Search found 676 matches

by trepan
Sun Jul 03, 2011 8:21 pm
Forum: Game Releases and Versions
Topic: BZFlag 2.4.0 "Wake the Dead" released
Replies: 74
Views: 45343

Re: BZFlag 2.4.0 "Wake the Dead" released

The following minor changes are not listed in the ChangeLog: - added the _forbidIdentify BZDB variable (defaults to 0) - added the _forbidHunting BZDB variable (defaults to 0) - added the _forbidMarkers BZDB variable (defaults to 0) These server-side variables are especially useful for "no-radar" ma...
by trepan
Thu Jun 23, 2011 3:45 pm
Forum: Bugs and Problems
Topic: noradar bumping bug
Replies: 1
Views: 638

Re: noradar bumping bug

IRC SNIPPET; 10:53 < mdskpr> trepan: also, noradar makes boxes unbumpable 10:53 <+trepan> ? 10:54 < mdskpr> setting a box so it does not appear on the radar makes it so that you cant bump up onto it 10:54 <+trepan> ah, because they are no longer boxes; they become mesh boxes 10:54 <+trepan> and mesh...
by trepan
Tue Jun 14, 2011 9:03 pm
Forum: Help: Map Making
Topic: Arc and box, same Z axis height, same parameters size height
Replies: 21
Views: 2279

Re: Arc and box, same Z axis height, same parameters size he

Reread my message, as many times as is necessary.
by trepan
Tue Jun 14, 2011 6:57 pm
Forum: Help: Map Making
Topic: Arc and box, same Z axis height, same parameters size height
Replies: 21
Views: 2279

Re: Arc and box, same Z axis height, same parameters size he

From the 2.0.14 Changelog:
* Add Options -> Display -> AntiFlicker option - trepan

Only affects boxes and pyramids, iirc. The trick used is to
make coplaner faces use the same texture coordinate space.
The 2.99.x code makes it possible to use a similar setup on
any mesh face is well.
by trepan
Mon Apr 04, 2011 2:51 pm
Forum: News & Announcements
Topic: IRC meeting to discuss BZFlag Replacement Project
Replies: 57
Views: 19323

Re: IRC meeting to discuss BZFlag Replacement Project

Here's a record of the meeting:
http://ibot.rikers.org/%23bzflag/20110401.html.gz

Most of the discussion focused on the fact that it was April Fools' Day.
by trepan
Sun Apr 03, 2011 7:45 pm
Forum: Enhancements
Topic: An idea for a future release...
Replies: 1
Views: 652

Re: An idea for a future release...

The 2.99.x code already provides the ability to add those features.
The 2.99.x code is no longer being actively developed, it is dead.
by trepan
Fri Mar 04, 2011 6:17 pm
Forum: Screenshots & Artwork
Topic: Delirious City by KTL
Replies: 16
Views: 2800

Re: Delirious City by KTL

Another feature is GL_POINTS.
(not that useful without size and sprite texture control)
by trepan
Mon Jan 03, 2011 6:50 am
Forum: Enhancements
Topic: A Few Ideas
Replies: 19
Views: 2045

Re: A Few Ideas

The latest current release version is 2.0.16.
by trepan
Sun Dec 12, 2010 3:34 am
Forum: Map releases
Topic: PTF (Plant The Flag)
Replies: 5
Views: 1233

Re: PTF (Push The Flag)

The veldrv plugin does not require a modified bzfs, but it will not work on windows machines because of linking issues. The team flag speed changes are based on the same principal, they just use a different trigger. The flag based speed change technique could also be used to setup different penaltie...
by trepan
Sat Dec 11, 2010 7:17 pm
Forum: Map releases
Topic: PTF (Plant The Flag)
Replies: 5
Views: 1233

Re: PTF (Push The Flag)

The map and associated plugin/patch are designed for BZFlag 2.0
by trepan
Sat Dec 11, 2010 5:16 pm
Forum: Map releases
Topic: PTF (Plant The Flag)
Replies: 5
Views: 1233

PTF (Plant The Flag)

PTF (Plant The Flag) is a new game mode where you try to capture the enemy team bases by planting one of your flags on their base. The initial PTF map that ahs3 and I have created has three teams. The PTF map is currently running on bzbattleground.com:5585 , courtesy of ahs3. Here are the extra fea...
by trepan
Fri Nov 26, 2010 8:29 pm
Forum: General Discussion
Topic: Different Team Flags
Replies: 4
Views: 989

Re: Different Team Flags

The 2.99.x has different texture for different team flags. You
could also use the 2.99.x client-side lua scripting capabilities
to render the flags as different types of fruit (might bring new
meaning to "cherry picking" in bzflag games).
by trepan
Mon Oct 11, 2010 6:59 am
Forum: Help: Server Setup and Administration
Topic: Problem With Plugins
Replies: 24
Views: 1961

Re: Problem With Plugins

missing " ?
by trepan
Fri Sep 24, 2010 3:40 pm
Forum: Plug-in Development
Topic: GeoIP v1.0
Replies: 1
Views: 1035

