Indeed, the plug-in is extremely primitive and somewhat wonky. I'll add it to the source tree when it's not a steaming pile of crap.Constitution wrote:IIRC, L4m3r thought that the plugin should be re-written to take advantage of better API methods that are now available.
Search found 597 matches
- Wed Nov 21, 2007 10:03 pm
- Forum: Plug-in Releases
- Topic: fairCTF
- Replies: 47
- Views: 45547
Re: fix dereference of null pointer
- Tue Nov 20, 2007 9:41 pm
- Forum: Enhancements
- Topic: Bored of the way things look?
- Replies: 2
- Views: 1736
- Sat Nov 10, 2007 11:49 pm
- Forum: Plug-in Development
- Topic: Unofficial Subversion hosting for plug-ins
- Replies: 0
- Views: 2020
Unofficial Subversion hosting for plug-ins
I'm offering unofficial svn hosting for plug-in development. This is aimed at people who have several plug-ins to manage (theme97, Louman, Enigma, I'm looking at you! :P). Users get their own repository and commit access. Access to the repos is public only. The only requirements are that the plug-in...
- Tue Oct 16, 2007 8:12 pm
- Forum: Enhancements
- Topic: Idea: make poll voting mandatory
- Replies: 22
- Views: 8779
Indeed - I didn't mean that poll hooks in the API should replace overriding slash commands... just that creating a framework for custom poll options would probably be a better idea than creating an entire poll manager from scratch (with the plugin) when implementing it. It would also allow for diff...
- Tue Oct 16, 2007 9:17 am
- Forum: Enhancements
- Topic: Idea: make poll voting mandatory
- Replies: 22
- Views: 8779
Even better would be a custom poll option framework, something like the custom slash command handler we have now. Poll options could be registered with a list of options and a pointer to a handler called when the poll is successful, etc. Not really. IMO being able to simply override commands would ...
- Tue Oct 16, 2007 6:05 am
- Forum: Enhancements
- Topic: Idea: make poll voting mandatory
- Replies: 22
- Views: 8779
- Sun Oct 14, 2007 11:23 pm
- Forum: Enhancements
- Topic: BZFLAG in html
- Replies: 12
- Views: 5477
- Sat Oct 06, 2007 9:02 pm
- Forum: Enhancements
- Topic: Idea: make poll voting mandatory
- Replies: 22
- Views: 8779
- Wed Oct 03, 2007 3:32 pm
- Forum: Help: Map Making
- Topic: Program assisted map making vs writing by hand
- Replies: 6
- Views: 2643
If you are modeling a cube, it would be less trouble and just as efficient to create a meshbox. Actually, a modelled cube (or a plain 1.x box) has 12 triangles, while a meshbox has 16. ;) Anyway, there is a LOT of optimization that can be done, especially with mesh maps. Sparse, simple maps probabl...
- Sun Sep 23, 2007 5:57 pm
- Forum: General Map Making Discussions
- Topic: Mapatorium 2.0 - Open Beta
- Replies: 14
- Views: 8301
RPG said months ago that he was no longer maintaining the mapatorium. it's been more or less left to rot. Anyway, does this new mapatorium allow users to submit maps on someone else's behalf? Not being able to credit someone else for a map submission was a major shortcoming of the original mapatoriu...
- Mon Sep 17, 2007 7:23 pm
- Forum: Help: Map Making
- Topic: Can you make custum flags for a map?
- Replies: 9
- Views: 4827
CannonBallGuy is correct. Furthermore, flags are a part of the game protocol more or less, so most modifications to flags (or addition of flags) will require changes to the client as well as the server. So, in other words, no. Most of the (subtle) alterations you can make to flags are controlled by ...
- Sun Sep 16, 2007 1:13 am
- Forum: Plug-in Releases
- Topic: fairCTF
- Replies: 47
- Views: 45547
Oh, right. How did I not catch that? >_<blast wrote:You also want SVN, not CVS. We no longer use CVS for BZFlag.
http://my.bzflag.org/w/BZFlag_SVN
- Sat Sep 15, 2007 8:13 pm
- Forum: Plug-in Releases
- Topic: fairCTF
- Replies: 47
- Views: 45547
- Tue Sep 11, 2007 7:43 am
- Forum: Enhancements
- Topic: Different banning method.
- Replies: 42
- Views: 18497
- Tue Sep 11, 2007 4:26 am
- Forum: Enhancements
- Topic: Different banning method.
- Replies: 42
- Views: 18497
Hm... Once someone figures out the interaction of the key system with the server, they'd probably hack a function into the client to fetch and fake bogus keys, and then use them to join servers. Then they'd release it as a patch and the troublemakers would be back in business. Getting such a system ...
- Thu Sep 06, 2007 1:40 am
- Forum: Map releases
- Topic: Pythonian Maps
- Replies: 3
- Views: 2509
- Tue Sep 04, 2007 7:30 am
- Forum: Help: Map Making
- Topic: Double base spawning problem.
- Replies: 8
- Views: 4279
- Tue Sep 04, 2007 1:07 am
- Forum: Help: Map Making
- Topic: My New Map - Anyone Want To Help?
- Replies: 12
- Views: 5394
- Tue Aug 28, 2007 7:25 pm
- Forum: Help: Server Setup and Administration
- Topic: Creating a server
- Replies: 4
- Views: 2628
- Mon Aug 27, 2007 2:05 am
- Forum: Plug-in Releases
- Topic: rabbitTimer
- Replies: 0
- Views: 2821
rabbitTimer
From the readme: The rabbitTimer plug-in helps solve that pesky rabbit cowardice problem. Rabbits don't get any points for hiding; they must kill hunters to increase their score. Hiding also slows down the game and frustrates the hunters, especially when flags like ST or WG are involved. This plug-i...
- Sun Aug 26, 2007 1:36 am
- Forum: Game Releases and Versions
- Topic: BZFlag on Mac OS X Server
- Replies: 11
- Views: 19540
- Fri Aug 24, 2007 6:51 pm
- Forum: Game Releases and Versions
- Topic: BZFlag on Mac OS X Server
- Replies: 11
- Views: 19540
I don't suppose it's because OS X is based on the FreeBSD Unix kernel. Nah, that wouldn't have anything to do with it.... Actually, OS X is based on the Mach kernel that was used for Nextstep OS that Steve Jobs worked on while he was away from Apple. While it does use a BSD userland, and works simi...
- Sat Aug 18, 2007 4:17 am
- Forum: Servers: General Discussion
- Topic: good server hardware?
- Replies: 6
- Views: 3804
Hardware is not much of an issue. BZFS is an extremely low-demand program. But yes, what you DO need is a decent connection... more specifically, a good upstream. Your bandwidth consumption increases quadratically as a function of the number of players, and is also influenced by things like the numb...
- Thu Aug 16, 2007 3:29 am
- Forum: Forum Suggestions, Questions, and Issues
- Topic: This Forum Version
- Replies: 3
- Views: 3753
- Wed Aug 08, 2007 10:47 pm
- Forum: Enhancements
- Topic: Fuel & Ammo for tanks
- Replies: 22
- Views: 8534
It'd be feasible to implement limited ammo with a plug-in, either by the flag method described by Joe-Schmoe, or directly through the API. A fuel limit could also be done, probably, using distance, time, or a combination thereof. However, you'd only be able to destroy tanks, not immobilize them. Te...