Search found 4124 matches
- Mon Mar 27, 2023 10:15 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: BZFlag stopped working (again)
- Replies: 6
- Views: 1904
Re: BZFlag stopped working (again)
It's a current limitation of our authentication system. It breaks in cases of carrier grade NAT where the public IP used to access our authentication system is different from the public IP used to access the game server. The fix will require updated clients AND servers, and changes on the authentica...
- Wed Mar 22, 2023 12:48 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: No inputs upon starting BZF(Linux)
- Replies: 2
- Views: 78
Re: No inputs upon starting BZF(Linux)
It's a known issue between the version of SDL2 and BZFlag packaged in Ubuntu 22.04. You could try using our snap instead, or compiling the latest version of BZFlag from source. If you have a launchpad account, you might try indicating that this bug also affects you: https://bugs.launchpad.net/ubuntu...
- Sat Feb 25, 2023 3:46 pm
- Forum: General Discussion
- Topic: An Apocalypse Server solely for registered players
- Replies: 12
- Views: 1303
Re: An Apocalypse Server solely for registered players
Note the game clients since 2.4.12 can silence unregistered players if that helps. You can use "/silence -" for that.
- Tue Jan 17, 2023 8:11 pm
- Forum: Forum Suggestions, Questions, and Issues
- Topic: Checking in
- Replies: 11
- Views: 1859
Re: Checking in
The mini-http server is gone in master. Fastmap served the same binary version of the map that bzfs sends in-protocol, which is also what the -cacheout option uses (which can be used to write out a cache file that can be placed on an HTTP server and referenced with -cache). The getting started guide...
- Tue Jan 17, 2023 11:02 am
- Forum: Forum Suggestions, Questions, and Issues
- Topic: Checking in
- Replies: 11
- Views: 1859
Re: Checking in
I wouldn't really worry about the overhead too much. We actually have extra overhead right now with the current implementation because we don't actually use the GETTOKEN action in the client. The client always requests the whole server list even if they're just asking for a new token. The protocol i...
- Tue Jan 17, 2023 1:14 am
- Forum: Forum Suggestions, Questions, and Issues
- Topic: Checking in
- Replies: 11
- Views: 1859
Re: Checking in
Yeah, I don't like either of the alternative list formats we have right now. I'd go for a proper JSON encoding with named values for each server. I'm not yet sure I want to move away from the hexcode game info. I suppose if we did, we could have the game server send that as a JSON object and then st...
- Mon Jan 16, 2023 4:04 am
- Forum: Forum Suggestions, Questions, and Issues
- Topic: Checking in
- Replies: 11
- Views: 1859
Re: Checking in
bzfls I don't have the current changes to bzfls in a repo at the moment. We have an archive of an older version in the bzflag-web repo on GitHub. Not too much has changed, but I should still get the changes published somewhere. Currently the lua format is being used by Strayer's BZStats and the JSO...
- Sun Dec 25, 2022 2:10 pm
- Forum: Game Releases and Versions
- Topic: New Release: 2.4.26 "Tanksgiving"
- Replies: 3
- Views: 2149
Re: New Release: 2.4.26 "Tanksgiving"
The mac version of 2.4.26 hasn't been released yet. Once it is, it would have that fix.
- Fri Dec 23, 2022 3:54 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Is there a way to minimize or window mode bzflag?
- Replies: 2
- Views: 733
Re: Is there a way to minimize or window mode bzflag?
By default, the F1 key toggles fullscreen and the F4 key minimizes the game. You can change these keys in the input mapping menu if you prefer. Also, you may want to change the "confine mouse" option to either No or MotionBox so that the mouse isn't trapped within a windowed client.
- Sun Dec 11, 2022 9:53 am
- Forum: General Discussion
- Topic: Black screen on startup.
- Replies: 3
- Views: 725
Re: Black screen on startup.
Any idea what might have caused it? Client crash? Multiple clients running? Anything like that?
- Wed Nov 23, 2022 8:27 pm
- Forum: General Discussion
- Topic: BZ community collab tutorial
- Replies: 6
- Views: 924
Re: BZ community collab tutorial
A few possible options to allow multiple players on the same tutorial map: Every tutorial user being on the same team, with team killing disabled. However, that might be a bit confusing. Multiple copies of the tutorial map/course in the world, with a plugin that automatically spawns each of the poss...
- Mon Nov 21, 2022 10:29 pm
- Forum: General Discussion
- Topic: Why are modded clients able to stay connected to a server after being successfully poll banned?
- Replies: 11
- Views: 1054
Re: Why are modded clients able to stay connected to a server after being successfully poll banned?
I'm not entirely sure that chat messages sent by the server are logged, so that might be why you didn't see them, The Noah. The log entry for the player leaving from a poll should have /poll ban or /poll kick as the removal reason, which might show up.
