Search found 22 matches

by catcha
Fri Feb 26, 2010 5:08 pm
Forum: Help: Source Code / Compiling / Development
Topic: Seeing another tank
Replies: 4
Views: 1512

Re: Seeing another tank

What do you think: Would it be possible to infer whether a player is seeing another tank in his field of vision not into coding myself, but what are your intention/s by doing this? I'm planning to use the game for some quirky research purposes (simple two-player game at first), and I'm doing minor ...
by catcha
Fri Feb 26, 2010 11:28 am
Forum: Help: Source Code / Compiling / Development
Topic: How to compile BZFlag on Visual C++ 2008
Replies: 32
Views: 9445

Re: How to compile BZFlag on Visual C++ 2008

v2.0.14 has been updated with projets for VC 2008. The simplest way to build it is to do the following. Thank you very much for these instructions. I'm sorry, but for really simple people (like me), I'd still recommend the Yassen's excellent detailed instructions above. Get 2.99.x from the source t...
by catcha
Fri Feb 26, 2010 10:55 am
Forum: Help: Source Code / Compiling / Development
Topic: Seeing another tank
Replies: 4
Views: 1512

Re: Seeing another tank

Actually I was thinking about the client-side, but this isn't so important. Would it be easier in the server?
by catcha
Thu Feb 25, 2010 1:36 pm
Forum: Help: Source Code / Compiling / Development
Topic: Seeing another tank
Replies: 4
Views: 1512

Seeing another tank

What do you think: Would it be possible to infer whether a player is seeing another tank in his field of vision, with a reasonable amount of work? I understand the current player's frustum and the opponent players' tank positions are updated in the drawFrame() function of playing.cxx, and then later...
by catcha
Tue Feb 23, 2010 8:22 am
Forum: Game Releases and Versions
Topic: BZFlag 2.0.14 Released
Replies: 20
Views: 11148

Re: BZFlag 2.0.14 Released

Ok :) So, the reason for why "I'm not looking for this version" is not that it were faulty and useless, but that I'm looking so eagerly for the really new version 3.00 :D This version seems to work great, and I'm really glad about the improved support for visual c++ 2008 express (at least I failed t...
by catcha
Mon Feb 22, 2010 3:01 pm
Forum: Game Releases and Versions
Topic: BZFlag 2.0.14 Released
Replies: 20
Views: 11148

Re: BZFlag 2.0.14 Released

Ok then, someone has got to make the obvious question: Why isn't this the release we are looking for???
by catcha
Thu Feb 11, 2010 1:14 pm
Forum: Help: Source Code / Compiling / Development
Topic: Server timing
Replies: 2
Views: 1133

Re: Server timing

Ok, think I managed to solve this. The error occurs when two calls to TimeKeeper::getCurrent() function are made too close to each other. 1. The time difference from last measurement is calculated at the beginning of function GetCurrent(): LONGLONG diff = now.QuadPart - qpcLastTime.QuadPart; 2. Then...
by catcha
Wed Feb 10, 2010 1:12 pm
Forum: Help: Source Code / Compiling / Development
Topic: Server timing
Replies: 2
Views: 1133

Server timing

Countdown seems to finish before it should: the client's clock is still running when the server ends the game. I've observed this with two windows xp computers, when I run server and (one) client on the same computer. Taking a closer look, the server's clock is running way too fast from the beginnin...
by catcha
Tue Feb 09, 2010 2:24 pm
Forum: Help: Source Code / Compiling / Development
Topic: Automatic game start?
Replies: 6
Views: 1898

Re: Automatic game start?

To answer my own question (perhaps someone else at some distant future might also wonder about this). To add automatic respawn after getting killed, add the following at the end of the function playerKilled() in bzfs.cxx: GameKeeper::Player *playerData = GameKeeper::Player::getPlayerByIndex(victimIn...
by catcha
Wed Dec 02, 2009 1:16 pm
Forum: Help: Source Code / Compiling / Development
Topic: Automatic game start?
Replies: 6
Views: 1898

Re: Automatic game start?

There's a lot of stuff related to autopilot (104 matching lines in 23 matching files), so I thought to ask whether you experts can make understanding the code any easier. I must admit that I really admire bzflag especially after going through the source code, and you probably have all the right to b...
by catcha
Wed Dec 02, 2009 12:54 pm
Forum: Help: Source Code / Compiling / Development
Topic: Automatic game start?
Replies: 6
Views: 1898

Re: Automatic game start?

blast wrote:Check what autopilot does. It automatically respawns after a death.
Thanks for the suggestion, but I found nuthing related to respawning in bzflag/autopilot.cxx. Could you be more specific with where to look? Thanks.
by catcha
Tue Dec 01, 2009 5:26 pm
Forum: Help: Source Code / Compiling / Development
Topic: Automatic game start?
Replies: 6
Views: 1898

Automatic game start?

