Search found 4429 matches

by JeffM
Sat Mar 24, 2018 11:19 pm
Forum: General Discussion
Topic: VR enviroment on galaxy s8* for bzflag play
Replies: 5
Views: 1382

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: 1983

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...
by JeffM
Thu Mar 22, 2018 5:11 pm
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 1983

Re: Texturing to match object size

Dude, making a cube is trivial, just TRY a little. material name cube texture bzflag-256x256 end mesh vertex -0.500000 -0.500000 1.000000 vertex 0.500000 -0.500000 1.000000 vertex -0.500000 0.500000 1.000000 vertex 0.500000 0.500000 1.000000 vertex -0.500000 0.500000 0.000000 vertex 0.500000 0.50000...
by JeffM
Thu Mar 22, 2018 4:48 pm
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 1983

Re: Texturing to match object size

What you are hoping for does not exist. The feature to support what you want is implemented in bzflag as meshes....
There is no "Secret" other way. I know, I developed some of the code.

Meshes are how people do billboards. They aren't that hard, just go learn a little.
by JeffM
Thu Mar 22, 2018 3:56 am
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 1983

Re: Texturing to match object size

That is the easiest way, but you can code them by hand too.

But you have to uses a mesh to get what you want. That what meshes are for, tota control over geometry and texture placement.
by JeffM
Thu Mar 22, 2018 3:12 am
Forum: Help: Map Making
Topic: Texturing to match object size
Replies: 15
Views: 1983

Re: Texturing to match object size

Define the object as a mesh not a box (and no, not a mesh box a real mesh) and define your own UV coordinates. All automatic texture mapping’s will repeat.
by JeffM
Wed Mar 21, 2018 9:47 pm
Forum: General Map Making Discussions
Topic: Possible simple feature
Replies: 2
Views: 1146

Re: Possible simple feature

The client does not actually have the name, so it's not possible with out breaking protocol. The server loads the map and converts it into a binary representation that only has the info that the client needs. The names are thrown away after all the group instance and referencing is done. The client ...
by JeffM
Tue Mar 20, 2018 3:45 am
Forum: Leagues United Discussion
Topic: Spawn plugin
Replies: 7
Views: 1746

Re: Spawn plugin

A plugin can't tell bzfs to "hey. no. calculate a new position." Except that it can, I put a function in just for that case. BZF_API bool bz_getStandardSpawn ( int playerID, float pos[3], float *rot ); If you have at test for what you feel is an undesriable spawn, you could check the computed spawn...
by JeffM
Mon Mar 19, 2018 4:25 pm
Forum: Help: Map Making
Topic: noradar
Replies: 6
Views: 1184

Re: noradar

It's not weird, it did exactly what you told it to do :) You defined a single material, with no texture named 'noradar', then made your box use that material. The material has no texture or color so it gets white. If you want color and texture, you have to define it. The game doesn't know that you w...
by JeffM
Thu Mar 15, 2018 3:03 pm
Forum: Help: Server Setup and Administration
Topic: How do I compile plugins?
Replies: 6
Views: 1447

Re: How do I compile plugins?

You must install a compiler, the process is not trivial,it involves many steps.

You should read up on plugins on the wiki, https://wiki.bzflag.org/Plug-ins
by JeffM
Thu Mar 15, 2018 1:28 am
Forum: Help: Server Setup and Administration
Topic: How do I compile plugins?
Replies: 6
Views: 1447

Re: How do I compile plugins?

Plug-ins are source code, you compile them into a module for whatever operating system your server is running on.
by JeffM
Thu Jan 25, 2018 1:59 am
Forum: Works In Progress
Topic: Stand Your Ground!
Replies: 5
Views: 1737

Re: Stand Your Ground!

Zehra, please do not speak about things you don't know anything about. You make your self look like a fool. My code is in NO WAY based on the work of "TeamVSS", it is a completely unique codebase. It is based on a project to turn all components of BZFlag into reusable C# libraries.BZWTools uses the ...
by JeffM
Wed Jan 24, 2018 12:17 am
Forum: Works In Progress
Topic: Stand Your Ground!
Replies: 5
Views: 1737

Re: Stand Your Ground!