GeoIP v1.0

The GeoIP plugin announces player countries as they join, and provides the /geoip command to provide a listing of player countries. P.S. The country database file is not included in the zip file. Read the top of the geoip.cpp file to find out where you can download one. P.P.S. This might work out-of...
by trepan
Thu Sep 23, 2010 8:35 pm
Forum: Help: Map Making
Topic: almost random teleporter links
Replies: 4
Views: 967

Re: almost random teleporter links

That's because you've obviously never bothered to read through the bzw man page or the wiki documentation: The wiki link: http://my.bzflag.org/w/Link From the SVN 2.0.x man page: The Link object Adds a route to teleport a tank between two teleporters. # Teleporter names are terminated with either :f...
by trepan
Thu Sep 23, 2010 6:01 pm
Forum: Help: Map Making
Topic: almost random teleporter links
Replies: 4
Views: 967

Re: almost random teleporter links

Ah, yes, the Monty Hall scenario :-) Sample 2.0.x code: options -dddd # enough to print the linkage table for 2.0.x -ms 10 # shots through teleporters will also be random end teleporter root position 0 0 0 end teleporter t1 position 100 30 0 end teleporter t2 position 100 10 0 end teleporter t3 posi...
by trepan
Tue Sep 21, 2010 9:09 pm
Forum: Map releases
Topic: Island Blitz by MDSKPR
Replies: 11
Views: 1452

Re: Island Blitz by MDSKPR

Some improvements that you might consider: 1. Use "alphathresh" and "notexalpha" on the "leaf3" material (this avoids the per-frame back-to-front sorting) 2. Use "noradar" on every object except the island meshes (also, add "noradar" to your "ccwater" material). 3. Set the BZDB variable "_noShadows"...
by trepan
Sat Sep 11, 2010 1:51 am
Forum: Screenshots & Artwork
Topic: New tank skins for you to try.
Replies: 21
Views: 3455

Re: New tank skins for you to try.

To answer the question,
2.99.x code uses a separate treads texture.
by trepan
Sat Aug 28, 2010 1:35 am
Forum: Help: Setup / Hardware / Performance Issues
Topic: Observer mode keys
Replies: 3
Views: 910

Re: Observer mode keys

Should probably add something there about the recent
mouse controls and /forceradar command additions.
by trepan
Tue Aug 24, 2010 3:35 am
Forum: Screenshots & Artwork
Topic: Artwork Refresh for BZFlag
Replies: 46
Views: 10629

Re: Artwork Refresh for BZFlag

Ace: I'm going to go buy stuff, how much will it cost me? Bob: What are you planning to buy? Ace: I don't know ... how much will it cost me? What should Bob's reply be? I've written lua code that renders specific BZFlag worlds faster than the engine does. I've also written lua code (with GLSL shade...
by trepan
Tue Aug 10, 2010 3:10 pm
Forum: General Discussion
Topic: ServerList, Overcrowded?
Replies: 7
Views: 994

Re: ServerList, Overcrowded?

I'm fairly sure that I've added enough access via the lua scripting to allow you to create your own server list GUI. You can use the lua HTTP.request() call to get the server list data, the OpenGL calls to render the GUI, and bz.JoinGame() to join a game. I've even included bz.SendServerPing(). Hm, ...
by trepan
Mon Aug 09, 2010 10:36 pm
Forum: General Map Making Discussions
Topic: 2010 Collaborator Submissions
Replies: 97
Views: 10512

Re: 2010 Collaborator Submissions

@diing for the team: Teleporters and links should use prefixed names, not numbers. If numbers are used, the resultant linkage will vary depending on the include order of the section files. For "blah.bzw", it doesn't much matter because it isn't properly linked anyways. Also, you're missing a "box" a...
by trepan
Thu Aug 05, 2010 5:42 pm
Forum: General Map Making Discussions
Topic: 2010 Collaborator Submissions
Replies: 97
Views: 10512

Re: 2010 Collaborator Submissions

I suggest that group definitions also be prefixed by the author's name (actually, any and all objects that are referenced by name.) Adding the section location information at the top of the file might also be helpful for Spazzy (grid coordinates based on his image). Also, do not include the "world" ...
by trepan
Wed Aug 04, 2010 5:44 pm
Forum: General Map Making Discussions
Topic: Calling all Map Makers: The Collaborator 2010
Replies: 116
Views: 11794

Re: Calling all Map Makers: The Collaborator 2010

Most bzflag map objects can be grouped and shifted around without any issues. The exceptions are weapons, zones, and rotational physics drivers (there may be others, but those are the ones that come to mind). If mappers are mindful of that fact, then it should be relatively easy for them to keep the...
by trepan
Fri Jul 02, 2010 8:09 pm
Forum: Enhancements
Topic: multi layer textures
Replies: 5
Views: 1147

Re: multi layer textures

Available in 2.99.x via lua client-side scripts.