Search found 4441 matches
- Fri Jun 24, 2022 7:17 pm
- Forum: Plug-in Development
- Topic: Referencing one plugin from another
- Replies: 3
- Views: 2566
Re: Referencing one plugin from another
The generic callback system would be best to use. Handle callbacks in plug-in A by overriding the GeneralCallback method on the plug-in class, and call them from plugin-in B using bz_callPluginGenericCallback() you can pass in structure pointers as the void * argument to pass in data and get results.
- Mon Dec 14, 2020 10:23 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: BZFlag for an experiment
- Replies: 26
- Views: 11592
Re: BZFlag for an experiment
Yes, BZFlag was designed to be a LAN (local network) game using TCP/IP. This means it CAN run on the internet, but it was never designed to do so. There have been no major redesigns of the networking system, so even though people do play it over the internet, it does not do it well. It has no concep...
- Mon Dec 14, 2020 8:01 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: BZFlag for an experiment
- Replies: 26
- Views: 11592
Re: BZFlag for an experiment
Oh yeah, third person camera was abandoned long ago. The current game has no facility for it. 2.99 is not useable. The API doesn't really do what you want. It only modifies server states, and the vast majority of what the game does is on the client. That data never goes anywhere. The server does not...
- Fri Sep 18, 2020 10:44 pm
- Forum: Plug-in Releases
- Topic: givePoint and Retroreflector plugins
- Replies: 17
- Views: 9076
Re: givePoint and Retroreflector plugins
I—hands down—really like that idea, JeffM. Though it might need some tweaking. Yes it of course would need to be tweaked, tested and optimized, but also don't forget that not every kill of the top scorer, people will kill the non tops too. You can also get sums greater than the top by killing many ...
- Fri Sep 18, 2020 2:33 pm
- Forum: Plug-in Releases
- Topic: givePoint and Retroreflector plugins
- Replies: 17
- Views: 9076
Re: givePoint and Retroreflector plugins
A more fun way to do sort of what is being described is a "bounty hunter" mode. Everyone starts with a bounty (score) of 1 when they join. When you kill someone, that person's score is added to yours, and their score is set back to 1 when they respawn. A killer effectively "claims&quo...
- Mon Aug 31, 2020 2:23 am
- Forum: Help: Source Code / Compiling / Development
- Topic: Getting frame buffer data
- Replies: 7
- Views: 14520
Re: Getting frame buffer data
Rewriting the render pipeline is something I've always wanted to help with but I've never had any experience with render pipelines or opengl before. I guess a good first step would be to remove all current opengl calls in the client and get it to a state where it will compile and run without any gr...
- Sun Aug 30, 2020 7:48 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Getting frame buffer data
- Replies: 7
- Views: 14520
Re: Getting frame buffer data
The rendering pipeline needs a rewritten anyway. Some people are working on updating it to slightly more modern standards, but no mater what you are talking about some decent changes and an upgrade in the required OpenGL version. I'm sure it's possible but it'll be a bit of work.
- Sun Aug 30, 2020 4:44 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Getting frame buffer data
- Replies: 7
- Views: 14520
Re: Getting frame buffer data
There isn't an easy way. The game uses OpenGL, OpenGL does all the drawing directly on the video card where it will use one or more buffers. The game code itself doesn't actually access the frame buffer for drawing. You are going to have a very hard time getting direct frame buffer access in the cur...
- Mon Aug 24, 2020 12:47 am
- Forum: Bugs and Problems
- Topic: Solo bot kick leads to client disconnect
- Replies: 3
- Views: 5182
Re: Solo bot kick leads to client disconnect
Kick is socket based not ip based. Same result for client side bots when anything on the socket is kicked, but kick won’t disconnect other players on the same ip using a NAT.
- Sun Jun 21, 2020 11:04 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Reducing Latency in BZ - Windows
- Replies: 5
- Views: 4571
Re: Reducing Latency in BZ - Windows
Yes, just don't have low FPS in the teens like some very old onboard chip-sets can give you, or you are adding lag,
- Sun Jun 21, 2020 10:26 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Reducing Latency in BZ - Windows
- Replies: 5
- Views: 4571
Re: Reducing Latency in BZ - Windows
Don't have low frame rate. Since BZFlag is single threaded, your frame time is added to your packet latency since the client must wait for a frame to draw before it can process the next packet. Update your drivers.D3ad Turtle wrote: ↑Sun Jun 21, 2020 6:02 pm Now anyone else have recommendations on how to tweak bzflag latency on windows?
- Sat Jun 13, 2020 4:36 pm
- Forum: Players
- Topic: How prevelant are subtle cheats?
