Search found 676 matches

by trepan
Mon Feb 23, 2009 5:45 am
Forum: Help: Tactics and Playstyles
Topic: Roaming mode
Replies: 8
Views: 1762

Re: Roaming mode

Not mentioned on the wiki page is the 'trackShots' feature. Try
typing /localset trackShots 1 and using the "Following" or the
"Driving with" observer modes. It's a silly feature that'll probably
be removed at some point :)
by trepan
Sun Feb 08, 2009 7:39 pm
Forum: Enhancements
Topic: Req: Colorblind mode/mod for those of us that are RG blind.
Replies: 21
Views: 4802

Re: Req: Colorblind mode/mod for those of us that are RG blind.

There are several BZDB variables which may help you: roguecolor redcolor greencolor bluecolor purplecolor rogueradar redradar greenradar blueradar purpleradar These can be set in your config.cfg file, ex: set redcolor "1 0 0" The 3 numbers are RGB value (red, green, blue) You can also edit the some ...
by trepan
Fri Jan 30, 2009 12:01 am
Forum: Enhancements
Topic: Replay Server Enhancement
Replies: 5
Views: 850

Re: Replay Server Enhancement

For detailed examination of recording files, you can also look into
the 'rrlog' tool in the SVN misc/ directory. It allows you to print out
detailed information for all packets in a recording (in color, woohoo).
by trepan
Fri Jan 16, 2009 11:21 pm
Forum: Plug-in Development
Topic: lua bzfsAPI plugin
Replies: 5
Views: 1866

Re: lua bzfsAPI plugin

The server-side lua plugin was merged into the bzfs executable in SVN r19215.
That means that you can count on having server-side lua plugins regardless of
the build configuration (it also helps to speed up some of the callouts, and makes
it easier to share code with the client-side lua libraries).
by trepan
Sun Jan 04, 2009 1:03 am
Forum: Plug-in Development
Topic: lua bzfsAPI plugin
Replies: 5
Views: 1866

Re: lua bzfsAPI plugin

BZFS plugins are entirely server-side. That should answer most of your questions.
by trepan
Wed Dec 31, 2008 6:00 am
Forum: Plug-in Development
Topic: lua bzfsAPI plugin
Replies: 5
Views: 1866

Re: lua bzfsAPI plugin

For more examples of what lua plugins will look like compared to C++ ones, take a look in the following directory: http://bzflag.svn.sourceforge.net/viewvc/bzflag/trunk/bzflag/plugins/lua/example/plugins/ Those plugins are "luafied" versions of C++ plugins which already exist. Instead of having to l...
by trepan
Wed Dec 31, 2008 12:26 am
Forum: Plug-in Development
Topic: lua bzfsAPI plugin
Replies: 5
Views: 1866

lua bzfsAPI plugin

For those that don't track SVN commits, I've added a lua plugin to the SVN sources. There are several advantages to using scripting languages (lua, javascript, python, etc...), for plugins instead of using the raw C++ interface. 1. no need to compile (or have bzfsAPI dev sources) 2. usually much eas...
by trepan
Wed Dec 31, 2008 12:06 am
Forum: Help: Map Making
Topic: moving ball
Replies: 3
Views: 700

Re: moving ball

You could also udrawInfos with a large offsets from their origins
(coupled with dynamic colors to switch between them). It look like bzflag
v3.0 or v3.1 might make it much easier to achieve your desired effect.
by trepan
Sat Nov 29, 2008 3:52 am
Forum: Development
Topic: WorldText
Replies: 1
Views: 1462

WorldText

World text objects have been added into the SVN sources. The following features are available: - using BZDB variable values as the text source - URL sourced font files - most of the 'material' properties (noshadow, nolighting, etc...) - all of the transformation keywords (shift, scale, spin, shear, ...
by trepan
Tue Oct 28, 2008 4:02 am
Forum: Works In Progress
Topic: BZFootball
Replies: 2
Views: 1188

by trepan
Sat Oct 18, 2008 3:02 pm
Forum: Enhancements
Topic: Ricochet Options
Replies: 4
Views: 1373

