Search found 154 matches
- Fri Sep 26, 2014 7:33 pm
- Forum: 1vs1 League Discussion
- Topic: 1vs1 contest for 2014
- Replies: 10
- Views: 8790
Re: 1vs1 contest for 2014
Lets see if I understand this correctly, you start in groups of 4, then 2 are eliminated. Two groups are then merged to make a new group of 4, then two more get eliminated. This continues till 1 group of 4 is left. Then 2 more get eliminated, the final 2 have a face-off, and the eliminated 2 fight ...
- Sun Sep 30, 2007 5:05 pm
- Forum: Players
- Topic: Skipp (ULT and BiP member)
- Replies: 1
- Views: 1976
- Mon Apr 23, 2007 3:57 pm
- Forum: Tournaments And Games
- Topic: First German Open Ducati Tourney Spring 2007
- Replies: 6
- Views: 8840
- Mon Apr 16, 2007 6:29 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Is this a major problem?
- Replies: 7
- Views: 5927
It must of been fixed very recently then... Favorite servers should have been saved right from the beginning. If it doesn't work for you, there might be a bug. It is saved in the server list cache file e.g. ~/.bzf/cache/BZFS0026_1-Servers.bzs for 2.0.9 (location might vary depending on your platfor...
- Sat Jan 13, 2007 2:18 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: question about lag: causes and effects
- Replies: 17
- Views: 6557
Some informaton on how the two lag numbers are measured: The big number (latency) is measured by sending a special MsgLagPing packet from the server to the client (player), typically every 10s. The client will simply reply with an echo packet back to the server. The total round trip time is then use...
- Fri Jan 05, 2007 5:17 pm
- Forum: Ducati League Discussion
- Topic: Season length...
- Replies: 17
- Views: 16432
As a compromise based on the poll and the opinions expressed here, the new season scheme will be 1.5 months of active season followed by half a month break. A season will usually start at the beginning of a month and end on the 15th of the following month. The current season will be 4 days short bec...
- Wed Jan 03, 2007 11:50 pm
- Forum: Ducati League Discussion
- Topic: Season length...
- Replies: 17
- Views: 16432
Actually I _think_ that the current code does already support seasons of arbitrary start and end dates. The break is implicit, a new season must currently be started manually. So coding-wise, we can support all combination of lengths to the best of my knowledge. I will make sure this really is the c...
- Sun Nov 05, 2006 3:37 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: impossible to set up the brightness on 2.0.8
- Replies: 5
- Views: 2979
There was a bug in the SDL library, someone 'optimized' the code in there too much :-) This bug was only in one specific verson and has been changed since. So you would need to get a different (newer) version of SDL. I am not sure how easy or difficult this is for your distribution, though. The Debi...
- Tue Aug 22, 2006 9:06 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Moving slower than i should be
- Replies: 7
- Views: 3592
Well, that's funny - somewhat. FYI: the timing for dual cores is real, it is connected to power management. The performance counter time measurement has to keep track of the current clock speed of the processors. And it didn't do that correctly on some configurations. I think it is fixed XP SP2 upwa...
- Tue Aug 22, 2006 3:06 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Moving faster than I should be
- Replies: 2
- Views: 1893
This sounds like your local time measurement does not work correctly. My wild guess is that you are using Windows and a dual core CPU. I think I remember there was a bug in some part of the Windows time measurement code that wouldn't work correctly (something when using CPU internal clock counters a...
- Wed Jun 14, 2006 1:28 pm
- Forum: Ducati League Discussion
- Topic: Using Player-based ELO to determine team elo score
- Replies: 19
- Views: 18655
How do you link this with the cap score? Because the player who caps doesn't care about his personal score, his only goal is to bring the flag home. You don't look at each individual players' performance during the match, you just use the outcome of the match as usual. The most obvious problem with...
- Fri Jun 02, 2006 8:06 pm
- Forum: Ducati League Discussion
- Topic: How could the league look next year
- Replies: 5
- Views: 4968
As I understand it, sussi's proposed system aims at solving one of the problems with general voting in the league: we just have logins and cannot avoid someone creating several accounts and thus voting multiple times. By giving privileges to logins which have played for a long time, we can be more s...
- Tue May 23, 2006 9:28 pm
- Forum: Ducati League Discussion
- Topic: Match Times - Please VOTE!
