Search found 676 matches

by trepan
Fri Jul 02, 2010 4:54 pm
Forum: Help: Map Making
Topic: Can't understand RGBA coloring.
Replies: 7
Views: 1099

Re: Can't understand RGBA coloring.

"pyrwall.png" works just fine, that's not the real issue.
by trepan
Fri Jul 02, 2010 2:53 pm
Forum: Help: Map Making
Topic: Can't understand RGBA coloring.
Replies: 7
Views: 1099

Re: Can't understand RGBA coloring.

try using mesh.png instead of pyrwall.png, maybe that will shed some light on your problem.
by trepan
Thu Jul 01, 2010 6:04 pm
Forum: Plug-in Development
Topic: Velocity Drivers (veldrv plugin)
Replies: 4
Views: 1701

Re: Velocity Drivers (veldrv plugin)

Here's a lua module version for 2.99.x:
http://trepan.bzflag.bz/veldrv.lua
by trepan
Wed Jun 30, 2010 11:22 pm
Forum: Game Releases and Versions
Topic: Alpha release - BZFlag 2.99.60 SVN r21252
Replies: 16
Views: 8336

Re: Alpha release - BZFlag 2.99.60 SVN r21252

BZFlag SVN r21252 does not use the lastScreenshot BZDB variable.
by trepan
Wed Jun 30, 2010 3:01 am
Forum: Plug-in Development
Topic: Velocity Drivers (veldrv plugin)
Replies: 4
Views: 1701

Re: Velocity Drivers (veldrv plugin)

From the top of veldrv.cpp : //============================================================================// // // VELOCITY DRIVERS // // author: Dave Rodgers (a.k.a. trepan) // brief: BZFS plugin to implement velocity drivers (via physics drivers) // date: June 28, 2010 // license: LGPL v2.1 // //...
by trepan
Tue Jun 29, 2010 11:55 pm
Forum: Plug-in Development
Topic: Velocity Drivers (veldrv plugin)
Replies: 4
Views: 1701

Velocity Drivers (veldrv plugin)

Here's a plugin for BZFlag v2.0 that implements "velocity drivers". Velocity drivers are physics drivers that change a player's linear and angular speeds when they touch them. You could use this to add mud, tar, and speed-up zones to your maps. This plugin probably only works on systems that use gcc...
by trepan
Thu Jun 17, 2010 6:32 pm
Forum: Help: Map Making
Topic: Map Making Help
Replies: 13
Views: 2436

Re: Map Making Help

you are missing the "end" for the pyramid block.
by trepan
Sun Jun 06, 2010 12:49 am
Forum: Works In Progress
Topic: Sneak Peek: Pandora - Humans vs Na'Vi
Replies: 9
Views: 2220

Re: Sneak Peek: Pandora - Humans vs Na'Vi

...(as it's the first movie adapted map ever)... Wrong. Crack open the following link, and find worlds/darkcity.bzg Guess what movie that's based on... Note that the file is dated 2005. http://trepan.bzflag.bz/bzmapper-g2.3-src-exe.zip For what it's worth, I don't doubt that there were movie inspir...
by trepan
Mon May 31, 2010 1:34 pm
Forum: Game Releases and Versions
Topic: don't let BZFlag die
Replies: 51
Views: 13432

Re: don't let BZFlag die

@ ts <-a 0 0> can probably be achieved by setting the _inertiaAngular and _inertiaLinear variables to 0. Tank hit dimensions can be adjusted using the _tankShotProximity variable. The current default value is "0.25 0.35 0.25 0.0" (xPadding yPadding posZPadding negZPadding). Shockwaves have always ha...
by trepan
Thu May 27, 2010 4:06 pm
Forum: Game Releases and Versions
Topic: don't let BZFlag die
Replies: 51
Views: 13432

Re: don't let BZFlag die

Do you know if the player counts include observers?

Currently, I'm counting 78 players and 42 observers.

Of those 42 observers, it looks like the greater part
is composed of "non-active" clients (administrative
or logging observer clients, probably using bzadmin).
by trepan
Sat May 22, 2010 7:45 pm
Forum: GU League Discussion
Topic: Is GU Dying?
Replies: 37
Views: 5611

Re: Is GU Dying?

