Search found 4441 matches

by JeffM
Mon Dec 18, 2017 4:26 am
Forum: General Discussion
Topic: Servers Classification (Protected Mode #2)
Replies: 14
Views: 10396

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: 2237

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: 5369

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.
by JeffM
Thu Oct 12, 2017 2:11 pm
Forum: Plug-in Development
Topic: Create Random world weapons
Replies: 4
Views: 3011

Re: Create Random world weapons

The world weapon api is very simple, call a function, weapon is triggered, end of story. All world weapons art triggered separately, so your comment of how to “keep them seperate” makes no sense. What are you trying to do that is so are for you?

Calling functions is basic programming....
by JeffM
Thu Oct 12, 2017 4:01 am
Forum: Fansites
Topic: A new blog announced
Replies: 4
Views: 7503

Re: A new blog announced

Or he could just use a blog service that doesn’t have ads.....
by JeffM
Wed Oct 11, 2017 11:32 pm
Forum: Fansites
Topic: A new blog announced
Replies: 4
Views: 7503

Re: A new blog announced

So..... many..... ads....
by JeffM
Mon Oct 09, 2017 8:48 pm
Forum: Plug-in Development
Topic: error: ‘bz_changeTeam’ was not declared in this scope
Replies: 7
Views: 3360

Re: error: ‘bz_changeTeam’ was not declared in this scope

If they get integrated they will be made consistant with the existing API style. Comparability with existing plug-ins that use the library will be broken. This is required by the very fact that they are NOT calling a real API, it is unavoidable. Plugins that use it now will need to at the very least...
by JeffM
Mon Oct 09, 2017 4:17 pm
Forum: Plug-in Development
Topic: error: ‘bz_changeTeam’ was not declared in this scope
Replies: 7
Views: 3360

Re: error: ‘bz_changeTeam’ was not declared in this scope

They need to be added to the API, that is the only viable solution. The reason to remove the lib is that it's calling internal BZFS functions. Because they are internal, they may be changed as bzflag is developed, and that would break this fake API lib. It is incredibly fragile and not a good way to...
by JeffM
Mon Oct 09, 2017 2:28 am
Forum: Plug-in Development
Topic: error: ‘bz_changeTeam’ was not declared in this scope
Replies: 7
Views: 3360

Re: error: ‘bz_changeTeam’ was not declared in this scope

That third party api only works on Linux and will be disabled in a future release
by JeffM
Mon Aug 28, 2017 5:02 pm
Forum: General Discussion
Topic: So tank johnson and I decided to go as high as possible in hill hide and seek
Replies: 7
Views: 3736

Re: So tank johnson and I decided to go as high as possible in hill hide and seek

No, it's the low polygon counts that is making it playable. Even integrated Intel chip sets on craptops can clear a back buffer :).

This is like from the days of Pentium and 486 CPUs.
by JeffM
Sun Aug 27, 2017 10:41 pm
Forum: General Discussion
Topic: So tank johnson and I decided to go as high as possible in hill hide and seek
Replies: 7
Views: 3736

Re: So tank johnson and I decided to go as high as possible in hill hide and seek

it has to do with the lazy way BZFlag clears the back buffer (or actually doesn't clear the back buffer). When you go too high, the world skyvolume is smaller than the screen thus doesn't draw over the last frame to "erase" what was there before. It's a holdover from when 3D accelerators w...
by JeffM
Tue Aug 22, 2017 4:45 am
Forum: Bugs and Problems
Topic: Bzflag app data cache and/or server being used as spam server?
Replies: 5
Views: 5231

Re: Bzflag app data cache and/or server being used as spam server?

