IRC logs of Libera.Chat #BZFlag for Tuesday, 2026-09-01

TimRikerfor 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
blast007one thing I'm seeing with the ground in bzo is that is kinda jitters as you move.00:08
blast007the 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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TimRikernumpad +/- 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
blast007it wasn't flashing. it was like it was moving side to side just a bit.01:33
blast007as I drove.01:33
TimRikercould be. I'll look into it. Feel free to open issues on github. :)01:34
blast007the problem with the = vs - is that you're likely handling things like ASCII characters, not as scancodes01:34
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blast007dunno if you saw my message about scancodes01:34
TimRikerI'll look. I know / works as well as ? for help, so I thought it was scancodes.01:35
blast007also triggers the firefox quick search. I'm not sure if that can be fixed with a preventDefault() on some event.01:36
blast007heh... forgot to escape the / at the start of that message. I meant to say / also triggers firefox quick search01:37
TimRikertab sometimes moves html dom entries, so that's problematic too.01:42
TimRikeroverall 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
TimRikerfixed + 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
blast007It 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
BZNotifymain @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/bef629cecffe...94083c384b17):02:07
BZNotifymain @ bzo: timriker aebc96: Team scores, and keys the browser can no longer take (https://github.com/timriker/bzo/commit/aebc96df8736390a380330b4adfc34902242c568)02:07
BZNotifymain @ bzo: timriker 94083c: Release v1.0.44 (https://github.com/timriker/bzo/commit/94083c384b17f05352b5b3422826647fe7314c38)02:07
BZNotifybzo: timriker tagged main * 94083c (Release v1.0.44) as v1.0.44 (https://github.com/timriker/bzo/compare/v1.0.44)02:07
blast007another 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't02:08
TimRikermouse 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
TimRikerin 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
blast007you 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
TimRikeroh, should bzo match bzflag? what happens if you hit a wall in bzflag? you slide, right? not stop and drop?02:10
blast007the wall hitting physics in BZ are something you'd not want to replicate *exactly*, since since they get screwy at high FPS :)02:11
TimRikerhmm. probably want a chat button then to activate chat and allow mouse clicks to be fire everywhere except the chat button. thoughts?02:11
blast007but in BZ, yes, you generally can slide against walls, even in the air02:12
blast007the explosion camera actually makes me motion sick02:14
TimRikerit'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
blast007I don't have a VR setup that works right now02:15
blast007only have a Occulus Rift CV1, but don't have that machine set up with Windows right now02:16
TimRikerk. 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
TimRikervirtual 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
TimRikerwhat's missing other than flags, that you think should be added soon?02:21
TimRikerok, 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
TimRikermouse 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
blast007to restrict the mouse, you'd probably have to capture it and draw some indicator02:47
blast007there were some mockups for a new HUD for BZ02:47
blast007hmm, can't find the ones I was thinking of. I think maybe JeffM had made one or two.02:51
TimRikerI 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
Juestinteresting, cheers for the work on bzo TimRiker :)02:57
JuestTimRiker: the issues with pyramids are still here02:58
Juestim stuck falling from it and being corrected by the game and repeat02:58
Juestwhy i cant get rid of the audio?03:00
blast007oh 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
TimRikerI don't have a bzo volume setting. should there be one?03:01
Juestyes please, i want to not have audio03:01
Juestmute button03:01
blast007mute the tab :)03:01
Juestlol fair03:01
TimRikerI 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
Juesthow about xr or browsers that dont have tab muting?03:01
blast007neither of my phones can run it, though I didn't expect them to ;)  one is a flip phone and the other's my Librem 503:02
blast007is it WebGL 1 or 2?03:02
TimRikernope, ground still has jitter. :(03:03
Juestsee me stuck?03:03
TimRikerI don't think I'm doing anything that requires webgl 2, but I'm also not testing 1.03:03
Juestis the ground doing parallax things?03:04
TimRikeryes, you sare inside a pyramid. Q will kill yourself.03:04
