Search found 23 matches

by Runic
Mon Dec 06, 2010 10:27 pm
Forum: Map Editors
Topic: BZWorkBench Status
Replies: 16
Views: 12349

Re: BZWorkBench Status

Bullet Catcher wrote:Adding -lpng to the end of the LIBS = line in src/Makefile should make it actually use your installed png library.

This should work but you could also just build fltk with it's built in png support
by Runic
Mon Dec 06, 2010 10:25 pm
Forum: Map Editors
Topic: BZWorkBench Status
Replies: 16
Views: 12349

Re: BZWorkBench Status

Which version of FLTK did you install? I think it needs FLTK1.3 now (which isn't released, so you'll have to compile/install FLTK1.3 yourself, uninstalling FLTK1.1 first) http://www.fltk.org/ Blast is correct fltk 1.3 is what I was using last time I worked on this program. However you could manuall...
by Runic
Wed Oct 20, 2010 2:07 am
Forum: Help: Map Making
Topic: GMs
Replies: 9
Views: 2888

Re: GMs

you have to change _shotRange and also possibly _gmAdLife

_gmAdLife default is 0.95 . This value is Multiplied by _shotRange to determine the distance guided missiles will travel.

see:
http://my.bzflag.org/w/Server_Variables
by Runic
Fri Oct 15, 2010 4:55 pm
Forum: Help: Map Making
Topic: Questions about rain
Replies: 9
Views: 2577

Re: Questions about rain

Why not just use a textured mesh instead

You could then use any texture you want and it would be stationary unless you add drawinfo's angvel

or if you just want a different ground texture you could just add a GroundMaterial to your map file.
by Runic
Fri Oct 01, 2010 6:23 pm
Forum: Enhancements
Topic: tank able to drive on a slope
Replies: 12
Views: 3842

Re: tank able to drive on a slope

Open source projects can evolve just fine without being forked, if it's allowed by the Project Leaders. Forked projects usually die fairly quickly, unless they have a dedicated team that does not lose interest. No one mentioned tilting the tank, except for you JeffM. This can be done without tilting...
by Runic
Fri Oct 01, 2010 5:12 pm
Forum: Enhancements
Topic: tank able to drive on a slope
Replies: 12
Views: 3842

Re: tank able to drive on a slope

So as I'm sure you can see now, the core developers will most likely never allow this to be added to BZFlag. The only way I see this ever happening is if someone forks the BZFlag project into a new project not under their control. Forking BZFlag would not be to difficult, but getting a new player ba...
by Runic
Fri Oct 01, 2010 4:09 pm
Forum: Enhancements
Topic: tank able to drive on a slope
Replies: 12
Views: 3842

Re: tank able to drive on a slope

I wrote code that does this already. Came out of from work I was doing to improve the _maxBumpHeight functionality. It did not change the tanks angle, pitch or roll in any way, but allowed the tank to drive up slopes. Look just like a tank going up an escalator, but with better player control. The g...
by Runic
Thu Sep 30, 2010 5:51 pm
Forum: Screenshots & Artwork
Topic: 101
Replies: 345
Views: 202737

Re: 101

Thanks Joevano, not sure if that really counts here though.

I never think to do a screenshot when I'm playing bzflag,
Most of the time I'm not paying attention to my score to be able to grab a 101 shot.
by Runic
Thu Sep 30, 2010 5:43 pm
Forum: General Map Making Discussions
Topic: umm wierd map problem
Replies: 5
Views: 2307

Re: umm wierd map problem

we would probably need to see your map & mesh code to be able to tell you what the issue is.
by Runic
Wed Sep 15, 2010 4:06 pm
Forum: Plug-in Releases
Topic: PassTheFlag 1.0.6 released
Replies: 39
Views: 15510

Re: PassTheFlag

I haven't tried the plug-in. It seems like an interesting idea though. Suggestions: - thrown flags should NOT be able to be thrown through walls. Instead it should hit the wall, bounce back off of the wall and fall to the ground. - if the tank is turning (while inAir or onGround) at the time the fla...
by Runic
Sat Sep 11, 2010 4:47 pm
Forum: Help: Map Making
Topic: Code not working
Replies: 12
Views: 3535

Re: Code not working

Yes, Ctrl-C does work for OSX in terminal to abort the currently running process, but only if you didn't tell the process to run in the background. another option would be to use the command "kill -KILL pid" in termial to stop the process, if you know the pid of the process you want to kil...
by Runic
Fri Aug 27, 2010 2:29 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Won't work on xp sp2
Replies: 5
Views: 1386

