Search found 4394 matches

by JeffM
Wed Jun 20, 2018 4:49 am
Forum: Plug-in Development
Topic: New world weapon API
Replies: 3
Views: 48

Re: New world weapon API

The new function mostly ignores some arguments and takes a vector instead of 2 angles.

The utility function
bz_vectorFromRotations(const float tilt, const float rotation, float outVec[3])

Is provided for developers who don’t know basic trigonometry.
by JeffM
Tue Jun 19, 2018 7:50 pm
Forum: News & Announcements
Topic: Colorblindness support; we need your help
Replies: 3
Views: 205

Re: Colorblindness support; we need your help

Then your testing would be useless. Leave it to the people with the condition. Input from other sources is irrelevant and only adds noise to actual real work.
by JeffM
Mon Jun 11, 2018 10:17 pm
Forum: Enhancements
Topic: Custom teams and team flags?
Replies: 2
Views: 163

Re: Custom teams and team flags?

The team stuff is exceptionally hard coded throughout a large part of the game. There is on real benefit of this since its' just end user labels, and a single color won't cut it. A truly custom team would would require much more than a simple name and color, there is a large list of assets associate...
by JeffM
Tue May 29, 2018 4:36 am
Forum: Screenshots & Artwork
Topic: Texture Packs
Replies: 5
Views: 1141

Re: Texture Packs

2.6 will have updated textures, and better support for themes and optional texture packs.
by JeffM
Sun May 27, 2018 9:26 pm
Forum: Enhancements
Topic: I got bored
Replies: 2
Views: 220

Re: I got bored

More details. Players pick a skin type on the join menu. http://www.hyperdrive.tech/artbox/bzflags/AQGltwJk.png Every team has 5 skin choices. http://www.hyperdrive.tech/artbox/bzflags/SkinList.PNG Each player's skin choice is sent to other players and uses, so people on the same team can have some ...
by JeffM
Fri May 25, 2018 10:49 pm
Forum: Enhancements
Topic: I got bored
Replies: 2
Views: 220

I got bored

Image
Yes they are all on the blue team.
by JeffM
Mon May 21, 2018 3:54 am
Forum: Plug-in Development
Topic: OnCap function for worldWeapons-ServerShots
Replies: 7
Views: 198

Re: OnCap function for worldWeapons-ServerShots

Yeah it's intended to do ALL the capture things, in order to properly support custom capture conditions.
by JeffM
Fri May 18, 2018 5:00 am
Forum: Plug-in Development
Topic: OnCap function for worldWeapons-ServerShots
Replies: 7
Views: 198

Re: OnCap function for worldWeapons-ServerShots

No it’s in the current 2.4.x, always check the current code.
by JeffM
Fri May 18, 2018 4:58 am
Forum: Plug-in Development
Topic: OnCap function for worldWeapons-ServerShots
Replies: 7
Views: 198

Re: OnCap function for worldWeapons-ServerShots

It may only be in 2.6
by JeffM
Thu May 17, 2018 9:34 pm
Forum: Plug-in Development
Topic: OnCap function for worldWeapons-ServerShots
Replies: 7
Views: 198

Re: OnCap function for worldWeapons-ServerShots

bz_triggerFlagCapture should already do that.
by JeffM
Thu Apr 05, 2018 9:08 pm
Forum: Enhancements
Topic: More powerful API
Replies: 9
Views: 349

Re: More powerful API

Quick question, if someone implements this, will it be merged to the official source? There is no way that this could be implemented in the current game protocol. As in there is NO way to do this and be compatible with existing clients. It would have to be in the next major version. So no, just imp...
by JeffM
Thu Apr 05, 2018 3:52 am
Forum: Enhancements
Topic: More powerful API
Replies: 9
Views: 349

Re: More powerful API

If you knew that, then your post is mistitled, you want server control over flag effects independent of the actual flag. The current title makes it sound like the api is simply missing features. When the core isssue is the game itself doesn’t support the features you want. The core features you are ...
by JeffM
Thu Apr 05, 2018 12:55 am
Forum: Enhancements
Topic: More powerful API
Replies: 9
Views: 349

Re: More powerful API

That has nothing to do with the API, the server can’t even do that itself. The things you are talking about are hard coded in the client as part of the flag itself.