Juestyeah, im saying that the issues with pyramids are not resolved yet :)03:04
Juestthe overview camera still needs work03:04
Juestits a fixed camera apparently03:05
Juesti still have the problem of being ground glued when trying to jump03:05
Juestfrom a building03:05
TimRikerhow did you get in that stuck position?03:05
Juesti jumped onto the pyramid03:05
Juestdropped down and as soon i touched the ground it put me back up and fell again03:06
TimRikeryes, I've not gotten back to overview or observer cameras. they both need fixing.03:06
Juestbtw, this problem with jumping from buildings is a macos only issue apparently03:06
TimRikerprobably just an edge case that's harder to trigger.03:07
Juestalso i think i had before the snapping blast007 mentioned about when jumping up and getting a bit short of03:07
Juesti can get this pretty consistently too03:07
Juestthe bug changed tho03:07
Juestbefore i was just not able to jump03:08
Juestnow it jumps after a certain amount of jumping attempts03:08
Juestholding the key does it03:08
blast007yeah, holding tab spams the jump sound and then it finally jumps03:08
Juestare you on mac or win?03:09
Juestor linux?03:09
blast007linux + firefox03:09
Juestah hmm03:09
Juestim on mac chrome03:09
Juestand in my windows machine with older chromium i didnt get this problem03:09
Juestthough i havent checked again03:09
Juestafter updating it03:09
Juestwhy do we have momentum/acceleration now?03:10
Juestthat's not very bzflag-ish03:10
TimRikerok, pass 2 on ground textures. mirroring the ground centering bzflag uses. That look much better to me.03:10
Juestsometimes with teleports im managing to come up on the wrong side03:11
Juestwhats up?03:11
TimRikerdunno. seems working for me.03:12
Juesttry going into the teleporter a few times03:12
Juestyou'll eventually break it somehow03:12
Juestalso especially try entering from the sides03:12
Juestmaybe its the lag causing me to have a drifted position?03:13
Juestso yeah03:14
Juesti seem to be positioned on the wrong side03:14
Juestof the teleport03:14
Juestin some entrances03:15
TimRikerdriving really slow through a teleporter seems to trigger it.03:15
TimRikerI'll look into that too.03:16
Juestim using keyboard driving03:16
Juestand i just seem to trigger it inconsistently03:16
TimRikershort key presses should do the same.03:16
Juestah hmm03:16
Juestcollision seems a bit off when going to the side of the teleporter from inside03:18
Juestas well03:18
Juestits a hard wall when hitting it from outside03:18
Juestand i get my position corrected by the game a few times as well03:18
Juestlike with other walls03:18
Juestalso, keybind configuration please?03:20
Juestim used to jump with space03:21
TimRikerthese 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
Juestare there anticheat plugins for bz? :D03:21
TimRiker:)03:21
Juestis there even an anticheat in bzf?03:22
Juestthat realistically nobody uses i suppose03:22
Juest:P03:22
Juestwould you go and implement such thing?03:22
TimRikeryes, 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
Juestit'll definitely have to be clear of false positives03:23
Juestah i see03:23
Juestwell its not really enough03:23
Juestjitter and lag checks are just warnings above threshold to kick03:23
TimRikerthe original bzflag has absolutely no checks. It was trivial to just remove the die trigger on a custom client and become highlander.03:23
Juestit doesn't really have position correction, does it?03:23
Juestah hah03:24
Juestwhen did the anticheat come in?03:24
Juest2.x?03:24
Juesti imagine there been successful attempts at tricking the anticheat with custom clients03:24
TimRikersome things happened as early as 1.7. it's a moving target.03:24
Juestwas it just a result of treadmill work?03:25
Juestah hey, passworded operator dialog yet?03:27
TimRikerthe GPL helped. cheat clients would either go away or release source, so we knew what they were doing.03:27
Juestor permissions system03:27
Juestheh03:27
Juestof course03:27
Jueststill treadmill work03:27
BZNotifymain @ bzo: timriker pushed 1 commit (https://github.com/timriker/bzo/compare/94083c384b17...08a388cc7630):03:28
BZNotifymain @ bzo: timriker 08a388: Release v1.0.45 (https://github.com/timriker/bzo/commit/08a388cc7630ce0965d54a16a29003ab8c5c3d0a)03:28
TimRikerthe 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
BZNotifybzo: timriker tagged main * 08a388 (Release v1.0.45) as v1.0.45 (https://github.com/timriker/bzo/compare/v1.0.45)03:28
Juestof course, the cat and mouse ends quickly when you check the source code xD03:29
TimRikerno, 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
Juestso they were just spawing a bullet in the enemy from the other side of the map?03:29
Juestdid people do like bullet magnet type stuff or autoaim?03:30
