Search found 22 matches
- Fri Feb 26, 2010 5:08 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Seeing another tank
- Replies: 4
- Views: 2197
Re: Seeing another tank
What do you think: Would it be possible to infer whether a player is seeing another tank in his field of vision not into coding myself, but what are your intention/s by doing this? I'm planning to use the game for some quirky research purposes (simple two-player game at first), and I'm doing minor ...
- Fri Feb 26, 2010 11:28 am
- Forum: Help: Source Code / Compiling / Development
- Topic: How to compile BZFlag on Visual C++ 2008
- Replies: 32
- Views: 13407
Re: How to compile BZFlag on Visual C++ 2008
v2.0.14 has been updated with projets for VC 2008. The simplest way to build it is to do the following. Thank you very much for these instructions. I'm sorry, but for really simple people (like me), I'd still recommend the Yassen's excellent detailed instructions above. Get 2.99.x from the source t...
- Fri Feb 26, 2010 10:55 am
- Forum: Help: Source Code / Compiling / Development
- Topic: Seeing another tank
- Replies: 4
- Views: 2197
Re: Seeing another tank
Actually I was thinking about the client-side, but this isn't so important. Would it be easier in the server?
- Thu Feb 25, 2010 1:36 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Seeing another tank
- Replies: 4
- Views: 2197
Seeing another tank
What do you think: Would it be possible to infer whether a player is seeing another tank in his field of vision, with a reasonable amount of work? I understand the current player's frustum and the opponent players' tank positions are updated in the drawFrame() function of playing.cxx, and then later...
- Tue Feb 23, 2010 8:22 am
- Forum: Game Releases and Versions
- Topic: BZFlag 2.0.14 Released
- Replies: 20
- Views: 17486
Re: BZFlag 2.0.14 Released
Ok :) So, the reason for why "I'm not looking for this version" is not that it were faulty and useless, but that I'm looking so eagerly for the really new version 3.00 :D This version seems to work great, and I'm really glad about the improved support for visual c++ 2008 express (at least ...
- Mon Feb 22, 2010 3:01 pm
- Forum: Game Releases and Versions
- Topic: BZFlag 2.0.14 Released
- Replies: 20
- Views: 17486
Re: BZFlag 2.0.14 Released
Ok then, someone has got to make the obvious question: Why isn't this the release we are looking for???
- Thu Feb 11, 2010 1:14 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Server timing
- Replies: 2
- Views: 1699
Re: Server timing
Ok, think I managed to solve this. The error occurs when two calls to TimeKeeper::getCurrent() function are made too close to each other. 1. The time difference from last measurement is calculated at the beginning of function GetCurrent(): LONGLONG diff = now.QuadPart - qpcLastTime.QuadPart; 2. Then...
- Wed Feb 10, 2010 1:12 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Server timing
- Replies: 2
- Views: 1699
Server timing
Countdown seems to finish before it should: the client's clock is still running when the server ends the game. I've observed this with two windows xp computers, when I run server and (one) client on the same computer. Taking a closer look, the server's clock is running way too fast from the beginnin...
- Tue Feb 09, 2010 2:24 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Automatic game start?
- Replies: 6
- Views: 2677
Re: Automatic game start?
To answer my own question (perhaps someone else at some distant future might also wonder about this). To add automatic respawn after getting killed, add the following at the end of the function playerKilled() in bzfs.cxx: GameKeeper::Player *playerData = GameKeeper::Player::getPlayerByIndex(victimIn...
- Wed Dec 02, 2009 1:16 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Automatic game start?
- Replies: 6
- Views: 2677
Re: Automatic game start?
There's a lot of stuff related to autopilot (104 matching lines in 23 matching files), so I thought to ask whether you experts can make understanding the code any easier. I must admit that I really admire bzflag especially after going through the source code, and you probably have all the right to b...
- Wed Dec 02, 2009 12:54 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Automatic game start?
- Replies: 6
- Views: 2677
Re: Automatic game start?
Thanks for the suggestion, but I found nuthing related to respawning in bzflag/autopilot.cxx. Could you be more specific with where to look? Thanks.blast wrote:Check what autopilot does. It automatically respawns after a death.
- Tue Dec 01, 2009 5:26 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Automatic game start?
- Replies: 6
- Views: 2677
Automatic game start?
Hi all, I'd like to modify bzflag 2.0.12 so that it starts automatically without any controller actions (so, every time the player dies, he/she restarts in a random position without having to press mouse or key). I don't understand the code well enough to do this. I'd guess the restart is done somew...