Or, is BZ Dying?
by trepan
Sun May 16, 2010 9:25 am
Forum: Help: Source Code / Compiling / Development
Topic: compiling 2.99
Replies: 2
Views: 1188

Re: compiling 2.99

Thanks, fixed in SVN commit r21182.
by trepan
Sat May 15, 2010 8:09 pm
Forum: Development
Topic: lua script notes
Replies: 9
Views: 4385

Re: lua script notes

I'll note here that I re-added the client-side lua scripts a few weeks ago. I hadn't planned to, but whatever ;) A new script has been added to the roster, LuaRules. It is much like LuaWorld except that it is capable of adjusting the state of the game by such call-ins as: ForbidShot(), ForbidJump(),...
by trepan
Thu May 13, 2010 12:21 pm
Forum: Development
Topic: Special Mesh Faces
Replies: 16
Views: 6094

Re: Special Mesh Faces

Note that the source code that I posted here will no longer work: http://my.bzflag.org/bb/viewtopic.php?p=137273#p137273 Only BZDB variables that start with ' _ ' or ' $ ' will be accepted by bzflag clients from the server. This is to protect the client from nasty servers that want to change variabl...
by trepan
Thu May 13, 2010 4:39 am
Forum: Screenshots & Artwork
Topic: Artwork Refresh for BZFlag
Replies: 46
Views: 12790

Re: Artwork Refresh for BZFlag

Heh, that's a remarkably ironic worry.
Look at SpringRTS' history before fretting too much.
by trepan
Thu May 13, 2010 2:50 am
Forum: Screenshots & Artwork
Topic: Artwork Refresh for BZFlag
Replies: 46
Views: 12790

Re: Artwork Refresh for BZFlag

All that and a lot more can be done using the client-side Lua. Actually, all of those features have already been added to the SpringRTS game using the Lua API that I added to their engine (particles, camera shake, shell explosion distortion shaders, Xray effect, rain/snow, bloom, blur, toon, GPU-sid...
by trepan
Thu Apr 01, 2010 11:20 am
Forum: Game Releases and Versions
Topic: BZFlag 2.0.16 Released
Replies: 12
Views: 12004

Re: BZFlag 2.0.16 Released

One new feature that you might want to try is: Options -> Effects -> Shot Length
by trepan
Sun Mar 21, 2010 11:23 pm
Forum: General Map Making Discussions
Topic: ModelTool for OBJ to BZW conversion
Replies: 95
Views: 69878

Re: ModelTool for OBJ to BZW conversion

Try adding #include <string.h> to the top of the file.
(fwiw, this has already been fixed in the SVN trunk code)
by trepan
Sun Mar 07, 2010 8:41 pm
Forum: Development
Topic: BZFlag 3-Dimensional
Replies: 13
Views: 4366

Re: BZFlag 3-Dimensional

for lack of a better explanation on your part:

bzflag -view anaglyph
by trepan
Tue Feb 16, 2010 12:31 am
Forum: Map Editors
Topic: Editor Highlight Codes
Replies: 17
Views: 12402

Re: Editor Highlight Codes

I created a bzw.jsf syntax file for the joe editor years ago...

Image
by trepan
Wed Jan 20, 2010 3:40 pm
Forum: Help: Tactics and Playstyles
Topic: Tele Pass
Replies: 6
Views: 1941

Re: Tele Pass

That test currently applies to all objects, even drivethrough objects (search for COLLISIONMGR in src/bzfs/bzfs.cxx for the related code). If someone decides that they want to exclude drivethrough or passable objects in the code, they should handle link faces with care. Note that the behaviour for f...
by trepan
Sat Jan 16, 2010 5:06 pm
Forum: Map Editors
Topic: Wings3D-to-BZW Exporter Update
Replies: 16
Views: 8034

Re: Wings3D-to-BZW Exporter Update

1. Start a server with the map:
bzfs -world mapname.bzw

2. Join the server:
bzflag localhost:5154

3. Save the map in OBJ/MTL format
/saveworld -o filename

4. Import the OBJ/MTL into Wings3d


Something along those lines should do the trick.
by trepan
Sun Jan 10, 2010 10:35 pm
Forum: Help: Map Making
Topic: Horizontal Teleporters
Replies: 6
Views: 1336

Re: Horizontal Teleporters

Something that should be added to the bzw.5 manpage: MeshFace teleporter links use the drivethrough and shootthrough properties to determine the types of objects can pass through the links. A few notes about horizontal teleporters: 1. linkSrcTouch is probably the best approach (without 'passable') 2...
by trepan
Sat Jan 09, 2010 3:25 am
Forum: Works In Progress
Topic: It's not the fall that kills you - It's the sudden stop
Replies: 56
Views: 13978

Re: It's not the fall that kills you - It's the sudden stop

With SVN r20710, I've added the noRadarOutline parameter to materials (which works for both mesh face links and bases), and removed the linkSrcNoRadar mesh face parameter. This could help you clean up the look of the team bases in the radar (all those outline segments...) If you used bzfs -setforced...
by trepan
Tue Jan 05, 2010 7:40 am
Forum: Help: Map Making
Topic: Simple texcoord variant?
Replies: 7
Views: 1458

Re: Simple texcoord variant?

If you are using BZ2 auto-converted boxes (not meshboxes), negative
values for the texsize will probably do what you want (tl;dr...)

The texautoscale material property that was added to SVN code
might also be of interest. It's similar in effect to the anti-flicker
back-port that I made for BZ2.