I had plans to add a major feature to BZ, but have since decided that it probably isn't worth the bother. As a warm- up, I added per-obstacle ricochet (needed for the demo map for the major feature). Someone would have to sanitize and merge the relevant commits into trunk (r18443, r18444, r18445). N...
by trepan
Fri May 23, 2008 9:51 am
Forum: Prefabs and Map Objects
Topic: 7-segment Display Clock.
Replies: 4
Views: 4457

by trepan
Wed Oct 31, 2007 10:22 pm
Forum: Map releases
Topic: Block Party and More Blocks Maps
Replies: 5
Views: 2456

JPEG -- all the cool kids are using it these days.
by trepan
Mon Apr 09, 2007 4:58 am
Forum: Help: Setup / Hardware / Performance Issues
Topic: Very unique problem, high FPS a problem...
Replies: 8
Views: 3251

try: /localset vsync 1
by trepan
Sun Feb 18, 2007 12:37 am
Forum: General Map Making Discussions
Topic: .bzw to .obj conversion, the easy way.
Replies: 18
Views: 13303

Blender's default OBJ importer doesn't accept negative indices. Try
loading it into another editor first, and then saving it (ex: Wings3D
does support negative indices, and saves with only positive indices,
iirc).
by trepan
Sat Dec 23, 2006 6:55 am
Forum: Plug-in Development
Topic: What is wrong with this?
Replies: 7
Views: 3729

Unfortunately, it looks like bz_getPlayerFlag() can return
NULL pointers (rather then returning a pointer to an empty
string). The strcmp() call looks right, just check for a NULL
value before doing it.
by trepan
Sat Aug 26, 2006 10:31 am
Forum: Enhancements
Topic: Flag queue
Replies: 6
Views: 2736

Been there, done that (pools, not queues):
http://trepan.homelinux.net/flag-switches.txt

Had a patch for it... Note that the contents of
the flag pools could be changed on the fly.
by trepan
Mon Jul 31, 2006 3:21 am
Forum: Enhancements
Topic: Screenshot-viewing mode in Observer
Replies: 6
Views: 2154

1. You do not have to be in observer mode to take screenshots

2. This can already be done, just paste the screenshot on to
a mesh object. Clients can reload the texture in game via the
Cache Settings menu. You'd have to figure out your own upload
strategy (php, etc...)
by trepan
Mon Jul 24, 2006 4:59 am
Forum: Help: Map Making
Topic: Need some help on texturing
Replies: 7
Views: 3888

Don't bother trying to do meshes by hand, it isn't worth the effort. Your time would be better spent learning to use a modeller that will do most of the work for you. P.S. UV mapping = texture mapping. http://en.wikipedia.org/wiki/Texture_mapping Here is a Wings3D tutorial, the pictures might help e...
by trepan
Mon Jul 03, 2006 11:32 pm
Forum: Enhancements
Topic: Antialiasing options would be nice
Replies: 8
Views: 3734

BinarySpike: Anti-aliasing is not "blending". Rather then demonstrating your ignorance (and potentially confusing the unwary), don't post next time you know nothing about a subject. P.S. The anisotropic filtering option does require a decent video card (not that recent, my old GeForce3 supported it)...
by trepan
Fri Jun 16, 2006 5:31 pm
Forum: Enhancements
Topic: Full Screen Radar
Replies: 9
Views: 3695

dartman: Roaming... it's normally there.
by trepan
Fri Jun 16, 2006 5:29 pm
Forum: Enhancements
Topic: Full Screen Radar
Replies: 9
Views: 3695

Saturos:
The console shows up full length along the
bottom, like when you have the radar disabled.

Elem3nt:
AutoHunt patches in:
http://my.bzflag.org/bb/viewtopic.php?p=82330
by trepan
Fri Jun 16, 2006 4:25 am
Forum: Enhancements
Topic: Full Screen Radar
Replies: 9
Views: 3695

For those who fancy round radars ;-)
(works in non-fullscreen too)

Image