to come up on the wrong side | 03:11 |
| Juest | whats up? | 03:11 |
| TimRiker | dunno. seems working for me. | 03:12 |
| Juest | try going into the teleporter a few times | 03:12 |
| Juest | you'll eventually break it somehow | 03:12 |
| Juest | also especially try entering from the sides | 03:12 |
| Juest | maybe its the lag causing me to have a drifted position? | 03:13 |
| Juest | so yeah | 03:14 |
| Juest | i seem to be positioned on the wrong side | 03:14 |
| Juest | of the teleport | 03:14 |
| Juest | in some entrances | 03:15 |
| TimRiker | driving really slow through a teleporter seems to trigger it. | 03:15 |
| TimRiker | I'll look into that too. | 03:16 |
| Juest | im using keyboard driving | 03:16 |
| Juest | and i just seem to trigger it inconsistently | 03:16 |
| TimRiker | short key presses should do the same. | 03:16 |
| Juest | ah hmm | 03:16 |
| Juest | collision seems a bit off when going to the side of the teleporter from inside | 03:18 |
| Juest | as well | 03:18 |
| Juest | its a hard wall when hitting it from outside | 03:18 |
| Juest | and i get my position corrected by the game a few times as well | 03:18 |
| Juest | like with other walls | 03:18 |
| Juest | also, keybind configuration please? | 03:20 |
| Juest | im used to jump with space | 03:21 |
| TimRiker | these are logged on the server, and I try fixing what it detects as cheats from time to time without allowing anything. I track obstacle collision in bzo, which I don't think bzflag does? I'm sure there are some differences anyway. The goal is playability and as close to bzflag as we can get while remaining playable. :) | 03:21 |
| Juest | are there anticheat plugins for bz? :D | 03:21 |
| TimRiker | :) | 03:21 |
| Juest | is there even an anticheat in bzf? | 03:22 |
| Juest | that realistically nobody uses i suppose | 03:22 |
| Juest | :P | 03:22 |
| Juest | would you go and implement such thing? | 03:22 |
| TimRiker | yes, there are jitter checks, and game checks to try to detect clients that alter target box, or otherwise don't die when they should. Things like that. | 03:22 |
| Juest | it'll definitely have to be clear of false positives | 03:23 |
| Juest | ah i see | 03:23 |
| Juest | well its not really enough | 03:23 |
| Juest | jitter and lag checks are just warnings above threshold to kick | 03:23 |
| TimRiker | the original bzflag has absolutely no checks. It was trivial to just remove the die trigger on a custom client and become highlander. | 03:23 |
| Juest | it doesn't really have position correction, does it? | 03:23 |
| Juest | ah hah | 03:24 |
| Juest | when did the anticheat come in? | 03:24 |
| Juest | 2.x? | 03:24 |
| Juest | i imagine there been successful attempts at tricking the anticheat with custom clients | 03:24 |
| TimRiker | some things happened as early as 1.7. it's a moving target. | 03:24 |
| Juest | was it just a result of treadmill work? | 03:25 |
| Juest | ah hey, passworded operator dialog yet? | 03:27 |
| TimRiker | the GPL helped. cheat clients would either go away or release source, so we knew what they were doing. | 03:27 |
| Juest | or permissions system | 03:27 |
| Juest | heh | 03:27 |
| Juest | of course | 03:27 |
| Juest | still treadmill work | 03:27 |
| BZNotify | main @ bzo: timriker pushed 1 commit (https://github.com/timriker/bzo/compare/94083c384b17...08a388cc7630): | 03:28 |
| BZNotify | main @ bzo: timriker 08a388: Release v1.0.45 (https://github.com/timriker/bzo/commit/08a388cc7630ce0965d54a16a29003ab8c5c3d0a) | 03:28 |
| TimRiker | the real fun client would just shoot from right in front of an enemy from clear across the map. That worked REALLY well till we guarded against it. | 03:28 |
| BZNotify | bzo: timriker tagged main * 08a388 (Release v1.0.45) as v1.0.45 (https://github.com/timriker/bzo/compare/v1.0.45) | 03:28 |
| Juest | of course, the cat and mouse ends quickly when you check the source code xD | 03:29 |
| TimRiker | no, if the forums provided an OAuth2 interface that exposed groups, I'd use that with login. I could use the token system, but I don't really want to. Right now it's just dev, and I back things up, so operator panel is still wide open. | 03:29 |
| Juest | so they were just spawing a bullet in the enemy from the other side of the map? | 03:29 |
