Here's a backport of some of my SVN client-side features to BZFlag 2.0.12
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- Tue Jun 09, 2009 3:09 pm
- Forum: Development
- Topic: backports for 2.0.12
- Replies: 4
- Views: 2107
Re: backports for 2.0.12
- Sun May 31, 2009 6:11 pm
- Forum: Help: Map Making
- Topic: Mesh disappearance
- Replies: 4
- Views: 1236
Re: Mesh disappearance
check you winding orders
- Sat May 30, 2009 5:00 pm
- Forum: Development
- Topic: backports for 2.0.12
- Replies: 4
- Views: 2107
backports for 2.0.12
Here's a backport of some of my SVN client-side features to BZFlag 2.0.12: http://trepan.bzflag.bz/bzV2_0_12-antiFlicker-mouseClamp-stencilShadowFix.diff Anti Flicker: Remaps the texture coordinates for boxes, bases, and pyramids to mask the "z-fighting" flicker that can be seen on overlap...
- Tue May 19, 2009 10:48 pm
- Forum: Development
- Topic: lua script notes
- Replies: 9
- Views: 6341
Re: lua script notes
Getting bzflag 3.0 out is but part of the whole. I currently do not plan to re-commit the lua code that was removed from bzflag. On the upside, you now have much more flexible teleportation links. I've also got some uncommitted drawInfo animation code that is working well (and some fixes for old dra...
- Tue May 19, 2009 12:12 am
- Forum: Development
- Topic: lua script notes
- Replies: 9
- Views: 6341
Re: lua script notes
To wrap up this thread ...
All of the lua related code has been removed from the bzflag 2.99 SVN repository.
All of the lua related code has been removed from the bzflag 2.99 SVN repository.
- Wed May 06, 2009 3:38 am
- Forum: Map releases
- Topic: Frozen Wasteland
- Replies: 4
- Views: 1101
Re: Frozen Wasteland
Screenshot from an *old* map (Chillbox), that I don't think ever got released. The play area geometry was done by Dutchrai. I added the mountains (iirc, they only took 4/5 minutes using wings3d using random deformations). I suggest using: /set _drawMountains 0 P.S. Right-click, View Image to see the...
- Mon May 04, 2009 4:31 pm
- Forum: Help: Map Making
- Topic: Wings3D export - invalid mesh faces
- Replies: 6
- Views: 1567
Re: Wings3D export - invalid mesh faces
I took another look, and it turns out that the invalid points aren't co-located,
they're co-linear, example:
vertices 7 8 9 # 50 34.0677 49.9263 75 34.0677 49.9263 100 34.0677 49.9263
-> (y is always 34.0677)
This setup is invalid for bz's purposes. Remove the faces, no more errors ...
they're co-linear, example:
vertices 7 8 9 # 50 34.0677 49.9263 75 34.0677 49.9263 100 34.0677 49.9263
-> (y is always 34.0677)
This setup is invalid for bz's purposes. Remove the faces, no more errors ...
- Sat May 02, 2009 6:03 pm
- Forum: Help: Map Making
- Topic: Wings3D export - invalid mesh faces
- Replies: 6
- Views: 1567
Re: Wings3D export - invalid mesh faces
Try Body->CleanUp on the mesh before exporting,
It seems that you have co-located vertices.
It seems that you have co-located vertices.
- Fri May 01, 2009 4:56 pm
- Forum: Development
- Topic: Special Mesh Faces
- Replies: 16
- Views: 8604
Re: Special Mesh Faces
this effect can't: /set linkTankBlock 0
(and that's the point of having link BZDB tie-ins, now isn't it?)
NOTE: the parameter names were renamed to shotBlockVar and tankBlockVar.
(and that's the point of having link BZDB tie-ins, now isn't it?)
NOTE: the parameter names were renamed to shotBlockVar and tankBlockVar.
- Thu Apr 30, 2009 11:46 pm
- Forum: Development
- Topic: Special Mesh Faces
- Replies: 16
- Views: 8604
Re: Special Mesh Faces
guess what happens...
Code: Select all
options
-setforced linkShotBlock 1
-setforced linkTankBlock 0
end
teleporter tele1
pos +20 0 0
end
teleporter tele2
pos -20 0 0
end
link
shotBlockBZDB linkShotBlock
tankBlockBZDB linkTankBlock
src *
dst *
end
- Thu Apr 30, 2009 2:01 am
- Forum: Development
- Topic: Special Mesh Faces
- Replies: 16
- Views: 8604
Re: Special Mesh Faces
I've since added tank flag and shot flag discrimination. As well,
you can now block tank and shot passage by using BZDB variables.
you can now block tank and shot passage by using BZDB variables.
- Sun Apr 26, 2009 3:26 am
- Forum: Development
- Topic: Special Mesh Faces
- Replies: 16
- Views: 8604
Special Mesh Faces
The latest SVN commit adds the capability to use mesh faces as team bases and teleportation link sources and destinations. The team base faces have to be flat tops (normal = +z), but there are no limitations other than that. You can still jump and shoot backwards through the mesh faces without havin...
