Search found 4441 matches
- Mon Dec 18, 2017 4:26 am
- Forum: General Discussion
- Topic: Servers Classification (Protected Mode #2)
- Replies: 14
- Views: 10563
Re: Servers Classification (Protected Mode #2)
Perhaps they aren't following it because they don't like it. You have no authority to make or enforce anything. You get more bees with honey rather than vinegar. Maybe you should worry less about enforcing your rules (or even thinking of them as your rules) and simply offer suggestions. Then be happ...
- Tue Dec 05, 2017 4:45 pm
- Forum: General Discussion
- Topic: a new idea - team death match
- Replies: 4
- Views: 2266
Re: a new idea - team death match
The server returns the spawn message/location to the client after it requests it. You could have the server delay that when people are supposed to stay 'dead'.
- Sun Nov 12, 2017 4:30 pm
- Forum: Bugs and Problems
- Topic: "command" key issue with newer versions of BzFlag OSX
- Replies: 6
- Views: 5570
Re: "command" key issue with newer versions of BzFlag OSX
He’s talked about it on irc, I believe this post was split here from a posting inside the release thread so it could be addressed individually.
- Thu Oct 12, 2017 2:11 pm
- Forum: Plug-in Development
- Topic: Create Random world weapons
- Replies: 4
- Views: 3041
Re: Create Random world weapons
The world weapon api is very simple, call a function, weapon is triggered, end of story. All world weapons art triggered separately, so your comment of how to “keep them seperate” makes no sense. What are you trying to do that is so are for you?
Calling functions is basic programming....
Calling functions is basic programming....
- Thu Oct 12, 2017 4:01 am
- Forum: Fansites
- Topic: A new blog announced
- Replies: 4
- Views: 7734
Re: A new blog announced
Or he could just use a blog service that doesn’t have ads.....
- Wed Oct 11, 2017 11:32 pm
- Forum: Fansites
- Topic: A new blog announced
- Replies: 4
- Views: 7734
Re: A new blog announced
So..... many..... ads....
- Mon Oct 09, 2017 8:48 pm
- Forum: Plug-in Development
- Topic: error: ‘bz_changeTeam’ was not declared in this scope
- Replies: 7
- Views: 3380
Re: error: ‘bz_changeTeam’ was not declared in this scope
If they get integrated they will be made consistant with the existing API style. Comparability with existing plug-ins that use the library will be broken. This is required by the very fact that they are NOT calling a real API, it is unavoidable. Plugins that use it now will need to at the very least...
- Mon Oct 09, 2017 4:17 pm
- Forum: Plug-in Development
- Topic: error: ‘bz_changeTeam’ was not declared in this scope
- Replies: 7
- Views: 3380
Re: error: ‘bz_changeTeam’ was not declared in this scope
They need to be added to the API, that is the only viable solution. The reason to remove the lib is that it's calling internal BZFS functions. Because they are internal, they may be changed as bzflag is developed, and that would break this fake API lib. It is incredibly fragile and not a good way to...
- Mon Oct 09, 2017 2:28 am
- Forum: Plug-in Development
- Topic: error: ‘bz_changeTeam’ was not declared in this scope
- Replies: 7
- Views: 3380
Re: error: ‘bz_changeTeam’ was not declared in this scope
That third party api only works on Linux and will be disabled in a future release
- Mon Aug 28, 2017 5:02 pm
- Forum: General Discussion
- Topic: So tank johnson and I decided to go as high as possible in hill hide and seek
- Replies: 7
- Views: 3763
Re: So tank johnson and I decided to go as high as possible in hill hide and seek
No, it's the low polygon counts that is making it playable. Even integrated Intel chip sets on craptops can clear a back buffer .
This is like from the days of Pentium and 486 CPUs.
This is like from the days of Pentium and 486 CPUs.
- Sun Aug 27, 2017 10:41 pm
- Forum: General Discussion
- Topic: So tank johnson and I decided to go as high as possible in hill hide and seek
- Replies: 7
- Views: 3763
Re: So tank johnson and I decided to go as high as possible in hill hide and seek
it has to do with the lazy way BZFlag clears the back buffer (or actually doesn't clear the back buffer). When you go too high, the world skyvolume is smaller than the screen thus doesn't draw over the last frame to "erase" what was there before. It's a holdover from when 3D accelerators w...
- Tue Aug 22, 2017 4:45 am
- Forum: Bugs and Problems
- Topic: Bzflag app data cache and/or server being used as spam server?
- Replies: 5
- Views: 5429
Re: Bzflag app data cache and/or server being used as spam server?
That folder contains data downloaded by bzflag during online play, it will not be part of the install.