| Juest | did people do like bullet magnet type stuff or autoaim? | 03:30 |
| Juest | and basically gm without gm | 03:30 |
| Juest | how rampart was cheating in this game? | 03:31 |
| TimRiker | the central auth stopped a lot of it. Most server went to registered players only. Then we could ban the player and get rid of the issue. | 03:32 |
| Juest | when were your active days in bzf dev? | 03:32 |
| Juest | well ya, besides that | 03:32 |
| Juest | how hairy did things get? | 03:32 |
| TimRiker | I don't recall. I'd have to look things up. Git history should show a lot of it. | 03:33 |
| Juest | oh hmm | 03:33 |
| Juest | a bit old for recalling? :) | 03:33 |
| TimRiker | Then I did a lot of what blast does now, running the forum and central login, the list server, etc. | 03:33 |
| Juest | until jeffm came? | 03:34 |
| Juest | or...? | 03:34 |
| Juest | errr | 03:34 |
| Juest | how did the main roles of this project been evolving over time? | 03:34 |
| TimRiker | ya, jeff did a lot too. | 03:34 |
| Juest | should i look at the history of authors or something? | 03:35 |
| Juest | the AUTHORS file | 03:35 |
| Juest | or CREDITS | 03:35 |
| Juest | whatever it is | 03:35 |
| TimRiker | there's a lot there too. probably not anywhere that captures all of it. | 03:35 |
| TimRiker | there have been other rewrite projects, but I don't know any that survived. bzflag itself started in '92 so that's a lot of history to overcome. It's the oldest 3d game I'm aware of, and it's still around. | 03:36 |
| Juest | hm | 03:36 |
| Juest | was curious about like the project staff stuff | 03:36 |
| TimRiker | my biggest memory was doing the current UI. crs showed up one day and we all worked on a ui refresh. It was fun. I'm still considering creating pre-1.7 ui in bzo as an option. :) | 03:38 |
| Juest | hah | 03:39 |
| TimRiker | https://en.wikipedia.org/wiki/BZFlag#/media/File:BZFlag-1.7d9.jpg | 03:39 |
| Juest | why not add a ui selector on bzf? :) | 03:39 |
| Juest | im not sure if the rewrite that got outsourced will have that in account | 03:40 |
| TimRiker | https://www.bzflag.org/about/history/ has some of that. | 03:40 |
| TimRiker | we deal with enough ui issues in the current interface. I don't think anyone wants to support multiple UIs. :) | 03:41 |
| Juest | hm fair | 03:43 |
| Juest | history doesnt mention a lot about the staff | 03:44 |
| Juest | other than the maintainer switch | 03:44 |
| Juest | :p | 03:44 |
| TimRiker | true. there were never really any official positions. webmaster perhaps. it started as just bzfls with no website, then sourceforge site. I don't recall when the first bzflag.org site got setup actually. | 03:53 |
| TimRiker | archive.org has the stuff I did in 2001. Seems like crs had a list of servers before I implemented the central server list registration. | 03:54 |
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| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/08a388cc7630...bfe0647d449d): | 05:00 |
| BZNotify | main @ bzo: timriker 2b7012: Short module names, and one implementation per repeated shape (https://github.com/timriker/bzo/commit/2b70125e5d7c4035adba206cb21b627a10abb066) | 05:00 |
| BZNotify | main @ bzo: timriker bfe064: Release v1.0.46 (https://github.com/timriker/bzo/commit/bfe0647d449d827001fa2bd247d3dd30d296aac8) | 05:00 |
| BZNotify | bzo: timriker tagged main * bfe064 (Release v1.0.46) as v1.0.46 (https://github.com/timriker/bzo/compare/v1.0.46) | 05:00 |
| BZNotify | bzo: timriker opened issue #29 "Volume control" (https://github.com/timriker/bzo/issues/29) | 05:35 |
| BZNotify | bzo: timriker labeled issue #29 as enhancement | 05:35 |
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| BZNotify | bzo: Sythos commented on issue #29 "Volume control" by timriker (https://github.com/timriker/bzo/issues/29#issuecomment-5490848945): Do you mean just a mute/unmute button or a real full slide? | 08:02 |
| BZNotify | bzo: Sythos opened issue #30 "Add links in README.md" (https://github.com/timriker/bzo/issues/30) | 08:02 |
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| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/bfe0647d449d...2e0ad8937777): | 08:40 |