Juestand basically gm without gm03:30
Juesthow rampart was cheating in this game?03:31
TimRikerthe 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
Juestwhen were your active days in bzf dev?03:32
Juestwell ya, besides that03:32
Juesthow hairy did things get?03:32
TimRikerI don't recall. I'd have to look things up. Git history should show a lot of it.03:33
Juestoh hmm03:33
Juesta bit old for recalling? :)03:33
TimRikerThen I did a lot of what blast does now, running the forum and central login, the list server, etc.03:33
Juestuntil jeffm came?03:34
Juestor...?03:34
Juesterrr03:34
Juesthow did the main roles of this project been evolving over time?03:34
TimRikerya, jeff did a lot too.03:34
Juestshould i look at the history of authors or something?03:35
Juestthe AUTHORS file03:35
Juestor CREDITS03:35
Juestwhatever it is03:35
TimRikerthere's a lot there too. probably not anywhere that captures all of it.03:35
TimRikerthere 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
Juesthm03:36
Juestwas curious about like the project staff stuff03:36
TimRikermy 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
Juesthah03:39
TimRikerhttps://en.wikipedia.org/wiki/BZFlag#/media/File:BZFlag-1.7d9.jpg03:39
Juestwhy not add a ui selector on bzf? :)03:39
Juestim not sure if the rewrite that got outsourced will have that in account03:40
TimRikerhttps://www.bzflag.org/about/history/ has some of that.03:40
TimRikerwe deal with enough ui issues in the current interface. I don't think anyone wants to support multiple UIs. :)03:41
Juesthm fair03:43
Juesthistory doesnt mention a lot about the staff03:44
Juestother than the maintainer switch03:44
Juest:p03:44
TimRikertrue. 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
TimRikerarchive.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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BZNotifymain @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/08a388cc7630...bfe0647d449d):05:00
BZNotifymain @ bzo: timriker 2b7012: Short module names, and one implementation per repeated shape (https://github.com/timriker/bzo/commit/2b70125e5d7c4035adba206cb21b627a10abb066)05:00
BZNotifymain @ bzo: timriker bfe064: Release v1.0.46 (https://github.com/timriker/bzo/commit/bfe0647d449d827001fa2bd247d3dd30d296aac8)05:00
BZNotifybzo: timriker tagged main * bfe064 (Release v1.0.46) as v1.0.46 (https://github.com/timriker/bzo/compare/v1.0.46)05:00
BZNotifybzo: timriker opened issue #29 "Volume control" (https://github.com/timriker/bzo/issues/29)05:35
BZNotifybzo: timriker labeled issue #29 as enhancement 05:35
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BZNotifybzo: 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
BZNotifybzo: Sythos opened issue #30 "Add links in README.md" (https://github.com/timriker/bzo/issues/30)08:02
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BZNotifymain @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/bfe0647d449d...2e0ad8937777):08:40
BZNotifymain @ bzo: timriker bd15c0: Light the ground as BZFlag does, and measure what a frame costs (https://github.com/timriker/bzo/commit/bd15c0ed7d53890d2cb15342b416f764c9b19c63)08:40
BZNotifymain @ bzo: timriker 2e0ad8: Release v1.0.47 (https://github.com/timriker/bzo/commit/2e0ad89377777909470d32a66fabc842bfd1a465)08:40
BZNotifybzo: timriker closed issue #30 "Add links in README.md" by Sythos (https://github.com/timriker/bzo/issues/30)08:40
BZNotifybzo: timriker tagged main * 2e0ad8 (Release v1.0.47) as v1.0.47 (https://github.com/timriker/bzo/compare/v1.0.47)08:41
BZNotifybzo: 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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BZNotifymain @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/2e0ad8937777...1057936b7cdf):09:28
BZNotifymain @ bzo: timriker 621c93: Project shadows with a matrix, and measure the frame by phase (https://github.com/timriker/bzo/commit/621c9341307b4a784e62e90c6e4b14717d34ac06)09:28
BZNotifymain @ bzo: timriker 105793: Release v1.0.48 (https://github.com/timriker/bzo/commit/1057936b7cdfeb35af3845c6486fddfd10a7255f)09:28
BZNotifybzo: 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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blast007TimRiker: 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
blast007There'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
blast007So I'd probably implement something that still used the phpBB as the identity provider, but then offered OAuth or OIDC.16:12
blast007I'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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Sythosjust half cent, I've crossed few time ago the path of RFC9807, "OPAQUE", seem may work without expose passwords, maybe a bridge (php?) may work16:49
