Search found 676 matches
- Fri Jul 02, 2010 4:54 pm
- Forum: Help: Map Making
- Topic: Can't understand RGBA coloring.
- Replies: 7
- Views: 2026
Re: Can't understand RGBA coloring.
"pyrwall.png" works just fine, that's not the real issue.
- Fri Jul 02, 2010 2:53 pm
- Forum: Help: Map Making
- Topic: Can't understand RGBA coloring.
- Replies: 7
- Views: 2026
Re: Can't understand RGBA coloring.
try using mesh.png instead of pyrwall.png, maybe that will shed some light on your problem.
- Thu Jul 01, 2010 6:04 pm
- Forum: Plug-in Development
- Topic: Velocity Drivers (veldrv plugin)
- Replies: 4
- Views: 2660
Re: Velocity Drivers (veldrv plugin)
Here's a lua module version for 2.99.x:
http://trepan.bzflag.bz/veldrv.lua
http://trepan.bzflag.bz/veldrv.lua
- Wed Jun 30, 2010 11:22 pm
- Forum: Game Releases and Versions
- Topic: Alpha release - BZFlag 2.99.60 SVN r21252
- Replies: 16
- Views: 14085
Re: Alpha release - BZFlag 2.99.60 SVN r21252
BZFlag SVN r21252 does not use the lastScreenshot BZDB variable.
- Wed Jun 30, 2010 3:01 am
- Forum: Plug-in Development
- Topic: Velocity Drivers (veldrv plugin)
- Replies: 4
- Views: 2660
Re: Velocity Drivers (veldrv plugin)
From the top of veldrv.cpp : //============================================================================// // // VELOCITY DRIVERS // // author: Dave Rodgers (a.k.a. trepan) // brief: BZFS plugin to implement velocity drivers (via physics drivers) // date: June 28, 2010 // license: LGPL v2.1 // //...
- Tue Jun 29, 2010 11:55 pm
- Forum: Plug-in Development
- Topic: Velocity Drivers (veldrv plugin)
- Replies: 4
- Views: 2660
Velocity Drivers (veldrv plugin)
Here's a plugin for BZFlag v2.0 that implements "velocity drivers". Velocity drivers are physics drivers that change a player's linear and angular speeds when they touch them. You could use this to add mud, tar, and speed-up zones to your maps. This plugin probably only works on systems th...
- Thu Jun 17, 2010 6:32 pm
- Forum: Help: Map Making
- Topic: Map Making Help
- Replies: 13
- Views: 3550
Re: Map Making Help
you are missing the "end" for the pyramid block.
- Sun Jun 06, 2010 12:49 am
- Forum: Works In Progress
- Topic: Sneak Peek: Pandora - Humans vs Na'Vi
- Replies: 9
- Views: 3328
Re: Sneak Peek: Pandora - Humans vs Na'Vi
...(as it's the first movie adapted map ever)... Wrong. Crack open the following link, and find worlds/darkcity.bzg Guess what movie that's based on... Note that the file is dated 2005. http://trepan.bzflag.bz/bzmapper-g2.3-src-exe.zip For what it's worth, I don't doubt that there were movie inspir...
- Mon May 31, 2010 1:34 pm
- Forum: Game Releases and Versions
- Topic: don't let BZFlag die
- Replies: 51
- Views: 20849
Re: don't let BZFlag die
@ ts <-a 0 0> can probably be achieved by setting the _inertiaAngular and _inertiaLinear variables to 0. Tank hit dimensions can be adjusted using the _tankShotProximity variable. The current default value is "0.25 0.35 0.25 0.0" (xPadding yPadding posZPadding negZPadding). Shockwaves have...
- Thu May 27, 2010 4:06 pm
- Forum: Game Releases and Versions
- Topic: don't let BZFlag die
- Replies: 51
- Views: 20849
Re: don't let BZFlag die
Do you know if the player counts include observers?
Currently, I'm counting 78 players and 42 observers.
Of those 42 observers, it looks like the greater part
is composed of "non-active" clients (administrative
or logging observer clients, probably using bzadmin).
Currently, I'm counting 78 players and 42 observers.
Of those 42 observers, it looks like the greater part
is composed of "non-active" clients (administrative
or logging observer clients, probably using bzadmin).
- Sat May 22, 2010 7:45 pm
- Forum: GU League Discussion
- Topic: Is GU Dying?
- Replies: 37
- Views: 9516
Re: Is GU Dying?
Or, is BZ Dying?
- Sun May 16, 2010 9:25 am
- Forum: Help: Source Code / Compiling / Development
- Topic: compiling 2.99
- Replies: 2
- Views: 1826
Re: compiling 2.99
Thanks, fixed in SVN commit r21182.
- Sat May 15, 2010 8:09 pm
- Forum: Development
- Topic: lua script notes
- Replies: 9
- Views: 6341
Re: lua script notes
I'll note here that I re-added the client-side lua scripts a few weeks ago. I hadn't planned to, but whatever ;) A new script has been added to the roster, LuaRules. It is much like LuaWorld except that it is capable of adjusting the state of the game by such call-ins as: ForbidShot(), ForbidJump(),...
