Search found 197 matches

by Enigma
Fri Oct 18, 2013 4:48 am
Forum: Help: Source Code / Compiling / Development
Topic: Source 2.4.2 Tarballs, Compile Error
Replies: 3
Views: 3767

Re: Source 2.4.2 Tarballs, Compile Error

Ok Cool, but it's still in

http://sourceforge.net/projects/bzflag/files/bzflag source/2.4.2/bzflag-2.4.2.tar.gz
http://sourceforge.net/projects/bzflag/files/bzflag source/2.4.2/bzflag-2.4.2.tar.bz2
by Enigma
Fri Oct 18, 2013 1:18 am
Forum: Help: Source Code / Compiling / Development
Topic: Source 2.4.2 Tarballs, Compile Error
Replies: 3
Views: 3767

Source 2.4.2 Tarballs, Compile Error

Hey everyone, I should probably submit this as a bug, but I'm not sure I remember my SourceForge login. I have so many passwords to remember it's not funny; Every time I login to pay my student loan, I have to reset my password because I enter it wrong too many times. Fun... But anyways, I get this ...
by Enigma
Wed Jun 06, 2012 5:02 pm
Forum: Enhancements
Topic: Searching .so files for new flags
Replies: 5
Views: 2528

Re: Searching .so files for new flags

You can make them pretty easily. It's not hard. You mostly just use bz_fireWorldWep() and manage shot ID's. The only math required would be simple trigonometry and maybe converting between spherical and Cartesian coordinates.
by Enigma
Sat Oct 01, 2011 11:30 pm
Forum: Plug-in Releases
Topic: UselessMine - Create Mines with the Useless Flag Once Again!
Replies: 20
Views: 10341

Re: UselessMine - Create Mines with the Useless Flag Once Ag

Actually one more suggestion. For good programming, you should avoid repeating yourself. I'm referring to the DRY principle. What I mean is, you should avoid duplicate code as much as possible. You use 255 for the size of several arrays. You should define a constant, say MAX_MINE_COUNT = 255; Then u...
by Enigma
Sat Oct 01, 2011 11:20 pm
Forum: Plug-in Releases
Topic: UselessMine - Create Mines with the Useless Flag Once Again!
Replies: 20
Views: 10341

Re: UselessMine - Create Mines with the Useless Flag Once Ag

You know, I have thought about just using a single mine type for a while, and I actually started on a plug-in that only used shock waves. Somehow I managed to lose the code, and I didn't want to start all over again, so I gave up. I have been away from BZFlag as well. I like that someone made change...
by Enigma
Sun Nov 21, 2010 4:11 am
Forum: General Discussion
Topic: Random Terrain for "Hide and Seek Hills" maps.
Replies: 3
Views: 1203

Random Terrain for "Hide and Seek Hills" maps.

For an undergraduate thesis, I was looking into random terrain generation with fractal Brownian Motion. However, I abandoned the idea because I didn't think it would be worthwhile. I actually still have books on fractals from the library that are probably a month overdue o_O. Anyways, I'm not sure i...
by Enigma
Fri Nov 12, 2010 4:09 am
Forum: Players
Topic: What about your operating system?
Replies: 40
Views: 6429

Re: What about your operating system?

Linux gentoo-local 2.6.34-gentoo-r12 #1 SMP Sun Oct 24 21:31:54 EDT 2010 x86_64 AMD Phenom(tm) II X4 965 Processor AuthenticAMD GNU/Linux But I can't play BZFlag yet because the open-source ATI drivers don't support hardware acceleration for my graphics card yet. I have an Evergreen card. ATI/AMD's ...
by Enigma
Mon Sep 13, 2010 12:29 am
Forum: Help: Source Code / Compiling / Development
Topic: Mac SVN/Compile instructions
Replies: 68
Views: 30983