- Tue Apr 14, 2009 11:28 pm
- Forum: Help: Map Making
- Topic: DrawInfo help
- Replies: 5
- Views: 1622
Re: DrawInfo help
DrawInfo's animation can only do circles, so it's definitely not a generic animation system. The "may not show up the same on all systems" needs a better explanation. There are 2 types of BZDB variables that will affect the way that drawInfo's are rendered (besides the standard texturing/l...
- Tue Apr 14, 2009 1:22 am
- Forum: GU League Discussion
- Topic: Radar type help
- Replies: 12
- Views: 3572
Re: Radar type help
Note the colors in the fast-sorted version: red - below you grey - your level green - above you, within jumping height blue - above you, above jumping height The other features to note about the fast versions are that: 1. They can be considerably faster (especially on more advanced maps) 2. There's ...
- Mon Apr 13, 2009 10:14 pm
- Forum: GU League Discussion
- Topic: Radar type help
- Replies: 12
- Views: 3572
Re: Radar type help
quantum dot has been misinformed. Only "Normal" is "2D only".
- Thu Apr 09, 2009 9:32 pm
- Forum: Screenshots & Artwork
- Topic: Tank recolors xD
- Replies: 7
- Views: 3051
Re: Tank recolors xD
google gimp (1st hit)
tip: think for yourself, save this bulletin board a few bytes
tip: think for yourself, save this bulletin board a few bytes
- Sun Mar 29, 2009 6:42 am
- Forum: Map Editors
- Topic: Wings3D-to-BZW Exporter Update
- Replies: 16
- Views: 13948
Re: Wings3D-to-BZW Exporter Update
Don't think you understand the "inside" problem, it is not a parsing issue.
P.S. Neither is it a matter of hope
P.S. Neither is it a matter of hope
- Sat Mar 21, 2009 8:01 pm
- Forum: Help: Map Making
- Topic: using blender for exporting
- Replies: 5
- Views: 1644
Re: using blender for exporting
The modeltool source contains:
That's probably the source of the problem. Not something I would have added, but
I can certainly understand why the author would have chosen that path (he's kinder
to noobs than am I). An option to disable that feature could be added.
Code: Select all
model.pushAboveAxis(eZAxis);
I can certainly understand why the author would have chosen that path (he's kinder
to noobs than am I). An option to disable that feature could be added.
- Fri Mar 20, 2009 11:35 pm
- Forum: General Map Making Discussions
- Topic: BZW Exporter for Wings3D (v1.1)
- Replies: 41
- Views: 48011
Re: BZW Exporter for Wings3D (v1.1)
The numbers that I actually gave were 2 seconds vs. 2 minutes. That would be 60 times faster. The more data elements there are to be sorted, the better the relative performance will be for the tweaked code. I was using a 40K vertex mesh for testing, iirc. Another improvement that I haven't tested ye...
- Fri Mar 20, 2009 10:54 am
- Forum: Development
- Topic: lua script notes
- Replies: 9
- Views: 6341
lua script notes
strayer PM'ed me with some questions regarding bzflag's lua scripts. My reply turned out to be a page or two of text, so I figured it best to post it here instead of just sending it to 1 person (NOTE: the original questions have been edited). ---------------------------------------------------------...
- Thu Mar 19, 2009 1:33 am
- Forum: Help: Map Making
- Topic: I am having big troubles with Wings 3D
- Replies: 17
- Views: 3584
Re: I am having big troubles with Wings 3D
Here are the sources for the wings3d bzw exporter. I don't really
have any interest in updating them for the wings3d changes that
broke the plugin, but others may...
have any interest in updating them for the wings3d changes that
broke the plugin, but others may...
- Wed Feb 25, 2009 5:26 am
- Forum: Enhancements
- Topic: Flag Idea: walk on water
- Replies: 4
- Views: 1422
Re: Flag Idea: walk on water
A similar trick was done to detect players on the
bases in the original AHOD map, using physics drivers.
bases in the original AHOD map, using physics drivers.
- Tue Feb 24, 2009 3:39 pm
- Forum: Help: Map Making
- Topic: blender and .obj files to .bzw
- Replies: 6
- Views: 1347
Re: blender and .obj files to .bzw
if it's just a visual mesh, noculling.
- Tue Feb 24, 2009 2:10 pm
- Forum: Help: Map Making
- Topic: Flip z cones?
- Replies: 2
- Views: 965
Re: Flip z cones?
Cones do not support flipz directly, they only do so when they are being used as "meshpyr" objects. Here's an example: meshpyr divisions 16 flipz end You're probably better off getting used to the negative Z scale technique to achieve the same effect: cone size 8 8 10 scale 1 1 -1 shift 0 ...
- Mon Feb 23, 2009 10:12 pm
- Forum: Bugs and Problems
- Topic: Map-Making Texture Bug
- Replies: 4
- Views: 2226
Re: Map-Making Texture Bug
I have a fix, but it has not been applied to SVN.