- Thu May 13, 2010 12:21 pm
- Forum: Development
- Topic: Special Mesh Faces
- Replies: 16
- Views: 8596
Re: Special Mesh Faces
Note that the source code that I posted here will no longer work: http://my.bzflag.org/bb/viewtopic.php?p=137273#p137273 Only BZDB variables that start with ' _ ' or ' $ ' will be accepted by bzflag clients from the server. This is to protect the client from nasty servers that want to change variabl...
- Thu May 13, 2010 4:39 am
- Forum: Screenshots & Artwork
- Topic: Artwork Refresh for BZFlag
- Replies: 47
- Views: 28183
Re: Artwork Refresh for BZFlag
Heh, that's a remarkably ironic worry.
Look at SpringRTS' history before fretting too much.
Look at SpringRTS' history before fretting too much.
- Thu May 13, 2010 2:50 am
- Forum: Screenshots & Artwork
- Topic: Artwork Refresh for BZFlag
- Replies: 47
- Views: 28183
Re: Artwork Refresh for BZFlag
All that and a lot more can be done using the client-side Lua. Actually, all of those features have already been added to the SpringRTS game using the Lua API that I added to their engine (particles, camera shake, shell explosion distortion shaders, Xray effect, rain/snow, bloom, blur, toon, GPU-sid...
- Thu Apr 01, 2010 11:20 am
- Forum: Game Releases and Versions
- Topic: BZFlag 2.0.16 Released
- Replies: 12
- Views: 19697
Re: BZFlag 2.0.16 Released
One new feature that you might want to try is: Options -> Effects -> Shot Length
- Sun Mar 21, 2010 11:23 pm
- Forum: General Map Making Discussions
- Topic: ModelTool for OBJ to BZW conversion
- Replies: 95
- Views: 214051
Re: ModelTool for OBJ to BZW conversion
Try adding #include <string.h> to the top of the file.
(fwiw, this has already been fixed in the SVN trunk code)
(fwiw, this has already been fixed in the SVN trunk code)
- Sun Mar 07, 2010 8:41 pm
- Forum: Development
- Topic: BZFlag 3-Dimensional
- Replies: 13
- Views: 5981
Re: BZFlag 3-Dimensional
for lack of a better explanation on your part:
bzflag -view anaglyph
bzflag -view anaglyph
- Tue Feb 16, 2010 12:31 am
- Forum: Map Editors
- Topic: Editor Highlight Codes
- Replies: 17
- Views: 22470
Re: Editor Highlight Codes
I created a bzw.jsf syntax file for the joe editor years ago...
- Wed Jan 20, 2010 3:40 pm
- Forum: Help: Tactics and Playstyles
- Topic: Tele Pass
- Replies: 6
- Views: 2812
Re: Tele Pass
That test currently applies to all objects, even drivethrough objects (search for COLLISIONMGR in src/bzfs/bzfs.cxx for the related code). If someone decides that they want to exclude drivethrough or passable objects in the code, they should handle link faces with care. Note that the behaviour for f...
- Sat Jan 16, 2010 5:06 pm
- Forum: Map Editors
- Topic: Wings3D-to-BZW Exporter Update
- Replies: 16
- Views: 13943
Re: Wings3D-to-BZW Exporter Update
1. Start a server with the map:
bzfs -world mapname.bzw
2. Join the server:
bzflag localhost:5154
3. Save the map in OBJ/MTL format
/saveworld -o filename
4. Import the OBJ/MTL into Wings3d
Something along those lines should do the trick.
bzfs -world mapname.bzw
2. Join the server:
bzflag localhost:5154
3. Save the map in OBJ/MTL format
/saveworld -o filename
4. Import the OBJ/MTL into Wings3d
Something along those lines should do the trick.
- Sun Jan 10, 2010 10:35 pm
- Forum: Help: Map Making
- Topic: Horizontal Teleporters
- Replies: 6
- Views: 2297
Re: Horizontal Teleporters
Something that should be added to the bzw.5 manpage: MeshFace teleporter links use the drivethrough and shootthrough properties to determine the types of objects can pass through the links. A few notes about horizontal teleporters: 1. linkSrcTouch is probably the best approach (without 'passable') 2...
- Sat Jan 09, 2010 3:25 am
- Forum: Works In Progress
- Topic: It's not the fall that kills you - It's the sudden stop
- Replies: 56
- Views: 22641
Re: It's not the fall that kills you - It's the sudden stop
With SVN r20710, I've added the noRadarOutline parameter to materials (which works for both mesh face links and bases), and removed the linkSrcNoRadar mesh face parameter. This could help you clean up the look of the team bases in the radar (all those outline segments...) If you used bzfs -setforced...
- Tue Jan 05, 2010 7:40 am
- Forum: Help: Map Making
- Topic: Simple texcoord variant?
- Replies: 7
- Views: 2186
Re: Simple texcoord variant?
If you are using BZ2 auto-converted boxes (not meshboxes), negative
values for the texsize will probably do what you want (tl;dr...)
The texautoscale material property that was added to SVN code
might also be of interest. It's similar in effect to the anti-flicker
back-port that I made for BZ2.
values for the texsize will probably do what you want (tl;dr...)
The texautoscale material property that was added to SVN code
might also be of interest. It's similar in effect to the anti-flicker
back-port that I made for BZ2.