Search found 676 matches

by trepan
Mon Sep 28, 2009 2:52 pm
Forum: Help: Source Code / Compiling / Development
Topic: Can't compile - Access List.lo error 1
Replies: 8
Views: 1794

Re: Can't compile - Access List.lo error 1

Your original post tells us that you know next to nothing about the process of compiling C++ sources. It'd probably be much easier for you and us if you simply used a pre-compiled binary. ../../libtool: line 1383: g++: command not found If you're going to compile something, it's important to have th...
by trepan
Sat Sep 26, 2009 4:37 pm
Forum: Help: Tactics and Playstyles
Topic: Mumble
Replies: 4
Views: 1965

Re: Mumble

I may also add mumble "auto-connecting" so that you can be connected
to a specific mumble channel when you join a bzfs server (and possibly
the same for Hub channels). BZFS servers could setup different mumble
channels for different teams to avoid cross talk...
by trepan
Wed Sep 16, 2009 6:19 pm
Forum: Help: Map Making
Topic: Ground Texture issue
Replies: 4
Views: 1267

Re: Ground Texture issue

1. using GroundMaterial is easier than setting up another object

2. arguably easiest:

Code: Select all

r11394 | trepan | 2005-08-17 06:51:43 -0300 (Wed, 17 Aug 2005) | 2 lines
-gndtex option (for team and random worlds)
by trepan
Wed Sep 16, 2009 12:25 pm
Forum: Enhancements
Topic: Crazy idea: A distributed map.
Replies: 11
Views: 1459

Re: Crazy idea: A distributed map.

The MsgJoinServer protocol message has a "referrer" field. That field can have up to 256 bytes (including the terminating NUL). You could use it to send player information between the source and destination servers. It would probably be wise to encrypt it using a key known only to those two servers....
by trepan
Wed Sep 16, 2009 11:30 am
Forum: Enhancements
Topic: Crazy idea: A distributed map.
Replies: 11
Views: 1459

Re: Crazy idea: A distributed map.

I added MsgJoinServer to the code for v3.0 a while ago; that should make it possible.
by trepan
Tue Aug 18, 2009 8:13 pm
Forum: General Map Making Discussions
Topic: Licensing
Replies: 14
Views: 2749

Re: Licensing

BZFlag 3.0 will allow map creators to insert copyright and licensing
information in the new 'info' world objects. This information is saved
into world files, and can be viewed in clients using the /worldinfo
command.
by trepan
Thu Aug 13, 2009 2:20 pm
Forum: Help: Map Making
Topic: Death From Above !
Replies: 6
Views: 939

Re: Death From Above !

A server-side plugin could do SR collision detection.
by trepan
Sat Aug 08, 2009 12:37 pm
Forum: Enhancements
Topic: Territorial control...
Replies: 7
Views: 1255

Re: Territorial control...

Hm, maybe BZDB controlled dynamic colors aren't available in any
2.0.x releases (based on the following):
SVN r12781: Bump proto to 37, and rev to 2.1.7
(r12781 comes before r12986)
by trepan
Sat Aug 08, 2009 12:28 pm
Forum: Enhancements
Topic: Territorial control...
Replies: 7
Views: 1255

Re: Territorial control...

This should be relatively easy to implement using a server side-plugin. You would use meshes (or meshed objects), as the bases, with physics drivers for contact detection (as was done in the original AHOD map). To mark a base's ownership, you could use a dynamic color attached to a BZDB variable (ad...
by trepan
Thu Jul 30, 2009 7:22 pm
Forum: Help: Server Setup and Administration
Topic: Constraining visibility
Replies: 1
Views: 989

Re: Constraining visibility

http://www.opengl.org/sdk/docs/man/xhtml/glFog.xml

BZDB variables
_fogMode { none | linear | exp | exp2 }
_fogColor { all modes }
_fogStart { linear }
_fogEnd { linear }
_fogDensity { exp & exp2 }
by trepan
Tue Jul 28, 2009 2:26 am
Forum: Plug-in Development
Topic: Cleaned up ThiefControl code
Replies: 13
Views: 2417

Re: Cleaned up ThiefControl code

There are no plans to re-add the client-side lua code to bzflag.
by trepan
Mon Jul 27, 2009 2:18 pm
Forum: Plug-in Development
Topic: Cleaned up ThiefControl code
Replies: 13
Views: 2417