- Wed Nov 25, 2009 8:51 am
- Forum: Help: Source Code / Compiling / Development
- Topic: Modifications for game research
- Replies: 3
- Views: 2171
Re: Modifications for game research
Thank you very much. I'm working with version 2.0.12 in windows, should this option work with it? (It didn't)
Edit: Ok, you also have to enable debugging. This is a great feature, but I would like to get more accurate resolution (tens of ms), so some modification is still needed.
Edit: Ok, you also have to enable debugging. This is a great feature, but I would like to get more accurate resolution (tens of ms), so some modification is still needed.
- Tue Nov 24, 2009 3:44 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Modifications for game research
- Replies: 3
- Views: 2171
Modifications for game research
Hi all. I'm planning to use bzflag in a psychology related game experiment, and I'm doing some minor modifications to the game for this purpose. Basically I need to synchronize the start of the game with an external command given via serial port, and to save relevant game events along with time stam...
- Thu Nov 19, 2009 5:44 pm
- Forum: Help: Server Setup and Administration
- Topic: Recordmatch plugin not working
- Replies: 3
- Views: 1831
Re: Recordmatch plugin not working
Thx, blast and joevano. :) Were you running a CTF map with a manual time limit and did you start the countdown? That's the only time that plugin records: during a timed CTF match. No idea what instructions you read. http://my.bzflag.org/w/Recordmatch I followed these instructions, I used manual time...
- Thu Nov 19, 2009 3:10 pm
- Forum: Help: Server Setup and Administration
- Topic: Recordmatch plugin not working
- Replies: 3
- Views: 1831
Recordmatch plugin not working
I'm trying to record bzflag games played in LAN. I followed the recordmatch plugin instructions by doing the following (Windows) and tried to save solo game against a bot: - added recdir "c:\bzflag_rec" to bzfs.conf - ran bzfs -loadplugin ".\recordmatch.dll" -conf ".\bzfs.co...
- Thu Nov 19, 2009 11:29 am
- Forum: Help: Source Code / Compiling / Development
- Topic: bzfs and msvc*90.dll
- Replies: 6
- Views: 2865
Re: bzfs and msvc*90.dll
Ok, tried the following: uninstalled VC++ 2008 redistributable, installed VC+ 2005 redistributable -> still not working. And the problem is related to the configuration, not version, as I claimed earlier. If I compile with debug configuration, everything works. But after compiling with release confi...
- Thu Nov 19, 2009 9:08 am
- Forum: Help: Source Code / Compiling / Development
- Topic: bzfs and msvc*90.dll
- Replies: 6
- Views: 2865
Re: bzfs and msvc*90.dll
VisualC++ 8 comes with c runtime libraries v9 (...\VC\redist\x86\Microsoft.VC90.CRT\msvc*90.dll). Where can one find the v8 files and where should they be copied? Thanks for your help.
- Wed Nov 18, 2009 3:45 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: bzfs and msvc*90.dll
- Replies: 6
- Views: 2865
Re: bzfs and msvc*90.dll
An update: with bzflag-2.0.10 this is not an issue.
- Wed Nov 18, 2009 3:22 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: bzfs and msvc*90.dll
- Replies: 6
- Views: 2865
bzfs and msvc*90.dll
Hi, I managed to compile bzflag-2.0.12 in visualC++ 8 express following the instructions in http://my.bzflag.org/bb/viewtopic.php?f=13&t=13675 + after installing vcpp redistributable package and copying zlib1.dll under bzflag source directory. I can run bzflag.exe but bfzs.exe crashes. There see...
- Wed Nov 18, 2009 7:37 am
- Forum: Help: Source Code / Compiling / Development
- Topic: Dev-C++ and cURL linker errors in Windows
- Replies: 3
- Views: 3738
Re: Dev-C++ and cURL linker errors in Windows
I don't think compiling with DevC++ has been maintained. When compiling on windows we have switched to Visual C++ (the Express editionn works fine and is free). See instructions here http://my.bzflag.org/bb/viewtopic.php?f=13&t=13675 Ok, thanks, I'll try that. If DevC++ is no longer maintained,...
- Tue Nov 17, 2009 8:44 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Dev-C++ and cURL linker errors in Windows
- Replies: 3
- Views: 3738
Dev-C++ and cURL linker errors in Windows
Hi, I've downloaded the bzflag-2.0.10 and I'm trying to compile the project according to instructions given in README.DEVC++ with little success. I downloaded the devel version of SDL for mingw ( http://www.libsdl.org/release/SDL-devel-1.2.14-mingw32.tar.gz ) and CURL nossl version 7.17.1 for window...