| BZNotify | main @ bzo: timriker bd15c0: Light the ground as BZFlag does, and measure what a frame costs (https://github.com/timriker/bzo/commit/bd15c0ed7d53890d2cb15342b416f764c9b19c63) | 08:40 |
| BZNotify | main @ bzo: timriker 2e0ad8: Release v1.0.47 (https://github.com/timriker/bzo/commit/2e0ad89377777909470d32a66fabc842bfd1a465) | 08:40 |
| BZNotify | bzo: timriker closed issue #30 "Add links in README.md" by Sythos (https://github.com/timriker/bzo/issues/30) | 08:40 |
| BZNotify | bzo: timriker tagged main * 2e0ad8 (Release v1.0.47) as v1.0.47 (https://github.com/timriker/bzo/compare/v1.0.47) | 08:41 |
| BZNotify | bzo: timriker commented on issue #29 "Volume control" (https://github.com/timriker/bzo/issues/29#issuecomment-5491356468): mute/unmute would be sufficient, but actual volume slider or levels... | 08:43 |
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| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/2e0ad8937777...1057936b7cdf): | 09:28 |
| BZNotify | main @ bzo: timriker 621c93: Project shadows with a matrix, and measure the frame by phase (https://github.com/timriker/bzo/commit/621c9341307b4a784e62e90c6e4b14717d34ac06) | 09:28 |
| BZNotify | main @ bzo: timriker 105793: Release v1.0.48 (https://github.com/timriker/bzo/commit/1057936b7cdfeb35af3845c6486fddfd10a7255f) | 09:28 |
| BZNotify | bzo: timriker tagged main * 105793 (Release v1.0.48) as v1.0.48 (https://github.com/timriker/bzo/compare/v1.0.48) | 09:28 |
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| blast007 | TimRiker: I've been thinking about ways to make authentication work better (or at all) for third-party web sites/clients. One of the main challenges is that I don't know if I can switch phpBB to use an external auth and still have some of our features work, like the ability to change our names. Seems like most systems would either use the email or the username as the static identifier, so if ... | 16:10 |
| blast007 | ... you changed those in the IdP, then the forum account wouldn't be linked anymore. | 16:10 |
| blast007 | There's probably a way I could have the IdP change the info in the forum to match, but that could be a fragile link, especially if the forums are under another AI scrapper bot attack. | 16:11 |
| blast007 | So I'd probably implement something that still used the phpBB as the identity provider, but then offered OAuth or OIDC. | 16:12 |
| blast007 | I've been asking a few different AI models about how to accomplish this all, but I'll have to review and research that more. | 16:13 |
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| Sythos | just half cent, I've crossed few time ago the path of RFC9807, "OPAQUE", seem may work without expose passwords, maybe a bridge (php?) may work | 16:49 |
| Sythos | https://datatracker.ietf.org/doc/html/rfc9807 | 16:49 |
| Sythos | i've not yet got time to read carefully | 16:50 |
| Juest | how about using openid? | 17:01 |
| blast007 | OIDC = OpenID Connect | 17:04 |
| blast007 | (which is different than the older OpenID) | 17:05 |
| Juest | oh sorry | 17:05 |
| blast007 | OIDC is based on OAuth2, I believe | 17:05 |
| blast007 | "It is an authentication layer on top of the OAuth 2.0 authorization framework." | 17:06 |
| Juest | hopefully cmake dependencies can get finished and deployed soon | 17:15 |
| Juest | and next 2.4 version can read windows 7 in the system requirements again | 17:15 |
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| TimRiker | on another phpBB forum I admin, we use okta. Okta has a user id which I store in the db. If the same user authenticates later based on a matching id, but the username is different, I try to change the phpbb username. It works sometimes, but causes more trouble most of the time. | 18:02 |
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| TimRiker | yes, OIDC is basically OAuth2 with auto cross-host logins enabled. | 18:03 |
| TimRiker | I wish there was an easier way to have a site trust common providers, like google, facebook, apple, etc by email/id but then have a local username. It turns into a pain to setup and maintain. | 18:05 |
| TimRiker | fixed the moving backwards while firing, increased lighting effects to better match bzflag, consolidated some duplicated code, increase performance doing some of the same shadow matrix code that bzflag uses. It was a productive night. | 18:08 |
