A better idea might be making the map editor automatically download textures defined in URLs in the map file for display. Then, in addition to making existing maps easier to edit, one could pick images off of images.bzflag.org and easily add them to the map.Catoblepas wrote:
How about having a library of textures already in the map editor?
That would make things alot easyer.
BZWorkbench is in the Works
- big_daddy2
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One problem could be space and permissions if you are going to download the files to the disk (If you are just viewing the files, like in a web browser, then you probably wont need to consider the following but it would need to put the textures somewhere, maybe in the ram) . If one does not have the permission to add files to a directory, wherever BZWorkbench would store them, then one could not view/add (in a sense within the GUI, in the code, the url would be there.) If it is possible, when installing BZWorkbench, perhaps it could install itself in its own folder with permissions or extract the textures in a temp folder.TD-Linux wrote:A better idea might be making the map editor automatically download textures defined in URLs in the map file for display. Then, in addition to making existing maps easier to edit, one could pick images off of images.bzflag.org and easily add them to the map.Catoblepas wrote:
How about having a library of textures already in the map editor?
That would make things alot easyer.
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Hi guys, I've managed to build the latest svn code for Mac OS X with the latest version of the development tools, but there seems to be a problem with the way fltk handles events on OS X, because none of the mouse motions or clicks do anything in the main 3d view. Anyone know anything about this? What version of fltk is bzworkbench for windows built against? There are no build errors, all resources load correctly, everything works great except for what appears to be the fltk event handling (or lack thereof).
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So, I've been working through this a bit and I can safely say that I think fltk isn't the problem anymore. It seems that there's an issue with OSG and for some reason, trying to interact with the 3d view by dragging the mouse or clicking doesn't work at all. I can double right click for the context menu just fine, but that's about it. Anyone know what's going on here?
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Please don't double post. Use the edit button...
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your_best_friend:
BZWorkbench needs to be built against OSG 2.0 and FLTK 1.1.7. Unfortunately, you're going to need to build OSG from source on Mac OS X...the pre-built OSX libs from OSG's website don't work for some reason (in fact, the pre-built Windows libs don't work with either, so I'm told).
BZWorkbench needs to be built against OSG 2.0 and FLTK 1.1.7. Unfortunately, you're going to need to build OSG from source on Mac OS X...the pre-built OSX libs from OSG's website don't work for some reason (in fact, the pre-built Windows libs don't work with either, so I'm told).
A computer in the hands of a capable developer is like a lightsaber in the hands of a capable Jedi.
The OSG website doesn't work very well either. The server is only intermittently accessible, both SVN and zipped versions of OSG source return timeout errors, and email to the website maintainer is returned with an error 550 "we don't handle mail for openscenegraph.com"
I'm looking at pages on http://www.openscenegraph.com/ , and the associated wiki. If anyone knows another path to the source, I'd like to know about it.
gnu-sense
I'm looking at pages on http://www.openscenegraph.com/ , and the associated wiki. If anyone knows another path to the source, I'd like to know about it.
gnu-sense
Use http://www.openscenegraph.org instead of http://www.openscenegraph.com for best results .
I got my copy with Subversion. Here's the command:
svn co http://www.openscenegraph.org/svn/osg/O ... raph-2.0.0 OpenSceneGraph
I'll be providing a binary installer along with the source code for Mac OS X and Windows once BZWB reaches 1.0. Also, I'll be building deb and rpm packages for GNU/Linux .
I got my copy with Subversion. Here's the command:
svn co http://www.openscenegraph.org/svn/osg/O ... raph-2.0.0 OpenSceneGraph
I'll be providing a binary installer along with the source code for Mac OS X and Windows once BZWB reaches 1.0. Also, I'll be building deb and rpm packages for GNU/Linux .
A computer in the hands of a capable developer is like a lightsaber in the hands of a capable Jedi.
Yes, BZWorkbench will be compatible with BZFlag 3.0. There are not any major changes to mapping with 3.0.A Better Badger wrote:Will it be compatible with 3.0?
I think they said that they were trying to release it before summer.
And to be clear... BZFlag 3.0 will be released when it is ready, also. I do not believe that it will be ready BEFORE summer, as summer is nearly here. That being said there is a feature freeze on 3.0 and they are hammering bugs out of the code with regularity. BZFlag 3.0 WILL be released soon... but not before it's time. But BZWorkbench is currently without a champion (read as, no one is actively working on it) and until there is one... nothing will change concerning it's release date.
So, if you want to see BZWorkbench completed we need someone (and preferably a couple of people) to step up and start working on this. Our current developers (a very small dedicated work force) are working on the core game and this is not part of the core.
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"How many legs does a dog have if you call his tail a leg? Four. Calling a tail a leg doesn't make it a leg." -- Abraham Lincoln