Sythoshttps://datatracker.ietf.org/doc/html/rfc980716:49
Sythosi've not yet got time to read carefully16:50
Juesthow about using openid?17:01
blast007OIDC = OpenID Connect17:04
blast007(which is different than the older OpenID)17:05
Juestoh sorry17:05
blast007OIDC is based on OAuth2, I believe17:05
blast007"It is an authentication layer on top of the OAuth 2.0 authorization framework."17:06
Juesthopefully cmake dependencies can get finished and deployed soon17:15
Juestand next 2.4 version can read windows 7 in the system requirements again17:15
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TimRikeron 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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TimRikeryes, OIDC is basically OAuth2 with auto cross-host logins enabled.18:03
TimRikerI 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
TimRikerfixed 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
BZNotifybzo: timriker labeled issue #27 "Rework menus" as enhancement (https://github.com/timriker/bzo/issues/27)18:09
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JuestTimRiker: settings for various hardware in terms of the effects?18:25
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TimRikerno 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
TimRikerfound some texture leaks, quite a few things that were happening every frame and didn't need to be. that kind of stuff.18:59
TimRikerXR menu textures for the XR hud were rendering for everyone, even those with no XR support. :P fixed that. :D19:00
Juestnice19:07
Juestthe issue with jumping is still elusive to you?19:07
TimRikerI've not gotten back to that one. It's hard to reproduce. Working on flags now.19:17
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Juestbtw TimRiker what nodejs are you running this with?19:26
TimRikermy local is the stock node 18 on ubuntu 24.04. Docker images are newer on ubuntu 26.0419:30
TimRiker[2026-09-01T19:30:59.454Z] Player "Tim Win11" grabbed Green Team flag 219:31
TimRiker[2026-09-01T19:31:00.262Z] Player "Tim Win11" dropped Green Team flag 2 at 339.49,2.7119:31
tuponeblast007: news on radar test ?19:33
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TimRiker[2026-09-01T19:30:59.454Z] Player "Tim Win11" grabbed Green Team flag 219:36
TimRiker[2026-09-01T19:31:00.262Z] Player "Tim Win11" dropped Green Team flag 2 at 339.49,2.7119:36
TimRikeroops. wrong paste. :(2026-09-01T19:35:48.377Z] Player "t5810" captured the red flag on the purple base19:36
TimRiker[2026-09-01T19:35:48.396Z] [DEBUG] Player "Tim Win11": [death] deathCam playerPos=14.6,30.0,-359.0 hasDebris=true19:36
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BZNotifybzo: 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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BZNotifybzo: 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
BZNotifymain @ bzo: timriker pushed 2 commits (https://github.com/timriker/bzo/compare/1057936b7cdf...46852a41f697):20:18
BZNotifymain @ bzo: timriker b428d1: Carry flags like BZFlag, and capture them (https://github.com/timriker/bzo/commit/b428d1f76df307d3d5099b191bfbd9aed0b22537)20:18
BZNotifymain @ bzo: timriker 46852a: Release v1.0.49 (https://github.com/timriker/bzo/commit/46852a41f69731cdc092c9038d196ec56ec53a6a)20:18
BZNotifybzo: 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
BZNotifybzo: 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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BZNotifybzo: timriker edited issue #29 "Volume control" (https://github.com/timriker/bzo/issues/29)20:24
BZNotifybzo: Sythos closed pull request #31 "Add persistent player HUD game volume controls" (https://github.com/timriker/bzo/pull/31)20:27
BZNotifybzo: 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
BZNotifybzo: Sythos closed pull request #28 20:29
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JuestTimRiker: ah hmm, because the node modules it depends on ask for newer engines20:57
Juestim on 18.20.5 and i cannot update the dependencies with npm install20:57
Juestbrace-extensions wants node 2020:58
Juestwell its a warning20:58
Juestbut yeah its a problem20:58
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TimRikertimr@ubuntu:~/bzo$ node -v21:14
TimRikerv18.19.121:14
TimRikertimr@ubuntu:~/bzo$ npm -v21:14
TimRiker9.2.021:14
TimRikertimr@ubuntu:~/bzo$ grep -Irs -A1 node.*brace-expansion package-lock.json21:17
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
JuestTimRiker: run npm install21:23
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Juestzungo@192 bzo % npm install21:24
Juestnpm warn EBADENGINE Unsupported engine {21:24
Juestnpm warn EBADENGINE   package: 'brace-expansion@5.0.9',21:24
Juestnpm warn EBADENGINE   required: { node: '20 || >=22' },21:24
