post-2.0.4 addition

BZFlag related only please...please attach large images
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post-2.0.4 addition

Post by trepan »

A foggy day in LouMan's Metropolis.

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Post by Rebel Chik0rita »

pretty =)


..reminds mee of toronto in march ... bethesda in november ..or seattle , any time of the year ;)


even a rainy foggy bz day is a good day ;)
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Post by Saturos »

Wow. I am stunned! :shock:

Great work.

Edit: Now we have fog, rain, snow, sunshine + day and night. IF it would be possible to change the weather in realtime without restarting the server, somebody could write a plugin which grabs the actual weather of the server-location from weather.com and synchronizes the server-weather with it. *dreaming* :wink:
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Post by trepan »

Saturos:

Fog, rain, snow, sunshine, day, and night...
these are all controlled by BZDB variables.
Bzadmin can set the values remotely from
a script without having to restart the server,
or you could use a server plugin.

NOTE:
Like the mirror and rain, this feature was
setup so that it can be disabled client-side.
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Post by ^nightmare^ »

cool, i didnt think they would actually add this!
Awsome screeny though.
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Post by Soraya »

wow, nice map.... :shock:
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Post by eagle »

that is soooooooooo cool*faint*
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Post by dartman »

Nothing else forom me but:

:shock: :o :D ..................

Oh, wait--dangit.
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Post by DTRemenak »

Here's a shot of another nifty recent change:

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Post by Hannibal »

whoo, thats awesome dtr.i thought 2.0.3 would be fine, now i see it wont....
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Post by A Meteorite »

Wow! This stuff is just amazing! :D

Is this in 2.0.4 or just in the latest CVS (2.0.5)? I can't beleive this wasn't added to 2.0.4 if so. :P
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Post by DTRemenak »

2.0.5.
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A Meteorite
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Post by A Meteorite »

So what's the exact control?

/set _skyColor fog
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Post by Saturos »

Yay! Finally a serverlist-filter!
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Post by ts »

Will we get the fog as map-objects (like box for example), too?
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Post by eagle »

cool :o
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Post by JeffM »

ToughShooter
volumetric fog is not as simple and won't work on all video cards ( it needs shaders usualy ). So that may be something that takes a while.

What trepan has done is extend the basic GL fog system we use for teleporter bluring and made it a map option. But it is still distance based fog.
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Post by trepan »

What I've done is expose the raw OpenGL commands
through the use of BZDB variables (in-game configurable,
unlike map objects). That, and fix that which broke by
doing so (I have another update for fake ground lights
coming...)

At the bottom is the glFog man page. Everything except
GL_FOG_INDEX is available to you (bzflag doesn't use
indexed coloring mode, thankfully). The GL_FOG_COLOR
can used named colors like the other BZDB coloring vars.

Vars
_fogMode (none, linear, exp, exp2)
_fogDensity
_fogStart
_fogEnd
_fogColor

Note If _fogMode is set to anything but the four
strings listed above, it defaults to the 'exp' state.

http://www.opengl.org/documentation/spe ... l/fog.html
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Post by ^nightmare^ »

thanks for posting that, but could you post some examples? like the ones that are in the louman map.
-thanks
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Post by trepan »

can you not type '/set' and read them yourself?
(p.s. with CVS clients, you can type '/set fog*' and
it will only show you those vars that match).
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Post by ^nightmare^ »

trepan wrote:can you not type '/set' and read them yourself?
(p.s. with CVS clients, you can type '/set fog*' and
it will only show you those vars that match).
nope, i cant :(
bzflag wont work for me. But im still making maps. so eh... can somebody post some examples :|
-thanks
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Post by RPG »

If BZ didn't work for you, then you couldn't see the map anyways, so why would you want examples?
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Post by I_Died_Once »

Me, L4m3r, Holey, Delusion, Quantum, wes, and Phalanx smoked out on Planet MoFo. They all had to go, so me and Hulk Hogan had it out in the smokescreen.
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Post by I_Died_Once »

Shhhh... he's waaaay over there....
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Post by I_Died_Once »

Ah ha. That fool thinks he's tricky...
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