| BZNotify | bzo: timriker labeled issue #27 "Rework menus" as enhancement (https://github.com/timriker/bzo/issues/27) | 18:09 |
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| *** Sythos is back | 18:17 | |
| Juest | TimRiker: settings for various hardware in terms of the effects? | 18:25 |
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| TimRiker | no additional settings at present. Spent some time optimizing. textures are shared now, etc. tex count and other stats on debug menu sent to server for estimation. On my Orin Nano, I was hitting shadow recalc that would sometimes drop the fps to like 4. Now it's up around 60 all the time with dynamic lighting on. | 18:58 |
| TimRiker | found some texture leaks, quite a few things that were happening every frame and didn't need to be. that kind of stuff. | 18:59 |
| TimRiker | XR menu textures for the XR hud were rendering for everyone, even those with no XR support. :P fixed that. :D | 19:00 |
| Juest | nice | 19:07 |
| Juest | the issue with jumping is still elusive to you? | 19:07 |
| TimRiker | I've not gotten back to that one. It's hard to reproduce. Working on flags now. | 19:17 |
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| Juest | btw TimRiker what nodejs are you running this with? | 19:26 |
| TimRiker | my local is the stock node 18 on ubuntu 24.04. Docker images are newer on ubuntu 26.04 | 19:30 |
| TimRiker | [2026-09-01T19:30:59.454Z] Player "Tim Win11" grabbed Green Team flag 2 | 19:31 |
| TimRiker | [2026-09-01T19:31:00.262Z] Player "Tim Win11" dropped Green Team flag 2 at 339.49,2.71 | 19:31 |
| tupone | blast007: news on radar test ? | 19:33 |
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| TimRiker | [2026-09-01T19:30:59.454Z] Player "Tim Win11" grabbed Green Team flag 2 | 19:36 |
| TimRiker | [2026-09-01T19:31:00.262Z] Player "Tim Win11" dropped Green Team flag 2 at 339.49,2.71 | 19:36 |
| TimRiker | oops. wrong paste. :(2026-09-01T19:35:48.377Z] Player "t5810" captured the red flag on the purple base | 19:36 |
| TimRiker | [2026-09-01T19:35:48.396Z] [DEBUG] Player "Tim Win11": [death] deathCam playerPos=14.6,30.0,-359.0 hasDebris=true | 19:36 |
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| BZNotify | bzo: Sythos opened pull request #31 "Add persistent player HUD game volume controls" (https://github.com/timriker/bzo/pull/31) | 20:11 |
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| BZNotify | bzo: timriker commented on pull request #31 "Add persistent player HUD game volume controls" by Sythos (https://github.com/timriker/bzo/pull/31#issuecomment-5499859660): I have not tested this yet, but I don't think I want to spend scree... | 20:17 |
| BZNotify | main @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/1057936b7cdf...46852a41f697): | 20:18 |
| BZNotify | main @ bzo: timriker b428d1: Carry flags like BZFlag, and capture them (https://github.com/timriker/bzo/commit/b428d1f76df307d3d5099b191bfbd9aed0b22537) | 20:18 |
| BZNotify | main @ bzo: timriker 46852a: Release v1.0.49 (https://github.com/timriker/bzo/commit/46852a41f69731cdc092c9038d196ec56ec53a6a) | 20:18 |
| BZNotify | bzo: timriker commented on pull request #31 "Add persistent player HUD game volume controls" by Sythos (https://github.com/timriker/bzo/pull/31#issuecomment-5499873552): We probably want a voice volume slider as well as a game effects vo... | 20:18 |
| BZNotify | bzo: timriker tagged main * 46852a (Release v1.0.49) as v1.0.49 (https://github.com/timriker/bzo/compare/v1.0.49) | 20:19 |
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| BZNotify | bzo: timriker edited issue #29 "Volume control" (https://github.com/timriker/bzo/issues/29) | 20:24 |
| BZNotify | bzo: Sythos closed pull request #31 "Add persistent player HUD game volume controls" (https://github.com/timriker/bzo/pull/31) | 20:27 |
| BZNotify | bzo: Sythos commented on pull request #28 "Add capability-aware WebGL quality scaling" (https://github.com/timriker/bzo/pull/28#issuecomment-5499995349): Let's revisit this once the parameters are better defined. | 20:29 |
| BZNotify | bzo: Sythos closed pull request #28 | 20:29 |
