Search found 4441 matches
- Tue May 29, 2018 4:36 am
- Forum: Screenshots & Artwork
- Topic: Texture Packs
- Replies: 5
- Views: 6174
Re: Texture Packs
2.6 will have updated textures, and better support for themes and optional texture packs.
- Sun May 27, 2018 9:26 pm
- Forum: Enhancements
- Topic: I got bored
- Replies: 7
- Views: 5688
Re: I got bored
More details. Players pick a skin type on the join menu. http://www.hyperdrive.tech/artbox/bzflags/AQGltwJk.png Every team has 5 skin choices. http://www.hyperdrive.tech/artbox/bzflags/SkinList.PNG Each player's skin choice is sent to other players and uses, so people on the same team can have some ...
- Fri May 25, 2018 10:49 pm
- Forum: Enhancements
- Topic: I got bored
- Replies: 7
- Views: 5688
I got bored
Yes they are all on the blue team.
- Mon May 21, 2018 3:54 am
- Forum: Plug-in Development
- Topic: OnCap function for worldWeapons-ServerShots
- Replies: 7
- Views: 3874
Re: OnCap function for worldWeapons-ServerShots
Yeah it's intended to do ALL the capture things, in order to properly support custom capture conditions.
- Fri May 18, 2018 5:00 am
- Forum: Plug-in Development
- Topic: OnCap function for worldWeapons-ServerShots
- Replies: 7
- Views: 3874
Re: OnCap function for worldWeapons-ServerShots
No it’s in the current 2.4.x, always check the current code.
- Fri May 18, 2018 4:58 am
- Forum: Plug-in Development
- Topic: OnCap function for worldWeapons-ServerShots
- Replies: 7
- Views: 3874
Re: OnCap function for worldWeapons-ServerShots
It may only be in 2.6
- Thu May 17, 2018 9:34 pm
- Forum: Plug-in Development
- Topic: OnCap function for worldWeapons-ServerShots
- Replies: 7
- Views: 3874
Re: OnCap function for worldWeapons-ServerShots
bz_triggerFlagCapture should already do that.
- Thu Apr 05, 2018 9:08 pm
- Forum: Enhancements
- Topic: More powerful API
- Replies: 9
- Views: 3275
Re: More powerful API
Quick question, if someone implements this, will it be merged to the official source? There is no way that this could be implemented in the current game protocol. As in there is NO way to do this and be compatible with existing clients. It would have to be in the next major version. So no, just imp...
- Thu Apr 05, 2018 3:52 am
- Forum: Enhancements
- Topic: More powerful API
- Replies: 9
- Views: 3275
Re: More powerful API
If you knew that, then your post is mistitled, you want server control over flag effects independent of the actual flag. The current title makes it sound like the api is simply missing features. When the core isssue is the game itself doesn’t support the features you want. The core features you are ...
- Thu Apr 05, 2018 12:55 am
- Forum: Enhancements
- Topic: More powerful API
- Replies: 9
- Views: 3275
Re: More powerful API
That has nothing to do with the API, the server can’t even do that itself. The things you are talking about are hard coded in the client as part of the flag itself.
There are also gameplay reasons to limit combinations, not all combos are fun or fair.
There are also gameplay reasons to limit combinations, not all combos are fun or fair.
- Fri Mar 30, 2018 5:07 pm
- Forum: General Discussion
- Topic: VR enviroment on galaxy s8* for bzflag play
- Replies: 5
- Views: 2742
Re: VR enviroment on galaxy s8* for bzflag play
Time to fork, if possible, and reimagine what BZ should be. Good luck getting people to agree on what that should be ;) The entire game would change for VR, to the point where it would not be as simple of a game as many people seem to like. Code wise, yeah you'd have to basically start over and jus...
- Fri Mar 30, 2018 1:46 pm
- Forum: Development
- Topic: API documentation
- Replies: 5
- Views: 7097
Re: API documentation
Bzflag still uses OpenGL 1.2 so that info is light years ahead of what bazflag does. It’s good info for modern OpenGL use.
- Sat Mar 24, 2018 11:19 pm
- Forum: General Discussion
- Topic: VR enviroment on galaxy s8* for bzflag play
- Replies: 5
- Views: 2742
Re: VR enviroment on galaxy s8* for bzflag play
VR isn't really supported by the current codebase. It would require quite a bit of changes both for VR and to get it to run on a phone. It's not a use case that is being developed.
- Thu Mar 22, 2018 6:04 pm
- Forum: Help: Map Making
- Topic: Texturing to match object size
- Replies: 15
- Views: 8195
Re: Texturing to match object size
Yeah, I was totally wrong, sorry about that. There is an object class called meshedbox that I missed. it's not in the map format but triggered when a legacy paremetric object is given material properties. this works like you expect material name cube texture bzflag-256x256 end box postion 0,0,0 size...