That folder contains data downloaded by bzflag during online play, it will not be part of the install.
by JeffM
Sun Aug 20, 2017 4:46 pm
Forum: General Map Making Discussions
Topic: The Grand Castles Project
Replies: 5
Views: 3426

Re: The Grand Castles Project

Gray boxes on a gray background, how innovative....
by JeffM
Fri Aug 18, 2017 5:39 pm
Forum: Bugs and Problems
Topic: possible jumping related bug
Replies: 9
Views: 7292

Re: possible jumping related bug

The frame rate is not just your GPU. The game tells the GPU to draw one frame every game loop cycle. So if the GPU takes too long, it makes the game loop wait till the drawing is done (the vast majority of time spend by the BZFlag process is waiting for drawing to happen). BZFlag is not a modern gam...
by JeffM
Sat Aug 05, 2017 3:53 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: bzflag unplayable with existing mouse polling rate bug
Replies: 3
Views: 4019

Re: bzflag unplayable with existing mouse polling rate bug

how is this a BZFlag problem and not just a problem with your crappy wireless mouse? Nothing in BZFlag specifically targets your mouse. BZFlag reads the mouse position once a frame from the OS, the rest is up to the OS and the driver.

If your wireless mouse sucks, get one with a cord.....
by JeffM
Thu Aug 03, 2017 4:40 pm
Forum: Bugs and Problems
Topic: possible jumping related bug
Replies: 9
Views: 7292

Re: possible jumping related bug

frame rates that high can cause issues. You don't need over 120 fps. So yes, limit your frame rate to something reasonable. It's cheating when you limit it down to below like 30, because that lets you introduce fake lag.
by JeffM
Mon Jun 19, 2017 8:00 pm
Forum: Enhancements
Topic: MUCH better robots
Replies: 4
Views: 2424

Re: MUCH better robots

No, it's tied to the client.
by JeffM
Mon Jun 19, 2017 7:59 pm
Forum: Servers: General Discussion
Topic: List Server Usage Policy Suggestion: 'Autopilot' Bots Limit
Replies: 3
Views: 4390

Re: List Server Usage Policy Suggestion: 'Autopilot' Bots Limit

The intent of the rule is to use bots or server modifications to artificially increase player counts for the purposes of getting a higher rank in the server list. Any method, player or server initiated that works to change where a server should be in the list, can and will be dealt with by the list ...
by JeffM
Sun Jun 04, 2017 9:59 pm
Forum: Help: Map Making
Topic: Box Vs Mesh
Replies: 8
Views: 6558

Re: Box Vs Mesh

or just make BZFlag again.
by JeffM
Wed May 31, 2017 11:27 pm
Forum: Map Editors
Topic: UnityBZWTools (WIP)
Replies: 8
Views: 8966

Re: UnityBZWTools (WIP)

Yeah the cert is only good for a year, I'll update it this weekend.
by JeffM
Wed May 24, 2017 5:34 pm
Forum: General Discussion
Topic: FUTURE OF BZFLAG from web.archive.org
Replies: 3
Views: 1855

Re: FUTURE OF BZFLAG from web.archive.org

The original author stooped development of the game decades ago, those were his ideas, not the current maintainers, nor the current development teams. None of that stuff is planned. It's like asking when is Disnelyand going to be powered by an atomic reactor, Walt did a show about it in the 50's.......
by JeffM
Mon May 15, 2017 11:32 pm
Forum: General Map Making Discussions
Topic: Help on terrain resolution for a texture map
Replies: 5
Views: 3838

Re: Help on terrain resolution for a texture map

pixels and units are not related. for meshes the UV texture coordinates determine how many times the texture repeats for a specific distance. For parametric objects, a texture is repeated anywhere between 1 and 4 times per unit. The default max texture size should be 8192x8192(8k) for a modern OS/Ca...
by JeffM
Thu May 11, 2017 3:54 pm
Forum: Help: Map Making
Topic: Box Vs Mesh
Replies: 8
Views: 6558

Re: Box Vs Mesh

yes, meshes require more lines in the map file than a box. boxes and meshboxes are parametric, raw meshes are not. That is not a valid comparison. On the client everything gets expanded out to the same number of faces for the graphics card (a box and a meshbox use the same number of faces when a sho...
by JeffM
Thu May 04, 2017 3:32 pm
Forum: Help: Map Making
Topic: Mirror imaging
Replies: 2
Views: 3511

Re: Mirror imaging

No, a mirror requires two things, a negative scale in an axis, and then the reversal of the mesh order. We have the first as a map transform, but not the second. You will need to use a modeler to mirror the mesh.