Search found 676 matches
- Sun Jul 03, 2011 8:21 pm
- Forum: Game Releases and Versions
- Topic: BZFlag 2.4.0 "Wake the Dead" released
- Replies: 74
- Views: 84935
Re: BZFlag 2.4.0 "Wake the Dead" released
The following minor changes are not listed in the ChangeLog: - added the _forbidIdentify BZDB variable (defaults to 0) - added the _forbidHunting BZDB variable (defaults to 0) - added the _forbidMarkers BZDB variable (defaults to 0) These server-side variables are especially useful for "no-rada...
- Thu Jun 23, 2011 3:45 pm
- Forum: Bugs and Problems
- Topic: noradar bumping bug
- Replies: 1
- Views: 2017
Re: noradar bumping bug
IRC SNIPPET; 10:53 < mdskpr> trepan: also, noradar makes boxes unbumpable 10:53 <+trepan> ? 10:54 < mdskpr> setting a box so it does not appear on the radar makes it so that you cant bump up onto it 10:54 <+trepan> ah, because they are no longer boxes; they become mesh boxes 10:54 <+trepan> and mesh...
- Tue Jun 14, 2011 9:03 pm
- Forum: Help: Map Making
- Topic: Arc and box, same Z axis height, same parameters size height
- Replies: 21
- Views: 6236
Re: Arc and box, same Z axis height, same parameters size he
Reread my message, as many times as is necessary.
- Tue Jun 14, 2011 6:57 pm
- Forum: Help: Map Making
- Topic: Arc and box, same Z axis height, same parameters size height
- Replies: 21
- Views: 6236
Re: Arc and box, same Z axis height, same parameters size he
From the 2.0.14 Changelog:
* Add Options -> Display -> AntiFlicker option - trepan
Only affects boxes and pyramids, iirc. The trick used is to
make coplaner faces use the same texture coordinate space.
The 2.99.x code makes it possible to use a similar setup on
any mesh face is well.
* Add Options -> Display -> AntiFlicker option - trepan
Only affects boxes and pyramids, iirc. The trick used is to
make coplaner faces use the same texture coordinate space.
The 2.99.x code makes it possible to use a similar setup on
any mesh face is well.
- Mon Apr 04, 2011 2:51 pm
- Forum: News & Announcements
- Topic: IRC meeting to discuss BZFlag Replacement Project
- Replies: 57
- Views: 47278
Re: IRC meeting to discuss BZFlag Replacement Project
Here's a record of the meeting:
http://ibot.rikers.org/%23bzflag/20110401.html.gz
Most of the discussion focused on the fact that it was April Fools' Day.
http://ibot.rikers.org/%23bzflag/20110401.html.gz
Most of the discussion focused on the fact that it was April Fools' Day.
- Sun Apr 03, 2011 7:45 pm
- Forum: Enhancements
- Topic: An idea for a future release...
- Replies: 1
- Views: 1651
Re: An idea for a future release...
The 2.99.x code already provides the ability to add those features.
The 2.99.x code is no longer being actively developed, it is dead.
The 2.99.x code is no longer being actively developed, it is dead.
- Fri Mar 04, 2011 6:17 pm
- Forum: Screenshots & Artwork
- Topic: Delirious City by KTL
- Replies: 16
- Views: 6278
Re: Delirious City by KTL
Another feature is GL_POINTS.
(not that useful without size and sprite texture control)
(not that useful without size and sprite texture control)
- Mon Jan 03, 2011 6:50 am
- Forum: Enhancements
- Topic: A Few Ideas
- Replies: 19
- Views: 5280
Re: A Few Ideas
The latest current release version is 2.0.16.
- Sun Dec 12, 2010 3:34 am
- Forum: Map releases
- Topic: PTF (Plant The Flag)
- Replies: 5
- Views: 2993
Re: PTF (Push The Flag)
The veldrv plugin does not require a modified bzfs, but it will not work on windows machines because of linking issues. The team flag speed changes are based on the same principal, they just use a different trigger. The flag based speed change technique could also be used to setup different penaltie...
- Sat Dec 11, 2010 7:17 pm
- Forum: Map releases
- Topic: PTF (Plant The Flag)
- Replies: 5
- Views: 2993
Re: PTF (Push The Flag)
The map and associated plugin/patch are designed for BZFlag 2.0
- Sat Dec 11, 2010 5:16 pm
- Forum: Map releases
- Topic: PTF (Plant The Flag)
- Replies: 5
- Views: 2993
PTF (Plant The Flag)
PTF (Plant The Flag) is a new game mode where you try to capture the enemy team bases by planting one of your flags on their base. The initial PTF map that ahs3 and I have created has three teams. The PTF map is currently running on bzbattleground.com:5585 , courtesy of ahs3. Here are the extra fea...
- Fri Nov 26, 2010 8:29 pm
- Forum: General Discussion
- Topic: Different Team Flags
- Replies: 4
- Views: 2082
Re: Different Team Flags
The 2.99.x has different texture for different team flags. You
could also use the 2.99.x client-side lua scripting capabilities
to render the flags as different types of fruit (might bring new
meaning to "cherry picking" in bzflag games).
could also use the 2.99.x client-side lua scripting capabilities
to render the flags as different types of fruit (might bring new
meaning to "cherry picking" in bzflag games).
