Search found 676 matches
- Mon Sep 28, 2009 2:52 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Can't compile - Access List.lo error 1
- Replies: 8
- Views: 2719
Re: Can't compile - Access List.lo error 1
Your original post tells us that you know next to nothing about the process of compiling C++ sources. It'd probably be much easier for you and us if you simply used a pre-compiled binary. ../../libtool: line 1383: g++: command not found If you're going to compile something, it's important to have th...
- Sat Sep 26, 2009 4:37 pm
- Forum: Help: Tactics and Playstyles
- Topic: Mumble
- Replies: 4
- Views: 2772
Re: Mumble
I may also add mumble "auto-connecting" so that you can be connected
to a specific mumble channel when you join a bzfs server (and possibly
the same for Hub channels). BZFS servers could setup different mumble
channels for different teams to avoid cross talk...
to a specific mumble channel when you join a bzfs server (and possibly
the same for Hub channels). BZFS servers could setup different mumble
channels for different teams to avoid cross talk...
- Wed Sep 16, 2009 6:19 pm
- Forum: Help: Map Making
- Topic: Ground Texture issue
- Replies: 4
- Views: 1827
Re: Ground Texture issue
1. using GroundMaterial is easier than setting up another object
2. arguably easiest:
2. arguably easiest:
Code: Select all
r11394 | trepan | 2005-08-17 06:51:43 -0300 (Wed, 17 Aug 2005) | 2 lines
-gndtex option (for team and random worlds)
- Wed Sep 16, 2009 1:27 pm
- Forum: Help: Map Making
- Topic: Ground Texture issue
- Replies: 4
- Views: 1827
- Wed Sep 16, 2009 12:25 pm
- Forum: Enhancements
- Topic: Crazy idea: A distributed map.
- Replies: 11
- Views: 2234
Re: Crazy idea: A distributed map.
The MsgJoinServer protocol message has a "referrer" field. That field can have up to 256 bytes (including the terminating NUL). You could use it to send player information between the source and destination servers. It would probably be wise to encrypt it using a key known only to those tw...
- Wed Sep 16, 2009 11:30 am
- Forum: Enhancements
- Topic: Crazy idea: A distributed map.
- Replies: 11
- Views: 2234
Re: Crazy idea: A distributed map.
I added MsgJoinServer to the code for v3.0 a while ago; that should make it possible.
- Tue Aug 18, 2009 8:13 pm
- Forum: General Map Making Discussions
- Topic: Licensing
- Replies: 14
- Views: 3810
Re: Licensing
BZFlag 3.0 will allow map creators to insert copyright and licensing
information in the new 'info' world objects. This information is saved
into world files, and can be viewed in clients using the /worldinfo
command.
information in the new 'info' world objects. This information is saved
into world files, and can be viewed in clients using the /worldinfo
command.
- Thu Aug 13, 2009 2:20 pm
- Forum: Help: Map Making
- Topic: Death From Above !
- Replies: 6
- Views: 1406
Re: Death From Above !
A server-side plugin could do SR collision detection.
- Sat Aug 08, 2009 12:37 pm
- Forum: Enhancements
- Topic: Territorial control...
- Replies: 7
- Views: 1828
Re: Territorial control...
Hm, maybe BZDB controlled dynamic colors aren't available in any
2.0.x releases (based on the following):
SVN r12781: Bump proto to 37, and rev to 2.1.7
(r12781 comes before r12986)
2.0.x releases (based on the following):
SVN r12781: Bump proto to 37, and rev to 2.1.7
(r12781 comes before r12986)
- Sat Aug 08, 2009 12:28 pm
- Forum: Enhancements
- Topic: Territorial control...
- Replies: 7
- Views: 1828
Re: Territorial control...
This should be relatively easy to implement using a server side-plugin. You would use meshes (or meshed objects), as the bases, with physics drivers for contact detection (as was done in the original AHOD map). To mark a base's ownership, you could use a dynamic color attached to a BZDB variable (ad...
- Thu Jul 30, 2009 7:22 pm
- Forum: Help: Server Setup and Administration
- Topic: Constraining visibility
- Replies: 1
- Views: 1484
Re: Constraining visibility
http://www.opengl.org/sdk/docs/man/xhtml/glFog.xml
BZDB variables
_fogMode { none | linear | exp | exp2 }
_fogColor { all modes }
_fogStart { linear }
_fogEnd { linear }
_fogDensity { exp & exp2 }
BZDB variables
_fogMode { none | linear | exp | exp2 }
_fogColor { all modes }
_fogStart { linear }
_fogEnd { linear }
_fogDensity { exp & exp2 }
- Tue Jul 28, 2009 2:26 am
- Forum: Plug-in Development
- Topic: Cleaned up ThiefControl code
- Replies: 13
- Views: 4388
Re: Cleaned up ThiefControl code
There are no plans to re-add the client-side lua code to bzflag.