Hi all, I'd like to modify bzflag 2.0.12 so that it starts automatically without any controller actions (so, every time the player dies, he/she restarts in a random position without having to press mouse or key). I don't understand the code well enough to do this. I'd guess the restart is done somew...
by catcha
Wed Nov 25, 2009 8:51 am
Forum: Help: Source Code / Compiling / Development
Topic: Modifications for game research
Replies: 3
Views: 1331

Re: Modifications for game research

Thank you very much. I'm working with version 2.0.12 in windows, should this option work with it? (It didn't)

Edit: Ok, you also have to enable debugging. This is a great feature, but I would like to get more accurate resolution (tens of ms), so some modification is still needed.
by catcha
Tue Nov 24, 2009 3:44 pm
Forum: Help: Source Code / Compiling / Development
Topic: Modifications for game research
Replies: 3
Views: 1331

Modifications for game research

Hi all. I'm planning to use bzflag in a psychology related game experiment, and I'm doing some minor modifications to the game for this purpose. Basically I need to synchronize the start of the game with an external command given via serial port, and to save relevant game events along with time stam...
by catcha
Thu Nov 19, 2009 5:44 pm
Forum: Help: Server Setup and Administration
Topic: Recordmatch plugin not working
Replies: 3
Views: 1064

Re: Recordmatch plugin not working

Thx, blast and joevano. :) Were you running a CTF map with a manual time limit and did you start the countdown? That's the only time that plugin records: during a timed CTF match. No idea what instructions you read. http://my.bzflag.org/w/Recordmatch I followed these instructions, I used manual time...
by catcha
Thu Nov 19, 2009 3:10 pm
Forum: Help: Server Setup and Administration
Topic: Recordmatch plugin not working
Replies: 3
Views: 1064

Recordmatch plugin not working

I'm trying to record bzflag games played in LAN. I followed the recordmatch plugin instructions by doing the following (Windows) and tried to save solo game against a bot: - added recdir "c:\bzflag_rec" to bzfs.conf - ran bzfs -loadplugin ".\recordmatch.dll" -conf ".\bzfs.conf" - ran bzflag -solo 1 ...
by catcha
Thu Nov 19, 2009 11:29 am
Forum: Help: Source Code / Compiling / Development
Topic: bzfs and msvc*90.dll
Replies: 6
Views: 1776

Re: bzfs and msvc*90.dll

Ok, tried the following: uninstalled VC++ 2008 redistributable, installed VC+ 2005 redistributable -> still not working. And the problem is related to the configuration, not version, as I claimed earlier. If I compile with debug configuration, everything works. But after compiling with release confi...
by catcha
Thu Nov 19, 2009 9:08 am
Forum: Help: Source Code / Compiling / Development
Topic: bzfs and msvc*90.dll
Replies: 6
Views: 1776

Re: bzfs and msvc*90.dll

VisualC++ 8 comes with c runtime libraries v9 (...\VC\redist\x86\Microsoft.VC90.CRT\msvc*90.dll). Where can one find the v8 files and where should they be copied? Thanks for your help.
by catcha
Wed Nov 18, 2009 3:45 pm
Forum: Help: Source Code / Compiling / Development
Topic: bzfs and msvc*90.dll
Replies: 6
Views: 1776

Re: bzfs and msvc*90.dll

An update: with bzflag-2.0.10 this is not an issue.
by catcha
Wed Nov 18, 2009 3:22 pm
Forum: Help: Source Code / Compiling / Development
Topic: bzfs and msvc*90.dll
Replies: 6
Views: 1776

bzfs and msvc*90.dll

Hi, I managed to compile bzflag-2.0.12 in visualC++ 8 express following the instructions in http://my.bzflag.org/bb/viewtopic.php?f=13&t=13675 + after installing vcpp redistributable package and copying zlib1.dll under bzflag source directory. I can run bzflag.exe but bfzs.exe crashes. There seems t...
by catcha
Wed Nov 18, 2009 7:37 am
Forum: Help: Source Code / Compiling / Development
Topic: Dev-C++ and cURL linker errors in Windows
Replies: 3
Views: 2939

Re: Dev-C++ and cURL linker errors in Windows

I don't think compiling with DevC++ has been maintained. When compiling on windows we have switched to Visual C++ (the Express editionn works fine and is free). See instructions here http://my.bzflag.org/bb/viewtopic.php?f=13&t=13675 Ok, thanks, I'll try that. If DevC++ is no longer maintained, the...
by catcha
Tue Nov 17, 2009 8:44 pm
Forum: Help: Source Code / Compiling / Development
Topic: Dev-C++ and cURL linker errors in Windows
Replies: 3
Views: 2939

Dev-C++ and cURL linker errors in Windows

Hi, I've downloaded the bzflag-2.0.10 and I'm trying to compile the project according to instructions given in README.DEVC++ with little success. I downloaded the devel version of SDL for mingw ( http://www.libsdl.org/release/SDL-devel-1.2.14-mingw32.tar.gz ) and CURL nossl version 7.17.1 for window...