- Mon Oct 11, 2010 6:59 am
- Forum: Help: Server Setup and Administration
- Topic: Problem With Plugins
- Replies: 24
- Views: 5817
Re: Problem With Plugins
missing " ?
- Fri Sep 24, 2010 3:40 pm
- Forum: Plug-in Development
- Topic: GeoIP v1.0
- Replies: 1
- Views: 3131
GeoIP v1.0
The GeoIP plugin announces player countries as they join, and provides the /geoip command to provide a listing of player countries. P.S. The country database file is not included in the zip file. Read the top of the geoip.cpp file to find out where you can download one. P.P.S. This might work out-of...
- Thu Sep 23, 2010 8:35 pm
- Forum: Help: Map Making
- Topic: almost random teleporter links
- Replies: 4
- Views: 2513
Re: almost random teleporter links
That's because you've obviously never bothered to read through the bzw man page or the wiki documentation: The wiki link: http://my.bzflag.org/w/Link From the SVN 2.0.x man page: The Link object Adds a route to teleport a tank between two teleporters. # Teleporter names are terminated with either :f...
- Thu Sep 23, 2010 6:01 pm
- Forum: Help: Map Making
- Topic: almost random teleporter links
- Replies: 4
- Views: 2513
Re: almost random teleporter links
Ah, yes, the Monty Hall scenario :-) Sample 2.0.x code: options -dddd # enough to print the linkage table for 2.0.x -ms 10 # shots through teleporters will also be random end teleporter root position 0 0 0 end teleporter t1 position 100 30 0 end teleporter t2 position 100 10 0 end teleporter t3 posi...
- Tue Sep 21, 2010 9:09 pm
- Forum: Map releases
- Topic: Island Blitz by MDSKPR
- Replies: 11
- Views: 3461
Re: Island Blitz by MDSKPR
Some improvements that you might consider: 1. Use "alphathresh" and "notexalpha" on the "leaf3" material (this avoids the per-frame back-to-front sorting) 2. Use "noradar" on every object except the island meshes (also, add "noradar" to your "cc...
- Sat Sep 11, 2010 1:51 am
- Forum: Screenshots & Artwork
- Topic: New tank skins for you to try.
- Replies: 21
- Views: 7525
Re: New tank skins for you to try.
To answer the question,
2.99.x code uses a separate treads texture.
2.99.x code uses a separate treads texture.
- Sat Aug 28, 2010 1:35 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Observer mode keys
- Replies: 3
- Views: 2152
Re: Observer mode keys
Should probably add something there about the recent
mouse controls and /forceradar command additions.
mouse controls and /forceradar command additions.
- Tue Aug 24, 2010 3:35 am
- Forum: Screenshots & Artwork
- Topic: Artwork Refresh for BZFlag
- Replies: 47
- Views: 28613
Re: Artwork Refresh for BZFlag
Ace: I'm going to go buy stuff, how much will it cost me? Bob: What are you planning to buy? Ace: I don't know ... how much will it cost me? What should Bob's reply be? I've written lua code that renders specific BZFlag worlds faster than the engine does. I've also written lua code (with GLSL shade...
- Tue Aug 10, 2010 3:10 pm
- Forum: General Discussion
- Topic: ServerList, Overcrowded?
- Replies: 7
- Views: 2373
Re: ServerList, Overcrowded?
I'm fairly sure that I've added enough access via the lua scripting to allow you to create your own server list GUI. You can use the lua HTTP.request() call to get the server list data, the OpenGL calls to render the GUI, and bz.JoinGame() to join a game. I've even included bz.SendServerPing(). Hm, ...
- Mon Aug 09, 2010 10:36 pm
- Forum: General Map Making Discussions
- Topic: 2010 Collaborator Submissions
- Replies: 97
- Views: 42151
Re: 2010 Collaborator Submissions
@diing for the team: Teleporters and links should use prefixed names, not numbers. If numbers are used, the resultant linkage will vary depending on the include order of the section files. For "blah.bzw", it doesn't much matter because it isn't properly linked anyways. Also, you're missing...
- Thu Aug 05, 2010 5:42 pm
- Forum: General Map Making Discussions
- Topic: 2010 Collaborator Submissions
- Replies: 97
- Views: 42151
Re: 2010 Collaborator Submissions
I suggest that group definitions also be prefixed by the author's name (actually, any and all objects that are referenced by name.) Adding the section location information at the top of the file might also be helpful for Spazzy (grid coordinates based on his image). Also, do not include the "wo...
- Wed Aug 04, 2010 5:44 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46363
Re: Calling all Map Makers: The Collaborator 2010
Most bzflag map objects can be grouped and shifted around without any issues. The exceptions are weapons, zones, and rotational physics drivers (there may be others, but those are the ones that come to mind). If mappers are mindful of that fact, then it should be relatively easy for them to keep the...
- Fri Jul 02, 2010 8:09 pm
- Forum: Enhancements
- Topic: multi layer textures
- Replies: 5
- Views: 2861
Re: multi layer textures
Available in 2.99.x via lua client-side scripts.