Re: Mac SVN/Compile instructions

Plastic Tank, it looks like it's just copying files to the BZFlag.app directory. You only need to use the xcode project if you want to create a double-clickable BZFlag.app bundle. Personally, I prefer to run autogen.sh, configure, and make to compile everything, and then use the xcode project to cre...
by Enigma
Tue Jun 29, 2010 11:42 pm
Forum: Plug-in Development
Topic: TeamWeapons - just started
Replies: 19
Views: 4688

Re: TeamWeapons - just started

I would have tested it sooner, but bzflag doesn't always build, but that is expected to happen. I had to rename the header TeamWeapons/include/EventHandler.h to get it to compile. The build system was getting it confused with bzflag/include/EventHandler.h for some reason. Also, run "rm -rf *" in plu...
by Enigma
Tue Jun 29, 2010 12:59 am
Forum: Plug-in Development
Topic: TeamWeapons - just started
Replies: 19
Views: 4688

Re: TeamWeapons - just started

I just tried it. It works for me. I don't know why it doesn't work for you.
by Enigma
Mon May 17, 2010 1:20 am
Forum: Plug-in Releases
Topic: flagResetOnCap 2.0
Replies: 6
Views: 2212

Re: flagResetOnCap 1.1

For some reason I felt like cleaning up your code. There are a few guidelines you should be aware of: 1) Generally, you should only use variables if they are going to be used more than once in your code. 2) Do not Repeat Yourself (DRY). You should try to remove all repeat code. Note that C++ treats ...
by Enigma
Sun Mar 07, 2010 7:22 am
Forum: Help: Source Code / Compiling / Development
Topic: Mac SVN/Compile instructions
Replies: 68
Views: 30983

Re: Mac SVN/Compile instructions

cFoo, I had to use older versions of automake, libtool, and autoconf. However, I don't know if older versions of all three are necessary. dhcp218n29:bzflag devindelong$ ./autogen.sh Preparing the BZFlag build system...please wait Found GNU Autoconf version 2.65 Found GNU Automake version 1.11.1 Foun...
by Enigma
Wed Jan 27, 2010 12:54 am
Forum: Plug-in Development
Topic: Giving wws a user
Replies: 5
Views: 1544

Re: Giving wws a user

It has been a while since I looked at the plug-in API, but I think it depends on how you change the score. I know the functions for setting scores are out of sync. If, however, you use bz_killPlayer(), the scores will be in sync. Also, you can use the playerDieEvent to change the killerID when someo...
by Enigma
Sun Dec 13, 2009 10:35 pm
Forum: Game Releases and Versions
Topic: Pre-Alpha OSX 10.6 Build
Replies: 16
Views: 4702

Re: Pre-Alpha OSX 10.6 Build

Ok.. Rough instructions for 2.99 on Snow from default SDL? Also, I noticed Clang and LLVM in the Xcode update this week, is there anything related to this in code yet, planned to be, or not at all needed. In BZFlag's code? LLVM is a compiler, and Clang is apparently a front end to LLVM that Apple i...
by Enigma
Fri Sep 18, 2009 12:56 am
Forum: Plug-in Development
Topic: TeamWeapons - just started
Replies: 19
Views: 4688

Re: TeamWeapons - just started

Sorry about replying so late. I haven't been coming here lately. I'm going to compile it and test it, and I'll let you know what happens.
by Enigma
Sun Sep 06, 2009 6:25 pm
Forum: Plug-in Development
Topic: TeamWeapons - just started
Replies: 19
Views: 4688

Re: TeamWeapons - just started

Blast is right. I meant it as the minimum revision. I'm not even sure if you would need that revision. It was the revision I tested the plug-in with, so it's more of a recommendation. Everyone should have a newer revision anyway. What happened when you tried to set the shot types? If you type in the...
by Enigma
Fri Aug 14, 2009 8:32 am
Forum: Map Editors
Topic: Going to try to make a BZW editor
Replies: 3
Views: 2682