- Thu Mar 22, 2018 5:11 pm
- Forum: Help: Map Making
- Topic: Texturing to match object size
- Replies: 15
- Views: 8195
Re: Texturing to match object size
Dude, making a cube is trivial, just TRY a little. material name cube texture bzflag-256x256 end mesh vertex -0.500000 -0.500000 1.000000 vertex 0.500000 -0.500000 1.000000 vertex -0.500000 0.500000 1.000000 vertex 0.500000 0.500000 1.000000 vertex -0.500000 0.500000 0.000000 vertex 0.500000 0.50000...
- Thu Mar 22, 2018 4:48 pm
- Forum: Help: Map Making
- Topic: Texturing to match object size
- Replies: 15
- Views: 8195
Re: Texturing to match object size
What you are hoping for does not exist. The feature to support what you want is implemented in bzflag as meshes....
There is no "Secret" other way. I know, I developed some of the code.
Meshes are how people do billboards. They aren't that hard, just go learn a little.
There is no "Secret" other way. I know, I developed some of the code.
Meshes are how people do billboards. They aren't that hard, just go learn a little.
- Thu Mar 22, 2018 3:56 am
- Forum: Help: Map Making
- Topic: Texturing to match object size
- Replies: 15
- Views: 8195
Re: Texturing to match object size
That is the easiest way, but you can code them by hand too.
But you have to uses a mesh to get what you want. That what meshes are for, tota control over geometry and texture placement.
But you have to uses a mesh to get what you want. That what meshes are for, tota control over geometry and texture placement.
- Thu Mar 22, 2018 3:12 am
- Forum: Help: Map Making
- Topic: Texturing to match object size
- Replies: 15
- Views: 8195
Re: Texturing to match object size
Define the object as a mesh not a box (and no, not a mesh box a real mesh) and define your own UV coordinates. All automatic texture mapping’s will repeat.
- Wed Mar 21, 2018 9:47 pm
- Forum: General Map Making Discussions
- Topic: Possible simple feature
- Replies: 2
- Views: 4007
Re: Possible simple feature
The client does not actually have the name, so it's not possible with out breaking protocol. The server loads the map and converts it into a binary representation that only has the info that the client needs. The names are thrown away after all the group instance and referencing is done. The client ...
- Tue Mar 20, 2018 3:45 am
- Forum: Leagues United Discussion
- Topic: Spawn plugin
- Replies: 7
- Views: 5718
Re: Spawn plugin
A plugin can't tell bzfs to "hey. no. calculate a new position." Except that it can, I put a function in just for that case. BZF_API bool bz_getStandardSpawn ( int playerID, float pos[3], float *rot ); If you have at test for what you feel is an undesriable spawn, you could check the comp...
- Mon Mar 19, 2018 4:25 pm
- Forum: Help: Map Making
- Topic: noradar
- Replies: 19
- Views: 11793
Re: noradar
It's not weird, it did exactly what you told it to do :) You defined a single material, with no texture named 'noradar', then made your box use that material. The material has no texture or color so it gets white. If you want color and texture, you have to define it. The game doesn't know that you w...
- Thu Mar 15, 2018 3:03 pm
- Forum: Help: Server Setup and Administration
- Topic: How do I compile plugins?
- Replies: 6
- Views: 5347
Re: How do I compile plugins?
You must install a compiler, the process is not trivial,it involves many steps.
You should read up on plugins on the wiki, https://wiki.bzflag.org/Plug-ins
You should read up on plugins on the wiki, https://wiki.bzflag.org/Plug-ins
- Thu Mar 15, 2018 1:28 am
- Forum: Help: Server Setup and Administration
- Topic: How do I compile plugins?
- Replies: 6
- Views: 5347
Re: How do I compile plugins?
Plug-ins are source code, you compile them into a module for whatever operating system your server is running on.
- Thu Jan 25, 2018 1:59 am
- Forum: Works In Progress
- Topic: Stand Your Ground!
- Replies: 5
- Views: 5524
Re: Stand Your Ground!
Zehra, please do not speak about things you don't know anything about. You make your self look like a fool. My code is in NO WAY based on the work of "TeamVSS", it is a completely unique codebase. It is based on a project to turn all components of BZFlag into reusable C# libraries.BZWTools...
- Wed Jan 24, 2018 12:17 am
- Forum: Works In Progress
- Topic: Stand Your Ground!
- Replies: 5
- Views: 5524
Re: Stand Your Ground!
Previews man... always show the previews!
Animated Preview
Animated Preview