There are also gameplay reasons to limit combinations, not all combos are fun or fair.
by JeffM
Fri Mar 30, 2018 5:07 pm
Forum: General Discussion
Topic: VR enviroment on galaxy s8* for bzflag play
Replies: 5
Views: 247

Re: VR enviroment on galaxy s8* for bzflag play

Time to fork, if possible, and reimagine what BZ should be. Good luck getting people to agree on what that should be ;) The entire game would change for VR, to the point where it would not be as simple of a game as many people seem to like. Code wise, yeah you'd have to basically start over and jus...
by JeffM
Fri Mar 30, 2018 1:46 pm
Forum: Development
Topic: API documentation
Replies: 5
Views: 329

Re: API documentation

Bzflag still uses OpenGL 1.2 so that info is light years ahead of what bazflag does. It’s good info for modern OpenGL use.
by JeffM
Sat Mar 24, 2018 11:19 pm
Forum: General Discussion
Topic: VR enviroment on galaxy s8* for bzflag play
Replies: 5
Views: 247

Re: VR enviroment on galaxy s8* for bzflag play

VR isn't really supported by the current codebase. It would require quite a bit of changes both for VR and to get it to run on a phone. It's not a use case that is being developed.
by JeffM
Thu Mar 22, 2018 6:04 pm
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 360

Re: Texturing to match object size

Yeah, I was totally wrong, sorry about that. There is an object class called meshedbox that I missed. it's not in the map format but triggered when a legacy paremetric object is given material properties. this works like you expect material name cube texture bzflag-256x256 end box postion 0,0,0 size...
by JeffM
Thu Mar 22, 2018 5:11 pm
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 360

Re: Texturing to match object size

Dude, making a cube is trivial, just TRY a little. material name cube texture bzflag-256x256 end mesh vertex -0.500000 -0.500000 1.000000 vertex 0.500000 -0.500000 1.000000 vertex -0.500000 0.500000 1.000000 vertex 0.500000 0.500000 1.000000 vertex -0.500000 0.500000 0.000000 vertex 0.500000 0.50000...
by JeffM
Thu Mar 22, 2018 4:48 pm
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 360

Re: Texturing to match object size

What you are hoping for does not exist. The feature to support what you want is implemented in bzflag as meshes....
There is no "Secret" other way. I know, I developed some of the code.

Meshes are how people do billboards. They aren't that hard, just go learn a little.
by JeffM
Thu Mar 22, 2018 3:56 am
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 360

Re: Texturing to match object size

That is the easiest way, but you can code them by hand too.

But you have to uses a mesh to get what you want. That what meshes are for, tota control over geometry and texture placement.
by JeffM
Thu Mar 22, 2018 3:12 am
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 360

Re: Texturing to match object size

Define the object as a mesh not a box (and no, not a mesh box a real mesh) and define your own UV coordinates. All automatic texture mapping’s will repeat.
by JeffM
Wed Mar 21, 2018 9:47 pm
Forum: General Map Making Discussions
Topic: Possible simple feature
Replies: 1
Views: 126

Re: Possible simple feature

The client does not actually have the name, so it's not possible with out breaking protocol. The server loads the map and converts it into a binary representation that only has the info that the client needs. The names are thrown away after all the group instance and referencing is done. The client ...
by JeffM
Tue Mar 20, 2018 3:45 am
Forum: Leagues United Discussion
Topic: Spawn plugin
Replies: 7
Views: 295

Re: Spawn plugin

A plugin can't tell bzfs to "hey. no. calculate a new position." Except that it can, I put a function in just for that case. BZF_API bool bz_getStandardSpawn ( int playerID, float pos[3], float *rot ); If you have at test for what you feel is an undesriable spawn, you could check the computed spawn...
by JeffM
Mon Mar 19, 2018 4:25 pm
Forum: Help: Map Making
Topic: noradar
Replies: 6
Views: 181

Re: noradar

It's not weird, it did exactly what you told it to do :) You defined a single material, with no texture named 'noradar', then made your box use that material. The material has no texture or color so it gets white. If you want color and texture, you have to define it. The game doesn't know that you w...
by JeffM
Thu Mar 15, 2018 3:03 pm
Forum: Help: Server Setup and Administration
Topic: How do I compile plugins?
Replies: 6
Views: 182

Re: How do I compile plugins?

You must install a compiler, the process is not trivial,it involves many steps.

You should read up on plugins on the wiki, https://wiki.bzflag.org/Plug-ins