Re: Going to try to make a BZW editor

Do you want to do this because you don't like fltk? If so, I'm not a big fan of fltk either; however, I wouldn't consider starting yet another BZW editor. Maybe we Mac users are spoiled by pretty GUI's, and perhaps we should reconsider the phrase, "form follows function." In other words, fltk may be...
by Enigma
Thu Aug 06, 2009 8:28 am
Forum: Development
Topic: QT BZFS 3 Launcher
Replies: 12
Views: 3781

Re: QT BZFS 3 Launcher

The Windows folk are going to have problems compiling this. #ifdef _WIN32 QMessageBox::critical(this, tr("NYI"), tr,("NYI)); #else I just don't think this was well thought out. We have Startbzfs. Why do we need this? It also looks like you threw this together in a day. The UI elements are overlappin...
by Enigma
Wed Aug 05, 2009 10:37 pm
Forum: Help: Source Code / Compiling / Development
Topic: BZWorkbench on a mac
Replies: 2
Views: 1144

Re: BZWorkbench on a mac

I wrote a CMake build script to build BZWorkbench a while ago as a project to learn CMake. You can use it to build BZWb. I updated it to work with the current svn code. I should mention that, even though it compiles fine, it always has problems finding and loading the OpenThreads and OSG lbraries. I...
by Enigma
Tue Jul 28, 2009 2:09 am
Forum: Plug-in Development
Topic: Cleaned up ThiefControl code
Replies: 13
Views: 2201

Re: Cleaned up ThiefControl code

blast wrote:
Enigma wrote:I am actually looking forward to the client-side plug-ins more than the server-side plug-ins, as I don't run a server: I can't really use the code I write.
Client-side plugins were removed.
Oh I know. It was my understanding that they might be added at a later date.
by Enigma
Mon Jul 27, 2009 2:03 am
Forum: Plug-in Development
Topic: Cleaned up ThiefControl code
Replies: 13
Views: 2201

Re: Cleaned up ThiefControl code

I should also mention that I wasn't the first person to write the ThiefControl plug-in. I added different behaviors for each game type. The original one simply blocked thief steals for players on the same team, regardless of the game type.
by Enigma
Mon Jul 27, 2009 1:57 am
Forum: Plug-in Development
Topic: Cleaned up ThiefControl code
Replies: 13
Views: 2201

Re: Cleaned up ThiefControl code

Hm... looks like I am learning Lua. I just installed lua, so I can follow the tutorials and learn the language before moving to bzfs plug-ins. From what I've seen so far, I think I'm going to like this language. In an excerpt from the book Programming in Lua , I feel like they had C++ in mind when t...
by Enigma
Fri Jul 24, 2009 10:58 pm
Forum: Plug-in Development
Topic: Cleaned up ThiefControl code
Replies: 13
Views: 2201

Cleaned up ThiefControl code

Since I had modified the ThiefControl plug-in once before, I decided to clean up the code. Here is a list of everything I changed. Removed the constructor - it was empty. Removed the virtual destructor, as it is not needed; the class is not meant to be subclassed. Added a function dropThief(), since...
by Enigma
Thu Jul 16, 2009 11:44 pm
Forum: Plug-in Development
Topic: TeamWeapons - just started
Replies: 19
Views: 4688

Re: TeamWeapons - just started

Ratfink wrote:Would it be possible to make it change shot type for people in a certain area of a map specified in the .bzw file?
Probably. It would require more code though. It would probably be better as a separate plug-in.
by Enigma
Thu Jul 16, 2009 1:44 am
Forum: Plug-in Development
Topic: TeamWeapons - just started
Replies: 19
Views: 4688

Re: TeamWeapons - just started

I should also add, the shot types will not change until a flag is grabbed. Without a flag, everyone has the standard shot type. If someone is holding a flag while the shot type is changed, the changes will not take effect until the current flag is dropped and a new flag is grabbed.