- Mon Jul 27, 2009 2:18 pm
- Forum: Plug-in Development
- Topic: Cleaned up ThiefControl code
- Replies: 13
- Views: 4388
Re: Cleaned up ThiefControl code
That can be done with current SVN HEAD code.
- Mon Jul 27, 2009 2:29 am
- Forum: Plug-in Development
- Topic: Cleaned up ThiefControl code
- Replies: 13
- Views: 4388
Re: Cleaned up ThiefControl code
nice sig, blast
- Sat Jul 25, 2009 5:16 am
- Forum: Plug-in Development
- Topic: Cleaned up ThiefControl code
- Replies: 13
- Views: 4388
Re: Cleaned up ThiefControl code
To give yall a comparative preview, here's what the bz3.0 lua version might look like: if (WantConfig) then return { name = 'thief_control', -- the only required field desc = 'Thief Control (based on Enigma\'s C++ plugin)', author = 'trepan', date = 'Jul 25, 2009', license = 'LGPL 2.1', niceness = 0...
- Tue Jul 21, 2009 6:20 am
- Forum: Bugs and Problems
- Topic: bzfs crash on exit
- Replies: 1
- Views: 1627
Re: bzfs crash on exit
Thank you for the patch.
Code: Select all
r20250 | trepan | 2009-07-21 03:20:08 -0300 (Tue, 21 Jul 2009) | 3 lines
* patch by 'matelich' to fix a bzfs exit crash, forum post:
http://my.bzflag.org/bb/viewtopic.php?f=32&t=14505&p=140451
- Thu Jul 16, 2009 8:00 am
- Forum: GU League Discussion
- Topic: tele pass hax
- Replies: 46
- Views: 10374
Re: tele pass hax
hint: drivethrough objects are not valid flag drop positions
- Wed Jul 15, 2009 10:05 pm
- Forum: GU League Discussion
- Topic: tele pass hax
- Replies: 46
- Views: 10374
Re: tele pass hax
Flags will merrily sit on top of default teleporters in bzflag 3.0
(read: no passing). They are now represented as meshes in the
code.
(read: no passing). They are now represented as meshes in the
code.
- Mon Jul 06, 2009 6:20 am
- Forum: Help: Map Making
- Topic: Mirror texture?
- Replies: 17
- Views: 3676
- Sun Jul 05, 2009 2:28 am
- Forum: Help: Map Making
- Topic: Flags and Positions
- Replies: 2
- Views: 1225
Re: Flags and Positions
from #bzflag IRC at freenode.org: 22:28 -!- Wr3ckage [n=chatzill@mail.freegroups.net] has joined #bzflag 22:29 < Wr3ckage> quick question 22:29 < Wr3ckage> any way to copy flag positions etc. from a server to use on private one? 22:31 -!- Wr3ckage [n=chatzill@mail.freegroups.net] has quit [Client Q...
- Fri Jun 26, 2009 12:04 am
- Forum: Help: Map Making
- Topic: Texture Mapping
- Replies: 15
- Views: 3231
Re: Texture Mapping
bzflag 3.0 has a new texturing mode that automatically lines up the texture coordinates for faces along the same plane. It can be controlled using the material texautoscale property. You can still use the texsize property in box and pyramid objects for "fixed" generated texture coordinates...
- Sun Jun 21, 2009 8:38 pm
- Forum: Bugs and Problems
- Topic: Weird invisible surface
- Replies: 3
- Views: 1927
Re: Weird invisible surface
you don't have full "outside" coverage.
simplify, remove the "outside" point.
simplify, remove the "outside" point.
- Fri Jun 19, 2009 4:03 am
- Forum: General Map Making Discussions
- Topic: No TKing
- Replies: 15
- Views: 3865
Re: No TKing
You can thank JeffM for the feature (svn r13320)
from bzfs/CmdLineOptions.cxx:
P.S. looks like it hasn't been added to the exec help
from bzfs/CmdLineOptions.cxx:
Code: Select all
else if (token == "-noTeamKills") {
// forbid team kills
gameOptions |= int(NoTeamKills);
}
- Mon Jun 15, 2009 6:08 pm
- Forum: Help: Map Making
- Topic: Need some help with circles.
- Replies: 10
- Views: 1758
Re: Need some help with circles.
Text editor + 3D modeller is your best bet.
Wings3D is a 3D modeller that is significantly easier to learn than blender.
Wings3D is a 3D modeller that is significantly easier to learn than blender.
- Fri Jun 12, 2009 7:25 pm
- Forum: Plug-in Development
- Topic: FlagThrow Plug-in - Started, but I need some help
- Replies: 19
- Views: 7976
Re: FlagThrow Plug-in - Heads-up please :-)
bz_eFlagDroppedEvent and bz_moveFlag()?