- Replies: 49
- Views: 41128
- Tue May 23, 2006 3:10 pm
- Forum: Ducati League Discussion
- Topic: Matches On The Fly
- Replies: 2
- Views: 3443
I had a very similar idea for a long time now. The main difference to your suggestion is that I would not use kills, only the outcome of the CTF match itself. So, basically, have no teams at all in the league, only players. Each player has an individual (ELO) rating. To play a match, a couple of pla...
- Tue May 23, 2006 2:53 pm
- Forum: Ducati League Discussion
- Topic: Team score modifications (Activity factor) and JrTeams
- Replies: 15
- Views: 15376
I always wanted to have a way to get a meaningful ELO value for new teams. As is, all new teams just start at 1200 which will usually put them somewhere below the middle of the active teams. This rating can be far too high or far too low and both has some problems: If the new team is a newbie team, ...
- Sat Nov 19, 2005 2:06 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Mouse & keyboard delay problem
- Replies: 5
- Views: 3846
I get what I thnk is the same behavior when I enable the vsync option in DRI. This is on Debian unstable with ATI fglrx driver. I am not quite sure how vsync is supposed to work anyway, in particular in relation to glFinish() of glxWait*. I'll ask some of the developers which have some clue about GL...
- Sun Oct 23, 2005 2:28 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: 2.0.4 - Server/client - Lag to grab flag
- Replies: 2
- Views: 2252
You're running server and client on the same computer? What does /lagstats show? I could imagine it's a scheduling problem, the client + gfx system stopping the server from getting its cycles in time. What operating system? Is the behaviour different with older version of server/client (cannot imagi...
- Mon Sep 19, 2005 2:28 pm
- Forum: Enhancements
- Topic: Stop the Insta-Death!
- Replies: 19
- Views: 7177
Re: Stop the Insta-Death!
[quote="Scribo"]I hate dying right at the spawn. How about: No shot fired before you spwn can kill you.[/quote I agree that this would eliminate most randon on-spawn kills, although not all of them. This idea has been pondered in the past already and I personally I am in favor of it. One p...
- Mon Sep 19, 2005 2:21 pm
- Forum: Game Releases and Versions
- Topic: BZFlag Beta Build 2.0.3b17
- Replies: 65
- Views: 31540
Are these optimizations included 'ON' in the makefile with the CVS Linux version of BZFlag? Or are these optimizations only for Windows? I would like to see my 600mhz Athlon get more than 15fps at 320x240 someday, even with texturing and lighting off. Compiler optimizations like these won't help yo...
- Sat Aug 06, 2005 1:20 pm
- Forum: General Discussion
- Topic: A Call for More Configurability
- Replies: 6
- Views: 3809
Something better would be a macro to type m-s-o-r-r-y-enter which would be really nice to have on levels that don't automatically kill you for TKing. You can already setup quick messages on function keys via the key mapping menu. The flashing tanks thing mentioned above is something I would like. F...
- Sat May 07, 2005 3:24 pm
- Forum: Bugs and Problems
- Topic: Geno when paused
- Replies: 8
- Views: 5467
- Sat Apr 16, 2005 7:08 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Mouse control ?
- Replies: 3
- Views: 2702
The mouse box size in the GUI options menu has some effect. It adjusts the size of the small and large square in the middle of the screen. If your mouse pointer is isnide small square, your tank stands still, if it is outsie big square, you go/rotate at full speed. So with smaller boxes, the mouse s...
- Wed Mar 30, 2005 12:25 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Handicap
- Replies: 6
- Views: 3628
Handicap mode is quite interesting IMHO and should be tried more widely. For some time, I was running a simpel FFA server with handicap. Basically, a tank with a low score gets three advantages: 2.0 * higher tank speed (similar to high speed flag) 1.5 * higher turn rate (similar to quick turn flag) ...
- Wed Mar 30, 2005 12:11 pm
- Forum: General Discussion
- Topic: Do u like to be able to go throug other tanks?
- Replies: 25
- Views: 9141
- Sat Mar 19, 2005 5:35 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: High jitters can be fix?
- Replies: 5
- Views: 4288
Re: High jitters can be fix?
One way to reduce jitters, is that need to turn off the chat panel and get my radar settings on Fast. When i play with chat panel on i get +-30 and when i take it off around +-1. This sounds like you get low fps? Can you test with 't'? Also, the font and radar rendering seems to be a bottleneck. Yo...