Search found 4441 matches
- Mon Dec 30, 2013 9:25 pm
- Forum: General Discussion
- Topic: Any more updates in the pipeline?
- Replies: 2
- Views: 1735
Re: Any more updates in the pipeline?
You can see the list of changes in the commit logs, for 2.4.x related changes https://github.com/BZFlag-Dev/bzflag-import-3/commits/v2_4_x for 2.6 development work https://github.com/BZFlag-Dev/bzflag-import-3/commits/v2_6_x Mostly it's just small fixes and minor things for code cleanup, I don't bel...
- Fri Dec 27, 2013 9:51 pm
- Forum: General Discussion
- Topic: BZFlag for SteamOS?
- Replies: 3
- Views: 1791
Re: BZFlag for SteamOS?
The open source code that called that steamworks API would be somewhat useless since you could not compile with without steamworks and would make it impossible to build a client outside of the developers that worked for the company that produced the steam version. And the protocol would have to chan...
- Fri Dec 27, 2013 5:26 pm
- Forum: General Discussion
- Topic: BZFlag for SteamOS?
- Replies: 3
- Views: 1791
Re: BZFlag for SteamOS?
The proprietary consoles are not something the project is interested in doing, there are a number things that would make it very hard to work with in the current project structure, mostly the fact that major parts of BZFlag would have to be re-written and would have to be closed source (Microsoft an...
- Mon Dec 23, 2013 10:58 pm
- Forum: Enhancements
- Topic: Geno bullet style
- Replies: 4
- Views: 2356
Re: Geno bullet style
Write up a patch for it.
- Sat Dec 21, 2013 5:06 pm
- Forum: General Discussion
- Topic: Y11's with modded bzflag connecting to our server at school
- Replies: 1
- Views: 1385
Re: Y11's with modded bzflag connecting to our server at sch
Our authentication is user based not sever based, so each client would have to connect with a global login username and ID, then you could basically ban any user that was not authenticated. This isn't exactly what you want, but it's all we have. There would be nothing to prevent a modded client from...
- Mon Dec 16, 2013 6:00 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: UDP errors
- Replies: 12
- Views: 6922
Re: UDP errors
You would need to read the documentation for net nanny, we are not able to provide support for it since we didn't make the software. They probably have a FAQ or something about how to get various games to work.
- Tue Dec 03, 2013 11:06 pm
- Forum: Development
- Topic: Possible to View Flags on Ground?
- Replies: 14
- Views: 11870
Re: Possible to View Flags on Ground?
Yes you talked about changing it's functionality, we will not be doing that. It may not be useful for your personal play style but it is for others. Not all flags are well suited to all people.
- Tue Dec 03, 2013 8:45 pm
- Forum: Development
- Topic: Possible to View Flags on Ground?
- Replies: 14
- Views: 11870
Re: Possible to View Flags on Ground?
No, there is no arguing it. How Identify works is how it's supposed to work by design.
- Tue Dec 03, 2013 6:12 pm
- Forum: Development
- Topic: Possible to View Flags on Ground?
- Replies: 14
- Views: 11870
Re: Possible to View Flags on Ground?
The human players don't know what the flags are, so the robot players should not know it ether, so I don't see how it's something that you would have to program at all. When a tank drives over a flag it will get a message about what flag it has picked up. This is required to make "bad flags&quo...
- Tue Dec 03, 2013 5:48 pm
- Forum: Development
- Topic: Possible to View Flags on Ground?
- Replies: 14
- Views: 11870
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...
- Wed Oct 30, 2013 5:47 pm
- Forum: General Discussion
- Topic: Lag Solutions??
- Replies: 2
- Views: 2847
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 ...
- Sat Oct 26, 2013 5:40 pm
- Forum: Bugs and Problems
- Topic: Mac OS X 10.9 Mavericks Crash
- Replies: 41
- Views: 24174
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
The 2 pre-made binary packages work fine on my macbook in 10.9, there are some issues building it under 10.9
- Fri Oct 18, 2013 5:58 am
- Forum: Help: Source Code / Compiling / Development
- Topic: Source 2.4.2 Tarballs, Compile Error
- Replies: 3
- Views: 6845
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.
- Fri Oct 18, 2013 3:29 am
- Forum: Help: Source Code / Compiling / Development
- Topic: Source 2.4.2 Tarballs, Compile Error
- Replies: 3
- Views: 6845
Re: Source 2.4.2 Tarballs, Compile Error
that seems to have been fixed in the SVN/GitHub codebases.
- Tue Oct 15, 2013 11:32 pm
- Forum: Development
- Topic: PC Consumption
- Replies: 1
- Views: 5326
Re: PC Consumption
Are you trying to show anything specific or just the fact that your GL implementation is CPU bound?
- Fri Aug 02, 2013 5:13 pm
- Forum: Map Editors
- Topic: Wings3D (un)triangulating every face.
- Replies: 3
- Views: 7322
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 ...
- Wed Jul 31, 2013 4:44 pm
- Forum: Development
- Topic: Changes to Developer Agreement
- Replies: 0
- Views: 4147
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...
- Tue Jul 16, 2013 2:40 am
- Forum: General Discussion
- Topic: squads
- Replies: 8
- Views: 3360
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
- Tue Jul 16, 2013 12:34 am
- Forum: General Discussion
- Topic: squads
- Replies: 8
- Views: 3360
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...
- Tue Jul 02, 2013 6:02 pm
- Forum: Map releases
- Topic: My comeback map
- Replies: 2
- Views: 4024
Re: My comeback map
Please state what license the map is released under
- Sat Jun 15, 2013 6:22 pm
- Forum: Development
- Topic: Robot player tournament framework
- Replies: 8
- Views: 6806
Re: Robot player tournament framework
I would like to see your code to see how you implemented it again.
- Sat Jun 15, 2013 6:10 am
- Forum: Development
- Topic: Robot player tournament framework
- Replies: 8
- Views: 6806
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.
- Sat Jun 15, 2013 3:41 am
- Forum: Development
- Topic: Robot player tournament framework
- Replies: 8
- Views: 6806
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?
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?
- Tue May 14, 2013 10:50 pm
- Forum: Enhancements
- Topic: Autohunt laggy players
- Replies: 21
- Views: 7724
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 ...
- Mon May 13, 2013 5:39 pm
- Forum: Enhancements
- Topic: Autohunt laggy players
- Replies: 21
- Views: 7724
Re: Autohunt laggy players
Not really, mostly people just do small hackish patches like this that just make us get worse.