Search found 4427 matches

by JeffM
Thu Jul 05, 2018 3:45 pm
Forum: General Discussion
Topic: Is BZFlag dying?
Replies: 5
Views: 1424

Re: Is BZFlag dying?

That will not happen. Those versions are not open source and would require significant re-writes of the entire codebase. it is not something the project is interested in.
by JeffM
Thu Jul 05, 2018 3:44 pm
Forum: General Discussion
Topic: BZFlag inspired game under development
Replies: 61
Views: 9959

Re: BZFlag inspired game under development

Because like most of these announcements, it is done by someone with very little software development experience. They get an idea, throw something on the net and then it stops.
by JeffM
Tue Jul 03, 2018 12:45 am
Forum: Help: Server Setup and Administration
Topic: Plug-in and bzfs settings security
Replies: 2
Views: 509

Re: Plug-in and bzfs settings security

security wasn't a huge concern when bzfs was written, so it's never had a proper security review. If there is sensitive stuff on the sever, and you think someone will hack you through a silly tank game, then sure run it in a jail if you can. Plugins run in the bzfs thread so they will all have the s...
by JeffM
Sun Jul 01, 2018 9:06 pm
Forum: Plug-in Releases
Topic: NoSelfCaptures
Replies: 6
Views: 1144

Re: NoSelfCaptures

Zehra wrote:
Sun Jul 01, 2018 7:36 pm
I didn't know the solution could be so simple and elegant.
Yeah you did, we went over this in irc. You keep saying you will learn the basics of c, but you never do.

As for copyright, you need to provide a copyright notice, usuallyt with your real name, and the license, with the work.
by JeffM
Sun Jul 01, 2018 6:24 pm
Forum: Plug-in Releases
Topic: NoSelfCaptures
Replies: 6
Views: 1144

Re: NoSelfCaptures

A few more things; Does this even run? You have your plugin members not marked as public, so they'll be private by default, you have an empty public section at the bottom. You should put the license and copyright information in the file so it's clear what the license is. How do people who find the c...
by JeffM
Sun Jul 01, 2018 4:02 pm
Forum: Plug-in Releases
Topic: NoSelfCaptures
Replies: 6
Views: 1144

Re: NoSelfCaptures

If (bz_getPlayerTeam(capData->playerCapping) == capData->teamCapped)
{
capData->allow = false;
}
else capData->allow = true;

You should be consistent in how you handle single line conditionals.

Also learn about assignment.
by JeffM
Sat Jun 30, 2018 9:14 pm
Forum: General Discussion
Topic: Servers Classification (Protected Mode #2)
Replies: 10
Views: 3427

Re: Servers Classification (Protected Mode #2)

This is not something the project will be doing. You should let this go.
by JeffM
Sat Jun 30, 2018 6:24 pm
Forum: Plug-in Development
Topic: Week of Plug-ins
Replies: 2
Views: 1197

Re: Week of Plug-ins

Why not focus on quality rather than quantity? Do one plugin really well instead of focusing on making as many as you can, you will learn much more that way.
by JeffM
Wed Jun 20, 2018 4:49 am
Forum: Plug-in Development
Topic: New world weapon API
Replies: 3
Views: 1016

Re: New world weapon API

The new function mostly ignores some arguments and takes a vector instead of 2 angles.

The utility function
bz_vectorFromRotations(const float tilt, const float rotation, float outVec[3])

Is provided for developers who don’t know basic trigonometry.
by JeffM
Tue Jun 19, 2018 7:50 pm
Forum: News & Announcements
Topic: Colorblindness support; we need your help
Replies: 4
Views: 2044

Re: Colorblindness support; we need your help

Then your testing would be useless. Leave it to the people with the condition. Input from other sources is irrelevant and only adds noise to actual real work.
by JeffM
Mon Jun 11, 2018 10:17 pm
Forum: Enhancements
Topic: Custom teams and team flags?
Replies: 2
Views: 924

Re: Custom teams and team flags?