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| Juest | TimRiker: ah hmm, because the node modules it depends on ask for newer engines | 20:57 |
| Juest | im on 18.20.5 and i cannot update the dependencies with npm install | 20:57 |
| Juest | brace-extensions wants node 20 | 20:58 |
| Juest | well its a warning | 20:58 |
| Juest | but yeah its a problem | 20:58 |
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| TimRiker | timr@ubuntu:~/bzo$ node -v | 21:14 |
| TimRiker | v18.19.1 | 21:14 |
| TimRiker | timr@ubuntu:~/bzo$ npm -v | 21:14 |
| TimRiker | 9.2.0 | 21:14 |
| TimRiker | timr@ubuntu:~/bzo$ grep -Irs -A1 node.*brace-expansion package-lock.json | 21:17 |
| TimRiker | "node_modules/brace-expansion": { | 21:17 |
| TimRiker | "version": "1.1.18", | 21:17 |
| TimRiker | -- | 21:17 |
| TimRiker | "node_modules/nodemon/node_modules/brace-expansion": { | 21:17 |
| TimRiker | "version": "5.0.9", | 21:17 |
| Juest | TimRiker: run npm install | 21:23 |
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| Juest | zungo@192 bzo % npm install | 21:24 |
| Juest | npm warn EBADENGINE Unsupported engine { | 21:24 |
| Juest | npm warn EBADENGINE package: 'brace-expansion@5.0.9', | 21:24 |
| Juest | npm warn EBADENGINE required: { node: '20 || >=22' }, | 21:24 |
| Juest | npm warn EBADENGINE current: { node: 'v18.20.5', npm: '10.9.8' } | 21:24 |
| Juest | npm warn EBADENGINE } | 21:24 |
| Juest | zsh: no matches found: node.*brace-expansion | 21:27 |
| Juest | ah i needed to escape that | 21:27 |
| Juest | nevermind | 21:27 |
| Juest | :D | 21:27 |
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| Juest | but yeah | 21:28 |
| Juest | that | 21:28 |
| Juest | means if you ever need that dependency you might have problems | 21:28 |
| Sythos | i'm not a full paranoid of security, but node18 is 2 year over the EOL... :D | 21:31 |
| TimRiker | agreed. I weigh that against the maintenance of how many systems I touch, and ease of maintenance wins, so I use the vendor provided and patched version where possible. | 21:32 |
| BZNotify | bzo: Sythos opened pull request #32 "Split player HUD game and voice volume controls" (https://github.com/timriker/bzo/pull/32) | 21:33 |
| Juest | Sythos: its running on ubuntu which has its own support so its fine | 21:33 |
| Sythos | i see, just ubuntu team suggest to use as source nodejs directly, they have repo splitted per major version | 21:33 |
| Juest | ¯\_(ツ)_/¯ | 21:33 |
| BZNotify | bzo: Sythos commented on pull request #32 "Split player HUD game and voice volume controls" (https://github.com/timriker/bzo/pull/32#issuecomment-5500738207): <img width="390" height="844" alt="002" src="https://github.com/use... | 21:33 |
| Juest | they provide the version with security patches and emergency backports | 21:33 |
| Sythos | i know, in fact on bzo there is a workaround to let 18 still be used, imho is q quite weird scenario have inside the LTS window of activity somehting "eol", but i'm not used to ubuntu, i've started since few due seem it get the "major number userbase" | 21:36 |
| Sythos | i love when PR fail when local test work | 21:36 |
| BZNotify | bzo: Sythos synchronized pull request #32 "Split player HUD game and voice volume controls" (https://github.com/timriker/bzo/pull/32) | 21:37 |
| Juest | meh | 21:37 |
| Sythos | again node18 test issue, code was good | 21:37 |
| Juest | eol doesnt matter if something already works, dont touch what is working | 21:38 |
| Sythos | agree if behind there is somebody like debian or ubuntu teams, but is not so easy in broad meaning | 21:39 |
| Sythos | TimRiker: now slides visibility is toggled | 21:40 |
| Juest | speaking of which | 21:40 |
| Juest | i am not interested in voice chat, can i disable that? | 21:41 |
| Sythos | https://github.com/timriker/bzo/pull/32 | 21:41 |
| Sythos | Tim asked for mute, there is | 21:41 |
| Juest | would also be lighter on resources in certain scenarios | 21:41 |
| Juest | when mute the voice hud is disabled? | 21:41 |
| Juest | im asking about hiding the voice chat floating thing when its disabled or not in use | 21:42 |
| Sythos | slides are visible only if you modify volume level, so once setup mic to 0 and general audio to whatever you want nothing move invasive is visible | 21:42 |