Juestnpm warn EBADENGINE   current: { node: 'v18.20.5', npm: '10.9.8' }21:24
Juestnpm warn EBADENGINE }21:24
Juestzsh: no matches found: node.*brace-expansion21:27
Juestah i needed to escape that21:27
Juestnevermind21:27
Juest:D21:27
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Juestbut yeah21:28
Juestthat21:28
Juestmeans if you ever need that dependency you might have problems21:28
Sythosi'm not a full paranoid of security, but node18 is 2 year over the EOL... :D21:31
TimRikeragreed. 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
BZNotifybzo: Sythos opened pull request #32 "Split player HUD game and voice volume controls" (https://github.com/timriker/bzo/pull/32)21:33
JuestSythos: its running on ubuntu which has its own support so its fine21:33
Sythosi see, just ubuntu team suggest to use as source nodejs directly, they have repo splitted per major version21:33
Juest¯\_(ツ)_/¯21:33
BZNotifybzo: 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
Juestthey provide the version with security patches and emergency backports21:33
Sythosi 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
Sythosi love when PR fail when local test work21:36
BZNotifybzo: Sythos synchronized pull request #32 "Split player HUD game and voice volume controls" (https://github.com/timriker/bzo/pull/32)21:37
Juestmeh21:37
Sythosagain node18 test issue, code was good21:37
Juesteol doesnt matter if something already works, dont touch what is working21:38
Sythosagree if behind there is somebody like debian or ubuntu teams, but is not so easy in broad meaning21:39
SythosTimRiker: now slides visibility is toggled21:40
Juestspeaking of which21:40
Juesti am not interested in voice chat, can i disable that?21:41
Sythoshttps://github.com/timriker/bzo/pull/3221:41
SythosTim asked for mute, there is21:41
Juestwould also be lighter on resources in certain scenarios21:41
Juestwhen mute the voice hud is disabled?21:41
Juestim asking about hiding the voice chat floating thing when its disabled or not in use21:42
Sythosslides 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 visible21:42
Sythosthe speaker button toggle slides visible/invisible21:42
Juestone thing is audio volumes another is the voice channel indicator21:42
Sythosdo you mean the one "nearby micr off"?21:43
Juestyes21:43
Sythosneed 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 resized21:44
Juestalso why in portrait has the volume icon outside when it should fit perfectly in the same place as seen on widescreen?21:45
Sythosanyway 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 try21:59
BZNotifybzo: timriker opened issue #33 "Observer mode" (https://github.com/timriker/bzo/issues/33)22:01
BZNotifybzo: timriker labeled issue #33 as enhancement 22:01
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BZNotifybzo: Sythos synchronized pull request #32 "Split player HUD game and voice volume controls" (https://github.com/timriker/bzo/pull/32)22:11
TimRikerSythos, sorry, I've been busy today poking at the code while working on my job stuff. Adding observer mode now.22:13
Sythosseen, i'm throwing a mod to the pr, hold on 1 sec22:14
BZNotifybzo: 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
BZNotifybzo: 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
TimRikerI 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
Sythosi've set slider as toggle, appear only if yuo need to change, 0 pixel used when not required22:16
SythosJuest: take a look at last screenshot https://github.com/timriker/bzo/pull/3222:17
TimRikerXR 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
Sythosyou've the pointer22:17
TimRikerno. I certainly do not want volume sliders taking up screen space.22:17
Sythosas said is not taking, you click a spot to show them, set volume, so click again and vanish, screenshots explain better :)22:18
TimRikerand how do I navigate that in XR?22:18
Sythoswas in the pr i've sent for controls, when you activate controller you can select chat (and keyboard hover under) of select like a mouse22:19
Sythosi'm not sure, maybe was the one you merged partially, i'll check later (or tomorrow morning, it's midnight here)22:19
TimRikerno worries. thanks for the patches! I'll get to them soon.22:20
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Sythosi'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
blast007tupone: 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
Sythosokok i'll check tomorrow XD22:21
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Juestya just saw the pr22:47
JuestTimRiker: might be useful to use nvm :)22:50
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blast007tupone: 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
Juesthmm interesting23:23

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