Search found 676 matches

by trepan
Mon Apr 17, 2006 10:04 pm
Forum: Enhancements
Topic: Improving the Server List
Replies: 2
Views: 1665

1. The devs all know that this should be done, it's just a matter of having someone implement it. It might also include server bookmarking, multiple list servers, required client capabilites, server ratings, ping times, etc... Some of these items require protocol changes, so they also had to wait fo...
by trepan
Tue Apr 11, 2006 4:57 am
Forum: Help: Setup / Hardware / Performance Issues
Topic: Save world problems..
Replies: 4
Views: 1885

It only saves BZDB variables that differ from their default.
by trepan
Sun Apr 02, 2006 3:14 am
Forum: Game Releases and Versions
Topic: Version 2.0.6?
Replies: 48
Views: 27913

somebody's new stuff will probably go
into 2.2, but "his" new stuff may not =)
by trepan
Sun Apr 02, 2006 1:56 am
Forum: Game Releases and Versions
Topic: Version 2.0.6?
Replies: 48
Views: 27913

No new graphics (or very few). The GLEW library
is only used for the anisotropic filtering option (if the
2.0.6 release goes out with the current CVS code).
by trepan
Wed Mar 29, 2006 5:43 pm
Forum: Screenshots & Artwork
Topic: BZFlag in a new dimension: (3D Glasses Required)
Replies: 34
Views: 15884

./bzflag -view anaglyph
by trepan
Wed Mar 29, 2006 5:40 am
Forum: Screenshots & Artwork
Topic: 2.0.6 Preview
Replies: 53
Views: 26149

March 28, 2006 CVS Log Message:

Code: Select all

release (2.0.6) is scheduled for 2006.04.01,
list outstanding issues -- no significant mods unless necessary or fixes a bug
The new graphics junk has not been added yet,
so it will not be in 2.0.6. No big loss, as few bzfolks
have the PhD's required to use it ;-)
by trepan
Sat Mar 25, 2006 5:39 pm
Forum: Help: Map Making
Topic: Grouping How?
Replies: 22
Views: 5777

Grouped teleporters can be linked.
Note that links can not be grouped.
by trepan
Fri Mar 24, 2006 10:58 pm
Forum: Game Releases and Versions
Topic: BZFlag beta build 2.0.5b6
Replies: 24
Views: 20019

My client has it for SDL, with limited runtime control. Both anistropic and anti-aliasing override controls are often available through your video driver, so having them in bzflag is no more then a convenience. That's not entirely true w.r.t. the anisotropic filtering. It's also good to be able to d...
by trepan
Fri Mar 24, 2006 6:14 am
Forum: Game Releases and Versions
Topic: BZFlag beta build 2.0.5b6
Replies: 24
Views: 20019

I'll try this in simple terms:

NO GLEW library -> NO working anisotropic filtering control.

The code is there, that binary simply
wasn't built with the required library.
by trepan
Fri Mar 24, 2006 3:15 am
Forum: Help: Map Making
Topic: Wings Object Face Texturing
Replies: 6
Views: 2298

Wings3D does support PNG.
You may need a recent version.
by trepan
Thu Mar 23, 2006 6:11 pm
Forum: Game Releases and Versions
Topic: BZFlag beta build 2.0.5b6
Replies: 24
Views: 20019

That build does not include the GLEW library,
which is required for all the new fancy graphics.
by trepan
Wed Mar 22, 2006 1:51 am
Forum: Map releases
Topic: My First Map - Amain
Replies: 30
Views: 9478

Happy? Na, not my style.

Now your pictures suck because you're using stipple
shadows rather then the newer stencil shadows. =)
by trepan
Wed Mar 22, 2006 1:42 am
Forum: Map releases
Topic: My First Map - Amain
Replies: 30
Views: 9478

Not all of us use Windows(tm), so BZEdit isn't readily available to all. A Windows emulator can be used to run it on other OSes, but it really isn't worth the bother to set it up. The map could also be downloaded and run in bzfs, but again, not the worth the bother. Try JPEG to next time around. It ...
by trepan
Wed Mar 22, 2006 1:27 am
Forum: Map releases
Topic: My First Map - Amain
Replies: 30
Views: 9478

sid6.7:
You're wrong, he owns the copyright to his map. It isn't as
though he's sharing code derived from the bzflag source.
If I draw a picture in GIMP, do the GIMP guys own it? No.