The team stuff is exceptionally hard coded throughout a large part of the game. There is on real benefit of this since its' just end user labels, and a single color won't cut it. A truly custom team would would require much more than a simple name and color, there is a large list of assets associate...
by JeffM
Tue May 29, 2018 4:36 am
Forum: Screenshots & Artwork
Topic: Texture Packs
Replies: 5
Views: 2062

Re: Texture Packs

2.6 will have updated textures, and better support for themes and optional texture packs.
by JeffM
Sun May 27, 2018 9:26 pm
Forum: Enhancements
Topic: I got bored
Replies: 7
Views: 1324

Re: I got bored

More details. Players pick a skin type on the join menu. http://www.hyperdrive.tech/artbox/bzflags/AQGltwJk.png Every team has 5 skin choices. http://www.hyperdrive.tech/artbox/bzflags/SkinList.PNG Each player's skin choice is sent to other players and uses, so people on the same team can have some ...
by JeffM
Fri May 25, 2018 10:49 pm
Forum: Enhancements
Topic: I got bored
Replies: 7
Views: 1324

I got bored

Image
Yes they are all on the blue team.
by JeffM
Mon May 21, 2018 3:54 am
Forum: Plug-in Development
Topic: OnCap function for worldWeapons-ServerShots
Replies: 7
Views: 1651

Re: OnCap function for worldWeapons-ServerShots

Yeah it's intended to do ALL the capture things, in order to properly support custom capture conditions.
by JeffM
Fri May 18, 2018 5:00 am
Forum: Plug-in Development
Topic: OnCap function for worldWeapons-ServerShots
Replies: 7
Views: 1651

Re: OnCap function for worldWeapons-ServerShots

No it’s in the current 2.4.x, always check the current code.
by JeffM
Fri May 18, 2018 4:58 am
Forum: Plug-in Development
Topic: OnCap function for worldWeapons-ServerShots
Replies: 7
Views: 1651

Re: OnCap function for worldWeapons-ServerShots

It may only be in 2.6
by JeffM
Thu May 17, 2018 9:34 pm
Forum: Plug-in Development
Topic: OnCap function for worldWeapons-ServerShots
Replies: 7
Views: 1651

Re: OnCap function for worldWeapons-ServerShots

bz_triggerFlagCapture should already do that.
by JeffM
Thu Apr 05, 2018 9:08 pm
Forum: Enhancements
Topic: More powerful API
Replies: 9
Views: 1441

Re: More powerful API

Quick question, if someone implements this, will it be merged to the official source? There is no way that this could be implemented in the current game protocol. As in there is NO way to do this and be compatible with existing clients. It would have to be in the next major version. So no, just imp...
by JeffM
Thu Apr 05, 2018 3:52 am
Forum: Enhancements
Topic: More powerful API
Replies: 9
Views: 1441

Re: More powerful API

If you knew that, then your post is mistitled, you want server control over flag effects independent of the actual flag. The current title makes it sound like the api is simply missing features. When the core isssue is the game itself doesn’t support the features you want. The core features you are ...
by JeffM
Thu Apr 05, 2018 12:55 am
Forum: Enhancements
Topic: More powerful API
Replies: 9
Views: 1441

Re: More powerful API

That has nothing to do with the API, the server can’t even do that itself. The things you are talking about are hard coded in the client as part of the flag itself.

There are also gameplay reasons to limit combinations, not all combos are fun or fair.
by JeffM
Fri Mar 30, 2018 5:07 pm
Forum: General Discussion
Topic: VR enviroment on galaxy s8* for bzflag play
Replies: 5
Views: 1294

Re: VR enviroment on galaxy s8* for bzflag play

Time to fork, if possible, and reimagine what BZ should be. Good luck getting people to agree on what that should be ;) The entire game would change for VR, to the point where it would not be as simple of a game as many people seem to like. Code wise, yeah you'd have to basically start over and jus...
by JeffM
Fri Mar 30, 2018 1:46 pm
Forum: Development
Topic: API documentation
Replies: 5
Views: 2547

Re: API documentation

Bzflag still uses OpenGL 1.2 so that info is light years ahead of what bazflag does. It’s good info for modern OpenGL use.
by JeffM
Sat Mar 24, 2018 11:19 pm
Forum: General Discussion
Topic: VR enviroment on galaxy s8* for bzflag play
Replies: 5
Views: 1294

Re: VR enviroment on galaxy s8* for bzflag play

VR isn't really supported by the current codebase. It would require quite a bit of changes both for VR and to get it to run on a phone. It's not a use case that is being developed.
by JeffM
Thu Mar 22, 2018 6:04 pm
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 1715

Re: Texturing to match object size

Yeah, I was totally wrong, sorry about that. There is an object class called meshedbox that I missed. it's not in the map format but triggered when a legacy paremetric object is given material properties. this works like you expect material name cube texture bzflag-256x256 end box postion 0,0,0 size...