- Sun Nov 20, 2022 10:34 pm
- Forum: Game Releases and Versions
- Topic: New Release: 2.4.26 "Tanksgiving"
- Replies: 3
- Views: 2149
New Release: 2.4.26 "Tanksgiving"
We are pleased to announce the release of BZFlag 2.4.26. Platform binaries and the source code are available for download using the following links: Windows: https://download.bzflag.org/bzflag/windows/2.4.26/bzflag-2.4.26.exe macOS (Intel): https://download.bzflag.org/bzflag/macos/2.4.26/BZFlag-2.4....
- Sun Nov 20, 2022 2:05 pm
- Forum: General Discussion
- Topic: Why are modded clients able to stay connected to a server after being successfully poll banned?
- Replies: 11
- Views: 1054
Re: Why are modded clients able to stay connected to a server after being successfully poll banned?
I did check the access logs on the server list and their IP wasn't changing, so it wasn't a ban evasion. I reached out to the game server admin yesterday but haven't heard back yet.
- Sat Nov 19, 2022 9:33 am
- Forum: General Discussion
- Topic: Why are modded clients able to stay connected to a server after being successfully poll banned?
- Replies: 11
- Views: 1054
Re: Why are modded clients able to stay connected to a server after being successfully poll banned?
This has nothing to do with their client. The player you're referring to just rejoins from new IPs to evade the ban. They probably rejoined during the poll ban so that their IP didn't match what the poll was targeting. Basically, you'll need an actual server admin to handle them since polls are too ...
- Fri Nov 18, 2022 12:34 pm
- Forum: General Discussion
- Topic: Making an official video tutorial for BZ Flag
- Replies: 2
- Views: 719
Re: Making an official video tutorial for BZ Flag
Some things to consider: The video should either be 1920x1080 or 1280x720 resolution at either 30 or 60 FPS, and include sound. Version 2.4.26 is coming out this weekend which fixes the popping audio sound and some texture skewing issues, so that should be used for videos. If shadows are enabled, se...
- Mon Oct 03, 2022 11:20 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: BZ on Steam Deck
- Replies: 3
- Views: 956
Re: BZ on Steam Deck
Here's what I've done to get BZFlag working well on the Steam Deck. Some of this you've likely already done, but I'll include it just in case someone happens upon this thread. Install BZFlag and add to Steam Switch to Desktop mode. While in the normal interface, hold the power button for a couple se...
- Thu Sep 01, 2022 12:08 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Keyboard/Mouse Not Working Mint 21
- Replies: 4
- Views: 932
Re: Keyboard/Mouse Not Working Mint 21
The flatpak version is sandboxed and stores the .bzf directory at $HOME/.var/app/org.bzflag.BZFlag/.bzf/
- Wed Aug 31, 2022 2:50 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Keyboard/Mouse Not Working Mint 21
- Replies: 4
- Views: 932
Re: Keyboard/Mouse Not Working Mint 21
Use our snapcraft or flatpak version of the game instead, or compile from source. The version of SDL2 in the latest Ubuntu (and therefore Mint) breaks BZFlag versions older than 2.4.24. There is a bug report for Ubuntu, but it hasn't seen any activity since August 10th. https://bugs.launchpad.net/ub...
- Mon Aug 22, 2022 10:05 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: BZ Flag stopped working
- Replies: 7
- Views: 1067
Re: BZ Flag stopped working
Could you explain a bit more about how it glitched out? Did you have to forcefully close the game?
- Sat Aug 20, 2022 4:37 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: BZ Flag stopped working
- Replies: 7
- Views: 1067
Re: BZ Flag stopped working
I guess my other questions would be:
What operating system are you using?
Which version of BZFlag are you running?
What operating system are you using?
Which version of BZFlag are you running?
- Sat Aug 20, 2022 3:33 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: BZ Flag stopped working
- Replies: 7
- Views: 1067
Re: BZ Flag stopped working
Weird, it seems to be a 7334 byte file that contains just null bytes (so, not empty, but unprintable characters). Just deleting the config file was enough to fix it. Was there anything about the last time you played that might have been different than normal? A crash? Running multiple clients at onc...
- Sat Aug 20, 2022 12:49 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: BZ Flag stopped working
- Replies: 7
- Views: 1067
Re: BZ Flag stopped working
Could you check the contents of your configuration file by using a text editor (such as Notepad on Windows)? If it contains a bunch of readable text, could you remove the password line and send me a copy via a private message ? Otherwise, if it's just blank or otherwise unreadable, could you also se...
- Sat Aug 20, 2022 10:23 am
- Forum: Help: Server Setup and Administration
- Topic: Request Global Permission Groups here
- Replies: 350
- Views: 120249
Re: Request Global Permission Groups here
BZGRUE.OWNER
Done.
Done.
- Sun Aug 14, 2022 8:59 pm
- Forum: Plug-in Development
- Topic: Check if valid spawn point
- Replies: 7
- Views: 991
Re: Check if valid spawn point
Well that's not how the API works. Another suggestion would be to define a custom map object that defines a valid spawn point and then pick one of those locations. Then the map would have a list of known good locations coded into it.