smartkid:
The JPEG format is usually best for screenshots. GIF has
a limited (indexed palette) color space.
by trepan
Mon Mar 20, 2006 4:54 pm
Forum: Screenshots & Artwork
Topic: tripod junk
Replies: 9
Views: 4254

ducatiwannabe:
Your quality threshold is set a little too low ;)
It does suck. It was a 5 minute modelling job to get
some geometry for a weapon / shader timing test
(although I am fond of the tapered octagonal turret).
by trepan
Mon Mar 20, 2006 4:36 pm
Forum: Screenshots & Artwork
Topic: tripod junk
Replies: 9
Views: 4254

tripod junk

Got lucky catching the GM as it came out:

Image

The model sucks (low poly, ~400 faces), and isn't
properly textured. It's got bz generated texcoords,
and a reflective cube map. I was actually testing a
recoil shader when I caught the shot ;)
by trepan
Fri Mar 17, 2006 8:44 pm
Forum: Screenshots & Artwork
Topic: 2.0.6 Preview
Replies: 53
Views: 26149

1. Advanced Materials Tiered materials 2. Material Templates Can be either normals materials or advanced materials. Enhnaced by the addition of the "swap" commands. 3. Vertex Attributes Data attached to vertices. Default attribs are: - position - lighting normal - texture coordinate (for t...
by trepan
Thu Mar 16, 2006 9:21 am
Forum: Screenshots & Artwork
Topic: 2.0.6 Preview
Replies: 53
Views: 26149

by trepan
Thu Mar 16, 2006 4:01 am
Forum: Screenshots & Artwork
Topic: 2.0.6 Preview
Replies: 53
Views: 26149

A note about the material modes: The current supported modes are render , depth , shadow , and radar . ( gbuffer is accepted, but not used) Render: Used for normal drawing. Usually the only one that needs to be specified. Depth: Used to draw into the depth buffer. If unspecified, draw with the objec...
by trepan
Thu Mar 16, 2006 3:37 am
Forum: Screenshots & Artwork
Topic: 2.0.6 Preview
Replies: 53
Views: 26149

With the map format's ability to do material templates, you don't need to know jack about shaders to use them. Just fill in your material with the right textures and colors and you're off to the races. Look at the WallMaterial as an example. You don't need to know how to write a relief mapping shade...
by trepan
Wed Mar 15, 2006 10:20 pm
Forum: Enhancements
Topic: semidrive through pngs ?
Replies: 17
Views: 5116

Spazzy/RPG: 2.0.4 already has timing messages (MsgGameTime). DrawInfo animations ("rotating"), Texture Matrices, and Dynamic Colors already use the synchronized time, and so should look approximately the same on different clients. The new shader support code also makes the synchronized tim...
by trepan
Tue Mar 14, 2006 11:57 am
Forum: Screenshots & Artwork
Topic: 2.0.6 Preview
Replies: 53
Views: 26149

Yes, the new features can be disabled. I've also changed the way that BZFlag loads the material properties for the default objects (ground, walls, boxes, pyramids, etc...) It now grabs them from a local file. The file format is the same as that of the BZW world file, except that you can not currentl...
by trepan
Fri Mar 10, 2006 4:13 am
Forum: Help: Map Making
Topic: A plea for a little bit of help
Replies: 4
Views: 2559

Disable the "Double Sided" object property in Blender.
by trepan
Thu Mar 09, 2006 11:40 pm
Forum: Screenshots & Artwork
Topic: 2.0.6 Preview
Replies: 53
Views: 26149

LouMan: It's unlikely that I'll be releasing any demo maps. The biggest change to map making will be the forced use of DrawInfo's for applying per-vertex colors, tangents, and binormals (the last two are required for normal mapping). Actually, custom attribtues can also be applied with DrawInfo's. T...
by trepan
Thu Mar 09, 2006 11:06 pm
Forum: Screenshots & Artwork
Topic: 2.0.6 Preview
Replies: 53
Views: 26149

The Sun is now optional. I've also added map lights.