Search found 4438 matches

by JeffM
Mon May 21, 2018 3:54 am
Forum: Plug-in Development
Topic: OnCap function for worldWeapons-ServerShots
Replies: 7
Views: 2053

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: 2053

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: 2053

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: 2053

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: 1809

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: 1809

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: 1809

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: 1503

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: 3085

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: 1503

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: 2242

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: 2242

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: 2242

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: 2242

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: 2242

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: 1270

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: 1936

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: 1396

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: 1634

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: 1634

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: 1919

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: 1919

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: 14
Views: 5664

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: 1367

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: 2090

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.