Re: Won't work on xp sp2

I can run BZFlag on XP SP2, but I compiled it myself on that machine. dinput8.dll is part of DirectX, so reinstalling DirextX seems like the right thing try. Is this a new install of BzFlag or did it work for a while and then stop? If it is a new install, try re-downloading and re-installing BZFlag ...
by Runic
Thu Jul 08, 2010 4:04 pm
Forum: Help: Map Making
Topic: Jump up boxes
Replies: 23
Views: 5136

Re: Jump up boxes

if they work for you, then fine, but i don't see "position" and "size" listed as part of the mesh object in the bzw man page or the Mesh wiki page
by Runic
Thu Jul 08, 2010 2:19 am
Forum: Help: Map Making
Topic: Jump up boxes
Replies: 23
Views: 5136

Re: Jump up boxes

I like using define and group sorry Yes it would then be invisible from above, but not the top face it would be visible as only the bottom face was flipped every vertex used in the face can also reference a 3D normal, think of it as a pointer or direction the face is facing. but you don't have to us...
by Runic
Thu Jul 08, 2010 1:10 am
Forum: Help: Map Making
Topic: Jump up boxes
Replies: 23
Views: 5136

Re: Jump up boxes

try A) reversing the order of the bottom face vertices 3 2 1 0 (changes the winding direction) or B) adding normals to the mesh material name red diffuse 1.0 0.0 0.0 1.0 end material name roof diffuse 0.3 0.3 0.3 1.0 end define obj_1 mesh vertex -1 -1 0 vertex 1 -1 0 vertex 1 1 0 vertex -1 1 0 verte...
by Runic
Wed Jul 07, 2010 4:02 pm
Forum: Help: Map Making
Topic: Jump up boxes
Replies: 23
Views: 5136

Re: Jump up boxes

2.99/3.0 is not the problem here

first remove "position" and "size" as these do not belong inside a mesh object

second add a matref to the mesh, so you can see the faces your defining

finally, recheck you vertices and faces as I don't think you've got what you are expecting
by Runic
Mon Jul 05, 2010 9:24 pm
Forum: Help: Map Making
Topic: Can't understand RGBA coloring.
Replies: 7
Views: 2018

Re: Can't understand RGBA coloring.

diffuse 1 1 1 1 is solid white, combined with a texture, the texture would look normal

diffuse 0.3 1 1 1 is solid light blue, combined with a texture, the texture should look tinted light blue

#4dFFFF

use stronger colors further from white to get more of a difference
by Runic
Tue Jan 05, 2010 2:23 am
Forum: Help: Map Making
Topic: Simple texcoord variant?
Replies: 7
Views: 2173

Re: Simple texcoord variant?

if you use a mesh (not a bunch of meshboxes) you have to use texcoords (UV) to define how that texture is applied to the mesh it is possible to write a very simple mesh by hand, but anything more complicated and you would want to use a modeler that supports adding UV texture coordinates and export t...
by Runic
Tue Jan 05, 2010 12:05 am
Forum: Help: Map Making
Topic: Simple texcoord variant?
Replies: 7
Views: 2173

Re: Simple texcoord variant?

Sounds like your texcoords are incorrect, can you post a simple example of the issue?
by Runic
Wed Oct 28, 2009 9:15 pm
Forum: Enhancements
Topic: New Texture File Extensions!
Replies: 20
Views: 5434

Re: New Texture File Extensions!

FYI, JPEG is a compression scheme, not a file format. JPEG File Interchange Format (JFIF) is a file format - I know everyone just calls them JPEGs though PNG was design as a replacement for GIF, mainly because of COMPUSERVEs copyright on GIF PNG supports 8-bit transparency where JFIFs don't (must us...
by Runic
Mon Oct 26, 2009 4:27 pm
Forum: Map Editors
Topic: bzfed help 2
Replies: 3
Views: 4942

Re: bzfed help 2

FYI, The includes are not really missing, it just the compiler being used is not automatically including stdlib.h, etc. for you, so you need to do it manually. I don't believe I had to change anything to compile it for X11 on Mac OS X. It been quite a long time since I did, so I could be mistaken, b...
by Runic
Sat Oct 24, 2009 12:17 am
Forum: Map Editors
Topic: bzfed help 2
Replies: 3
Views: 4942

Re: bzfed help 2

Sorry :doh: , I should have told you to place the "#include <stdlib.h>" in the texture_manager.h file instead of the texture_manager.cpp file.

texture_manager.cpp includes texture_manager.h so it only needs to be in texture_manager.h

Give that a try and see how far you get
by Runic
Wed Oct 21, 2009 9:20 pm
Forum: Map Editors
Topic: bzfed help
Replies: 1
Views: 4537

Re: bzfed help

In your make_command.txt there are errors listed The errors were: texture_manager.cpp: In destructor "TextureManager::~TextureManager()": texture_manager.cpp:46: error: "free" was not declared in this scope texture_manager.cpp: In member function "int TextureManager::load(co...