Re: Cleaned up ThiefControl code

That can be done with current SVN HEAD code.
by trepan
Mon Jul 27, 2009 2:29 am
Forum: Plug-in Development
Topic: Cleaned up ThiefControl code
Replies: 13
Views: 2417

Re: Cleaned up ThiefControl code

nice sig, blast ;)
by trepan
Sat Jul 25, 2009 5:16 am
Forum: Plug-in Development
Topic: Cleaned up ThiefControl code
Replies: 13
Views: 2417

Re: Cleaned up ThiefControl code

To give yall a comparative preview, here's what the bz3.0 lua version might look like: if (WantConfig) then return { name = 'thief_control', -- the only required field desc = 'Thief Control (based on Enigma\'s C++ plugin)', author = 'trepan', date = 'Jul 25, 2009', license = 'LGPL 2.1', niceness = 0...
by trepan
Tue Jul 21, 2009 6:20 am
Forum: Bugs and Problems
Topic: bzfs crash on exit
Replies: 1
Views: 1087

Re: bzfs crash on exit

Thank you for the patch.

Code: Select all

r20250 | trepan | 2009-07-21 03:20:08 -0300 (Tue, 21 Jul 2009) | 3 lines
* patch by 'matelich' to fix a bzfs exit crash, forum post:
  http://my.bzflag.org/bb/viewtopic.php?f=32&t=14505&p=140451
by trepan
Thu Jul 16, 2009 8:00 am
Forum: GU League Discussion
Topic: tele pass hax
Replies: 46
Views: 6732

Re: tele pass hax

hint: drivethrough objects are not valid flag drop positions
by trepan
Wed Jul 15, 2009 10:05 pm
Forum: GU League Discussion
Topic: tele pass hax
Replies: 46
Views: 6732

Re: tele pass hax

Flags will merrily sit on top of default teleporters in bzflag 3.0
(read: no passing). They are now represented as meshes in the
code.
by trepan
Mon Jul 06, 2009 6:20 am
Forum: Help: Map Making
Topic: Mirror texture?
Replies: 17
Views: 2650

Re: Mirror texture?

no.
by trepan
Sun Jul 05, 2009 2:28 am
Forum: Help: Map Making
Topic: Flags and Positions
Replies: 2
Views: 736

Re: Flags and Positions

from #bzflag IRC at freenode.org: 22:28 -!- Wr3ckage [n=chatzill@mail.freegroups.net] has joined #bzflag 22:29 < Wr3ckage> quick question 22:29 < Wr3ckage> any way to copy flag positions etc. from a server to use on private one? 22:31 -!- Wr3ckage [n=chatzill@mail.freegroups.net] has quit [Client Q...
by trepan
Fri Jun 26, 2009 12:04 am
Forum: Help: Map Making
Topic: Texture Mapping
Replies: 15
Views: 2356

Re: Texture Mapping

bzflag 3.0 has a new texturing mode that automatically lines up the texture coordinates for faces along the same plane. It can be controlled using the material texautoscale property. You can still use the texsize property in box and pyramid objects for "fixed" generated texture coordinates (texsize ...
by trepan
Sun Jun 21, 2009 8:38 pm
Forum: Bugs and Problems
Topic: Weird invisible surface
Replies: 3
Views: 1309

Re: Weird invisible surface

you don't have full "outside" coverage.
simplify, remove the "outside" point.
by trepan
Fri Jun 19, 2009 4:03 am
Forum: General Map Making Discussions
Topic: No TKing
Replies: 15
Views: 2708

Re: No TKing

You can thank JeffM for the feature (svn r13320)

from bzfs/CmdLineOptions.cxx:

Code: Select all

    else if (token == "-noTeamKills") {
      // forbid team kills
      gameOptions |= int(NoTeamKills);
    }
P.S. looks like it hasn't been added to the exec help
by trepan
Mon Jun 15, 2009 6:08 pm
Forum: Help: Map Making
Topic: Need some help with circles.
Replies: 10
Views: 1159

Re: Need some help with circles.

Text editor + 3D modeller is your best bet.
Wings3D is a 3D modeller that is significantly easier to learn than blender.
by trepan
Fri Jun 12, 2009 7:25 pm
Forum: Plug-in Development
Topic: FlagThrow Plug-in - Started, but I need some help
Replies: 19
Views: 5405

Re: FlagThrow Plug-in - Heads-up please :-)

bz_eFlagDroppedEvent and bz_moveFlag()?