| Sythos | the speaker button toggle slides visible/invisible | 21:42 |
| Juest | one thing is audio volumes another is the voice channel indicator | 21:42 |
| Sythos | do you mean the one "nearby micr off"? | 21:43 |
| Juest | yes | 21:43 |
| Sythos | need to check again, it's late for me (euro zone), i remember to had put it in the corner bottom right but i may be wrong, imho can be moved and maybe resized | 21:44 |
| Juest | also why in portrait has the volume icon outside when it should fit perfectly in the same place as seen on widescreen? | 21:45 |
| Sythos | anyway got an idea, clicking on microphone button it appear with a / over it to disable, 0% volume and the channel hud toggle invisible, let me try | 21:59 |
| BZNotify | bzo: timriker opened issue #33 "Observer mode" (https://github.com/timriker/bzo/issues/33) | 22:01 |
| BZNotify | bzo: timriker labeled issue #33 as enhancement | 22:01 |
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| BZNotify | bzo: Sythos synchronized pull request #32 "Split player HUD game and voice volume controls" (https://github.com/timriker/bzo/pull/32) | 22:11 |
| TimRiker | Sythos, sorry, I've been busy today poking at the code while working on my job stuff. Adding observer mode now. | 22:13 |
| Sythos | seen, i'm throwing a mod to the pr, hold on 1 sec | 22:14 |
| BZNotify | bzo: Sythos commented on pull request #32 "Split player HUD game and voice volume controls" (https://github.com/timriker/bzo/pull/32#issuecomment-5501160417): Following up on the latest IRC chat with Juest, I added a dedicated... | 22:15 |
| BZNotify | bzo: Sythos commented on pull request #32 "Split player HUD game and voice volume controls" (https://github.com/timriker/bzo/pull/32#issuecomment-5501165623): Clicking mic icon set 0% voice plus set insivible the voice channel... | 22:16 |
| TimRiker | I have not done much testing with the voice chat yet. I think the floating dialog might get moved right into the scoreboard eventually. It's there to remind me to get to testing it right now. :) | 22:16 |
| Sythos | i've set slider as toggle, appear only if yuo need to change, 0 pixel used when not required | 22:16 |
| Sythos | Juest: take a look at last screenshot https://github.com/timriker/bzo/pull/32 | 22:17 |
| TimRiker | XR does not have a mouse to click on things. Settings should be in the settings dialogs where stick controls can get you there. | 22:17 |
| Sythos | you've the pointer | 22:17 |
| TimRiker | no. I certainly do not want volume sliders taking up screen space. | 22:17 |
| Sythos | as said is not taking, you click a spot to show them, set volume, so click again and vanish, screenshots explain better :) | 22:18 |
| TimRiker | and how do I navigate that in XR? | 22:18 |
| Sythos | was in the pr i've sent for controls, when you activate controller you can select chat (and keyboard hover under) of select like a mouse | 22:19 |
| Sythos | i'm not sure, maybe was the one you merged partially, i'll check later (or tomorrow morning, it's midnight here) | 22:19 |
| TimRiker | no worries. thanks for the patches! I'll get to them soon. | 22:20 |
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| Sythos | i'm half sleepy but i'm lost in some point, in XR you already have pointer, otherwise how you click the gear next the player name? | 22:21 |
| blast007 | tupone: I tried it on my main system and didn't notice any difference (either visually or in performance). I have it compiling on my Raspberry Pi 4 to compare at the other end of the performance spectrum, but that'll take it a bit. | 22:21 |
| Sythos | okok i'll check tomorrow XD | 22:21 |
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| Juest | ya just saw the pr | 22:47 |
| Juest | TimRiker: might be useful to use nvm :) | 22:50 |
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| blast007 | tupone: on my Pi 4 on Rat's Nest, stock client has a frame time of 29ms, and with your PR it drops to 27ms. I think I saw some gains on HiX as well, though I was getting a lot of flucuations on both (possibly the chip heating up and throttling down - I don't have any extra cooling on this thing) | 23:22 |
| Juest | hmm interesting | 23:23 |
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