Search found 4441 matches

by JeffM
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...
by JeffM
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...
by JeffM
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...
by JeffM
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.
by JeffM
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...
by JeffM
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.
by JeffM
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.
by JeffM
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.
by JeffM
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...
by JeffM
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...
by JeffM
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 ...
by JeffM
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
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: 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.
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: 6845

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: 5326

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: 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 ...
by JeffM
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...
by JeffM
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
by JeffM
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...
by JeffM
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
by JeffM
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.
by JeffM
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.
by JeffM
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?
by JeffM
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 ...
by JeffM
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.