Search found 4432 matches

by JeffM
Tue Dec 03, 2013 5:48 pm
Forum: Development
Topic: Possible to View Flags on Ground?
Replies: 14
Views: 6869

Re: Possible to View Flags on Ground?

The behavior you are seeing is intended. We specifically made the client treat all flags as PZ until pickup. This was done to prevent cheating. The Identify flag is the feature that tells a client what the nearest flag is. If the client knows all the flags anyway then there is no benefit to that fea...
by JeffM
Wed Oct 30, 2013 5:47 pm
Forum: General Discussion
Topic: Lag Solutions??
Replies: 2
Views: 2491

Re: Lag Solutions??

If there are no other programs running while you play on your system, it is most likely your Internet Connection Speed that's an issue, or the Server's. It is possible that the game is laggy because of the weak/slow connection to the server. I wouldn't know if 16 MBit/s CS would be enough, since I ...
by JeffM
Sat Oct 26, 2013 5:40 pm
Forum: Bugs and Problems
Topic: Mac OS X 10.9 Mavericks Crash
Replies: 41
Views: 17310

Re: Mac OSX Mavericks

Are you running retail or pre-release, What mac is it on? what graphics chipset does it have?

The 2 pre-made binary packages work fine on my macbook in 10.9, there are some issues building it under 10.9
by JeffM
Fri Oct 18, 2013 5:58 am
Forum: Help: Source Code / Compiling / Development
Topic: Source 2.4.2 Tarballs, Compile Error
Replies: 3
Views: 4089

Re: Source 2.4.2 Tarballs, Compile Error

yes, that is an older version, we do not retroactively apply fixes to older version. We have not had a release with that fix in it.
by JeffM
Fri Oct 18, 2013 3:29 am
Forum: Help: Source Code / Compiling / Development
Topic: Source 2.4.2 Tarballs, Compile Error
Replies: 3
Views: 4089

Re: Source 2.4.2 Tarballs, Compile Error

that seems to have been fixed in the SVN/GitHub codebases.
by JeffM
Tue Oct 15, 2013 11:32 pm
Forum: Development
Topic: PC Consumption
Replies: 1
Views: 3155

Re: PC Consumption

Are you trying to show anything specific or just the fact that your GL implementation is CPU bound?
by JeffM
Fri Aug 02, 2013 5:13 pm
Forum: Map Editors
Topic: Wings3D (un)triangulating every face.
Replies: 3
Views: 4462

Re: Wings3D (un)triangulating every face.

View the obj file in meshlab to see if it has the triangles. If it does then they were made by the sketch-up export. This is my guess as to where that happens. Most programs turn everything into triangles so that they are all planar. My guess is that sketch up also doesn't export UV coordinates and ...
by JeffM
Wed Jul 31, 2013 4:44 pm
Forum: Development
Topic: Changes to Developer Agreement
Replies: 0
Views: 1821

Changes to Developer Agreement

Just so everyone knows, Tim Riker has decided to make a change to the developer agreement, and change to Copyright Assignment. This is not a change to any kind of license and does not affect bzflag's open source status at all. We are still LGPL and fully open source, that ain't ever changing. What t...
by JeffM
Tue Jul 16, 2013 2:40 am
Forum: General Discussion
Topic: squads
Replies: 8
Views: 1941

Re: squads

You can totally do that on your own server, it would be easy to write a plug-in to do what you are talking about, but it's not something we'd want to apply to every server
by JeffM
Tue Jul 16, 2013 12:34 am
Forum: General Discussion
Topic: squads
Replies: 8
Views: 1941

Re: squads

That would turn the currently open games from inclusive to exclusive and is not a direction we want to go. Part of the fun of playing the game is playing it with others. Playing with your friends is good and all but that is the reasons leagues exist. There are far too many cases where this idea coul...
by JeffM
Tue Jul 02, 2013 6:02 pm
Forum: Map releases
Topic: My comeback map
Replies: 2
Views: 3091

Re: My comeback map

Please state what license the map is released under
by JeffM
Sat Jun 15, 2013 6:22 pm
Forum: Development
Topic: Robot player tournament framework
Replies: 8
Views: 3173