- Sun Aug 20, 2017 4:46 pm
- Forum: General Map Making Discussions
- Topic: The Grand Castles Project
- Replies: 5
- Views: 3539
Re: The Grand Castles Project
Gray boxes on a gray background, how innovative....
- Fri Aug 18, 2017 5:39 pm
- Forum: Bugs and Problems
- Topic: possible jumping related bug
- Replies: 9
- Views: 7499
Re: possible jumping related bug
The frame rate is not just your GPU. The game tells the GPU to draw one frame every game loop cycle. So if the GPU takes too long, it makes the game loop wait till the drawing is done (the vast majority of time spend by the BZFlag process is waiting for drawing to happen). BZFlag is not a modern gam...
- Sat Aug 05, 2017 3:53 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: bzflag unplayable with existing mouse polling rate bug
- Replies: 3
- Views: 4047
Re: bzflag unplayable with existing mouse polling rate bug
how is this a BZFlag problem and not just a problem with your crappy wireless mouse? Nothing in BZFlag specifically targets your mouse. BZFlag reads the mouse position once a frame from the OS, the rest is up to the OS and the driver.
If your wireless mouse sucks, get one with a cord.....
If your wireless mouse sucks, get one with a cord.....
- Thu Aug 03, 2017 4:40 pm
- Forum: Bugs and Problems
- Topic: possible jumping related bug
- Replies: 9
- Views: 7499
Re: possible jumping related bug
frame rates that high can cause issues. You don't need over 120 fps. So yes, limit your frame rate to something reasonable. It's cheating when you limit it down to below like 30, because that lets you introduce fake lag.
- Mon Jun 19, 2017 8:00 pm
- Forum: Enhancements
- Topic: MUCH better robots
- Replies: 4
- Views: 2448
Re: MUCH better robots
No, it's tied to the client.
- Mon Jun 19, 2017 7:59 pm
- Forum: Servers: General Discussion
- Topic: List Server Usage Policy Suggestion: 'Autopilot' Bots Limit
- Replies: 3
- Views: 4558
Re: List Server Usage Policy Suggestion: 'Autopilot' Bots Limit
The intent of the rule is to use bots or server modifications to artificially increase player counts for the purposes of getting a higher rank in the server list. Any method, player or server initiated that works to change where a server should be in the list, can and will be dealt with by the list ...
- Sun Jun 04, 2017 9:59 pm
- Forum: Help: Map Making
- Topic: Box Vs Mesh
- Replies: 8
- Views: 6756
Re: Box Vs Mesh
or just make BZFlag again.
- Wed May 31, 2017 11:27 pm
- Forum: Map Editors
- Topic: UnityBZWTools (WIP)
- Replies: 8
- Views: 9191
Re: UnityBZWTools (WIP)
Yeah the cert is only good for a year, I'll update it this weekend.
- Wed May 24, 2017 7:19 pm
- Forum: General Discussion
- Topic: FUTURE OF BZFLAG from web.archive.org
- Replies: 3
- Views: 1877
- Wed May 24, 2017 5:34 pm
- Forum: General Discussion
- Topic: FUTURE OF BZFLAG from web.archive.org
- Replies: 3
- Views: 1877
Re: FUTURE OF BZFLAG from web.archive.org
The original author stooped development of the game decades ago, those were his ideas, not the current maintainers, nor the current development teams. None of that stuff is planned. It's like asking when is Disnelyand going to be powered by an atomic reactor, Walt did a show about it in the 50's.......
- Mon May 15, 2017 11:32 pm
- Forum: General Map Making Discussions
- Topic: Help on terrain resolution for a texture map
- Replies: 5
- Views: 3941
Re: Help on terrain resolution for a texture map
pixels and units are not related. for meshes the UV texture coordinates determine how many times the texture repeats for a specific distance. For parametric objects, a texture is repeated anywhere between 1 and 4 times per unit. The default max texture size should be 8192x8192(8k) for a modern OS/Ca...
- Thu May 11, 2017 3:54 pm
- Forum: Help: Map Making
- Topic: Box Vs Mesh
- Replies: 8
- Views: 6756
Re: Box Vs Mesh
yes, meshes require more lines in the map file than a box. boxes and meshboxes are parametric, raw meshes are not. That is not a valid comparison. On the client everything gets expanded out to the same number of faces for the graphics card (a box and a meshbox use the same number of faces when a sho...
- Thu May 04, 2017 3:32 pm
- Forum: Help: Map Making
- Topic: Mirror imaging
- Replies: 2
- Views: 3704
Re: Mirror imaging
No, a mirror requires two things, a negative scale in an axis, and then the reversal of the mesh order. We have the first as a map transform, but not the second. You will need to use a modeler to mirror the mesh.