Previews man... always show the previews! :D

Image

Animated Preview Image
by JeffM
Mon Dec 18, 2017 4:26 am
Forum: General Discussion
Topic: Servers Classification (Protected Mode #2)
Replies: 13
Views: 4364

Re: Servers Classification (Protected Mode #2)

Perhaps they aren't following it because they don't like it. You have no authority to make or enforce anything. You get more bees with honey rather than vinegar. Maybe you should worry less about enforcing your rules (or even thinking of them as your rules) and simply offer suggestions. Then be happ...
by JeffM
Tue Dec 05, 2017 4:45 pm
Forum: General Discussion
Topic: a new idea - team death match
Replies: 4
Views: 1256

Re: a new idea - team death match

The server returns the spawn message/location to the client after it requests it. You could have the server delay that when people are supposed to stay 'dead'.
by JeffM
Sun Nov 12, 2017 4:30 pm
Forum: Bugs and Problems
Topic: "command" key issue with newer versions of BzFlag OSX
Replies: 6
Views: 1914

Re: "command" key issue with newer versions of BzFlag OSX

He’s talked about it on irc, I believe this post was split here from a posting inside the release thread so it could be addressed individually.
by JeffM
Thu Oct 12, 2017 2:11 pm
Forum: Plug-in Development
Topic: Create Random world weapons
Replies: 4
Views: 1847

Re: Create Random world weapons

The world weapon api is very simple, call a function, weapon is triggered, end of story. All world weapons art triggered separately, so your comment of how to “keep them seperate” makes no sense. What are you trying to do that is so are for you?

Calling functions is basic programming....
by JeffM
Thu Oct 12, 2017 4:01 am
Forum: Fansites
Topic: A new blog announced
Replies: 4
Views: 4061

Re: A new blog announced

Or he could just use a blog service that doesn’t have ads.....
by JeffM
Wed Oct 11, 2017 11:32 pm
Forum: Fansites
Topic: A new blog announced
Replies: 4
Views: 4061

Re: A new blog announced

So..... many..... ads....
by JeffM
Mon Oct 09, 2017 8:48 pm
Forum: Plug-in Development
Topic: error: ‘bz_changeTeam’ was not declared in this scope
Replies: 7
Views: 2118

Re: error: ‘bz_changeTeam’ was not declared in this scope

If they get integrated they will be made consistant with the existing API style. Comparability with existing plug-ins that use the library will be broken. This is required by the very fact that they are NOT calling a real API, it is unavoidable. Plugins that use it now will need to at the very least...
by JeffM
Mon Oct 09, 2017 4:17 pm
Forum: Plug-in Development
Topic: error: ‘bz_changeTeam’ was not declared in this scope
Replies: 7
Views: 2118

Re: error: ‘bz_changeTeam’ was not declared in this scope

They need to be added to the API, that is the only viable solution. The reason to remove the lib is that it's calling internal BZFS functions. Because they are internal, they may be changed as bzflag is developed, and that would break this fake API lib. It is incredibly fragile and not a good way to...
by JeffM
Mon Oct 09, 2017 2:28 am
Forum: Plug-in Development
Topic: error: ‘bz_changeTeam’ was not declared in this scope
Replies: 7
Views: 2118

Re: error: ‘bz_changeTeam’ was not declared in this scope

That third party api only works on Linux and will be disabled in a future release
by JeffM
Mon Aug 28, 2017 5:02 pm
Forum: General Discussion
Topic: So tank johnson and I decided to go as high as possible in hill hide and seek
Replies: 7
Views: 2332

Re: So tank johnson and I decided to go as high as possible in hill hide and seek

No, it's the low polygon counts that is making it playable. Even integrated Intel chip sets on craptops can clear a back buffer :).

This is like from the days of Pentium and 486 CPUs.
by JeffM
Sun Aug 27, 2017 10:41 pm
Forum: General Discussion
Topic: So tank johnson and I decided to go as high as possible in hill hide and seek
Replies: 7
Views: 2332

Re: So tank johnson and I decided to go as high as possible in hill hide and seek

it has to do with the lazy way BZFlag clears the back buffer (or actually doesn't clear the back buffer). When you go too high, the world skyvolume is smaller than the screen thus doesn't draw over the last frame to "erase" what was there before. It's a holdover from when 3D accelerators were expens...
by JeffM
Tue Aug 22, 2017 4:45 am
Forum: Bugs and Problems
Topic: Bzflag app data cache and/or server being used as spam server?
Replies: 5
Views: 2048

Re: Bzflag app data cache and/or server being used as spam server?

That folder contains data downloaded by bzflag during online play, it will not be part of the install.