Re: Robot player tournament framework

I would like to see your code to see how you implemented it again.
by JeffM
Sat Jun 15, 2013 6:10 am
Forum: Development
Topic: Robot player tournament framework
Replies: 8
Views: 3173

Re: Robot player tournament framework

you do know we actually have a server side bot API already right? it just doesn't do driving, shooting, and dying. Our goal was to do no networking code for bots at all and just let them update the server state.
by JeffM
Sat Jun 15, 2013 3:41 am
Forum: Development
Topic: Robot player tournament framework
Replies: 8
Views: 3173

Re: Robot player tournament framework

actually bz robots is used in schools to teach AI so this is not a new concept

the files you have posted are somewhat useless ( they include headers you did not provide).

How much work did you do to complete the server side bot API in bzfs?
by JeffM
Tue May 14, 2013 10:50 pm
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4658

Re: Autohunt laggy players

yes but you can't be sure every client is in sync so when it looks like I hit you on my screen, on your screen I missed. This does not lead to fun gameplay and makes people think others are cheating when it's just lag (sound like any tank games you know?) There are no internet games that use client ...
by JeffM
Mon May 13, 2013 5:39 pm
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4658

Re: Autohunt laggy players

Not really, mostly people just do small hackish patches like this that just make us get worse.
by JeffM
Mon May 13, 2013 4:51 pm
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4658

Re: Autohunt laggy players

Code changes to make lag easier to deal with should make the game play better for everyone, not flag people who need to be treated special. The very fact that you have to compensate for your target's latency is a huge failure of bzflag in my mind and the solution is not to make that behavior standar...
by JeffM
Mon May 13, 2013 5:52 am
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4658

Re: Autohunt laggy players

We want the game to be fun for everyone, not just people who happen to have low latency. The fact that bzflag performs poorly in high lag situations should not be a game-play feature just so you can feel 'better' then someone else.
by JeffM
Sun May 12, 2013 11:03 pm
Forum: Enhancements
Topic: Autohunt laggy players
Replies: 21
Views: 4658

Re: Autohunt laggy players

This would not be an accepted patch, it's just mean.
by JeffM
Tue Apr 16, 2013 10:04 pm
Forum: Enhancements
Topic: flag limiting for small games
Replies: 3
Views: 1304

Re: flag limiting for small games

Note that there is no way in the API to remove a flag from the game once it is added, so you would need to have a "storage tank" for flags that you added if the player count goes below your limit. Ether that or reset the entire server.
by JeffM
Thu Mar 28, 2013 5:09 pm
Forum: Help: Source Code / Compiling / Development
Topic: libtool woes OSX 10.5 ppc
Replies: 9
Views: 3155

Re: libtool woes OSX 10.5 ppc

The last PPC mac was discontinued in 2006, so I'm actually surprised you were able to use it for this long.
by JeffM
Thu Mar 28, 2013 5:23 am
Forum: Help: Source Code / Compiling / Development
Topic: libtool woes OSX 10.5 ppc
Replies: 9
Views: 3155

Re: libtool woes OSX 10.5 ppc

Just so you know, we are looking at using some features from C++11 in our subversion code. This will mean that the modules we use these features in will require GCC 4.3 or later on systems that use GCC. The current Apple compilers have moved from gcc to llvm and do support these features, but the ol...
by JeffM
Tue Mar 26, 2013 4:30 pm
Forum: Help: Source Code / Compiling / Development
Topic: Compiling error
Replies: 3
Views: 1741

Re: Compiling error

Did you install all the packages you need to build as mentioned in the readme.linux? It sounds like you are missing parts of the build system.
by JeffM
Tue Mar 26, 2013 4:29 pm
Forum: Enhancements
Topic: gravity changing flags
Replies: 6
Views: 1616

Re: gravity changing flags

Z+ is up, Z- is down. What you are describing would best be implemented by not rotating the tanks and gravity, but rotating the world. Changing the simulation code to apply gravity along an arbitrary vector and rotate all the tanks to be perpendicular would require a lot of changes to the code. Appl...
by JeffM
Thu Mar 21, 2013 5:50 am
Forum: General Discussion
Topic: Bzflag future at stake
Replies: 16
Views: 5130

Re: Bzflag future at stake

We are continuing to do what we can, his choice has no direct affect on our ability to make releases.