- Replies: 6
- Views: 5729
- Fri Apr 03, 2020 3:04 am
- Forum: Enhancements
- Topic: Faster Rabbits
- Replies: 14
- Views: 9065
Re: Faster Rabbits
it's a trivial API change, it does not affect the protocol or gamplay in any real way. It uses a system that's already in the game. I would think that would be fully within the guidelines of the list server.
Don't be so worried about what is and is not allowed![Wink ;)](./images/smilies/icon_wink.gif)
Don't be so worried about what is and is not allowed
![Wink ;)](./images/smilies/icon_wink.gif)
- Wed Apr 01, 2020 9:19 pm
- Forum: Enhancements
- Topic: Faster Rabbits
- Replies: 14
- Views: 9065
Re: Faster Rabbits
These are diffs of that commit from the removed GitHub fork. Do with them what you will.
- Wed Jan 08, 2020 8:38 pm
- Forum: General Discussion
- Topic: BZFlag inspired game under development
- Replies: 63
- Views: 40233
Re: BZFlag inspired game under development
Why even use a motion box? Just use Traditional First Person Shooter controls.
- Tue Jan 07, 2020 4:34 pm
- Forum: General Discussion
- Topic: BZFlag inspired game under development
- Replies: 63
- Views: 40233
Re: BZFlag inspired game under development
it's a 16 year old chipset, you would have to know it's going to be de-supported at some point.....
- Wed Jan 01, 2020 8:28 pm
- Forum: General Discussion
- Topic: BZFlag inspired game under development
- Replies: 63
- Views: 40233
Re: BZFlag inspired game under development
Well with RSync and all the batch and shell files you have, your archive is flagged as a possible virus. That's why people tend to not do things like that.
- Wed Jan 01, 2020 7:12 pm
- Forum: General Discussion
- Topic: BZFlag inspired game under development
- Replies: 63
- Views: 40233
Re: BZFlag inspired game under development
Most games just hash out the files and replace the ones that have changed. You just need a manifest and a web server.
Also for something that says it's open source... where is the source? Why don't you put it all on GitHub?
Also for something that says it's open source... where is the source? Why don't you put it all on GitHub?
- Tue Dec 31, 2019 11:07 pm
- Forum: General Discussion
- Topic: BZFlag inspired game under development
- Replies: 63
- Views: 40233
Re: BZFlag inspired game under development
Umm why the heck does a video game need rsync? Just for updates? That seems like a huge security hole.
- Wed Dec 25, 2019 9:58 pm
- Forum: Development
- Topic: Feedback on a game design document
- Replies: 4
- Views: 6180
Re: Feedback on a game design document
I am aware of that one, it's a different direction.
- Tue Dec 24, 2019 10:06 pm
- Forum: Development
- Topic: Feedback on a game design document
- Replies: 4
- Views: 6180
Re: Feedback on a game design document
the latter. it is not bzflag
- Tue Dec 24, 2019 4:17 pm
- Forum: Development
- Topic: Feedback on a game design document
- Replies: 4
- Views: 6180
Feedback on a game design document
I posted this on the matrix.org channel, but Ill throw it in here too to hit a wider audience. I'm looking for feedback on a game design document. I have no clue how far I'll take it but I wanted to see how much of something I could get pre-defined in a document. https://github.com/OmniTanks/Documen...
- Mon Dec 23, 2019 5:22 am
- Forum: Map Editors
- Topic: Model Tool Updates
- Replies: 28
- Views: 36175
Re: Model Tool Updates
It wasn't lost, it just isn't in the master branch because the master branch on github is based on the 2.4.x line.
The 2.99 line is still there under the 2.99 tag
https://github.com/BZFlag-Dev/bzflag/bl ... eltool.cpp
The 2.99 line is still there under the 2.99 tag
https://github.com/BZFlag-Dev/bzflag/bl ... eltool.cpp
- Tue Jul 16, 2019 3:26 pm
- Forum: General Discussion
- Topic: bzflag graphics improvements?
- Replies: 24
- Views: 12440
Re: bzflag graphics improvements?
LOD doesn't really work on that low of a polycount item. It's intended for much higher polygon counts. A tetrahedron can not devolve any further than 4 triangles, so there is no lower level of detail that can be used. A better example would be the tank model. The base tank model has 256 triangles in...
- Tue Aug 07, 2018 1:36 am
- Forum: Help: Source Code / Compiling / Development
- Topic: bzfs modification - questions
- Replies: 1
- Views: 4261
Re: bzfs modification - questions
1) You'll have to recompute and resend the list server player counts whenever someone toggles autopolot on or off. The code does not currently do this, so you'll have to add it. There would be no reason not to post the code. it is not a cheat, it lowers the player count, so it's no big deal. The rul...