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Posted: Sat Jun 09, 2007 5:56 pm
by TD-Linux
Catoblepas wrote::idea:

How about having a library of textures already in the map editor?
That would make things alot easyer.
A better idea might be making the map editor automatically download textures defined in URLs in the map file for display. Then, in addition to making existing maps easier to edit, one could pick images off of images.bzflag.org and easily add them to the map.

Posted: Tue Jun 26, 2007 7:42 pm
by big_daddy2
Great job! i look forward to seeing how this comes out! :)

Posted: Tue Jun 26, 2007 9:22 pm
by Think_Different
TD-Linux wrote:
Catoblepas wrote::idea:

How about having a library of textures already in the map editor?
That would make things alot easyer.
A better idea might be making the map editor automatically download textures defined in URLs in the map file for display. Then, in addition to making existing maps easier to edit, one could pick images off of images.bzflag.org and easily add them to the map.
One problem could be space and permissions if you are going to download the files to the disk (If you are just viewing the files, like in a web browser, then you probably wont need to consider the following but it would need to put the textures somewhere, maybe in the ram) . If one does not have the permission to add files to a directory, wherever BZWorkbench would store them, then one could not view/add (in a sense within the GUI, in the code, the url would be there.) If it is possible, when installing BZWorkbench, perhaps it could install itself in its own folder with permissions or extract the textures in a temp folder.

Posted: Sat Jul 21, 2007 2:14 am
by your best friend
Hi guys, I've managed to build the latest svn code for Mac OS X with the latest version of the development tools, but there seems to be a problem with the way fltk handles events on OS X, because none of the mouse motions or clicks do anything in the main 3d view. Anyone know anything about this? What version of fltk is bzworkbench for windows built against? There are no build errors, all resources load correctly, everything works great except for what appears to be the fltk event handling (or lack thereof).

Posted: Sat Jul 21, 2007 8:05 am
by your best friend
So, I've been working through this a bit and I can safely say that I think fltk isn't the problem anymore. It seems that there's an issue with OSG and for some reason, trying to interact with the 3d view by dragging the mouse or clicking doesn't work at all. I can double right click for the context menu just fine, but that's about it. Anyone know what's going on here?

Posted: Sat Jul 21, 2007 1:13 pm
by CannonBallGuy
Please don't double post. Use the edit button...

Posted: Sat Jul 28, 2007 7:03 am
by jude-
your_best_friend:

BZWorkbench needs to be built against OSG 2.0 and FLTK 1.1.7. Unfortunately, you're going to need to build OSG from source on Mac OS X...the pre-built OSX libs from OSG's website don't work for some reason (in fact, the pre-built Windows libs don't work with either, so I'm told).

Posted: Sat Jul 28, 2007 5:57 pm
by gnu-sense
The OSG website doesn't work very well either. The server is only intermittently accessible, both SVN and zipped versions of OSG source return timeout errors, and email to the website maintainer is returned with an error 550 "we don't handle mail for openscenegraph.com"

I'm looking at pages on http://www.openscenegraph.com/ , and the associated wiki. If anyone knows another path to the source, I'd like to know about it.

gnu-sense

Posted: Sat Jul 28, 2007 8:03 pm
by jude-
Use http://www.openscenegraph.org instead of http://www.openscenegraph.com for best results :).

I got my copy with Subversion. Here's the command:

svn co http://www.openscenegraph.org/svn/osg/O ... raph-2.0.0 OpenSceneGraph

I'll be providing a binary installer along with the source code for Mac OS X and Windows once BZWB reaches 1.0. Also, I'll be building deb and rpm packages for GNU/Linux :).

Posted: Sat Aug 04, 2007 12:53 pm
by cascade
Looks Cool,
Seems Cool,
Smells Cool. (?)

I'm excited.

:)

Posted: Wed Sep 05, 2007 1:34 am
by Joe Mama
Wow...That is just amazing...It looks like it will simplify so much and will
save people so much time from handtyping. It has just about everything
you could want in a map making program.

Posted: Wed Mar 26, 2008 6:05 pm
by I8ABUG
When will there be a date for the release of BZWorkbench? :)

I wonder how much time will be saved for map makers with BZWorkbench. :?:

Posted: Sat Mar 29, 2008 9:47 pm
by blast
There is no release date set. We rarely set release dates, because we do not have a defined plan for any of the projects. All of the code is done on a volunteer basis, so it gets done when people feel like it, and they code on parts that they enjoy.

Posted: Wed May 07, 2008 2:22 am
by Cheshire
Does it at least look close to being done? People should have pity and feel like releasing it. :(

Posted: Wed May 07, 2008 4:49 am
by blast
It will be released when it's done. At this point, there isn't much work being done on it, so it would be released for a while.

Posted: Wed May 07, 2008 12:13 pm
by Cheshire
Will it be compatible with 3.0?
I think they said that they were trying to release it before summer.

Posted: Wed May 07, 2008 12:25 pm
by joevano
A Better Badger wrote:Will it be compatible with 3.0?
I think they said that they were trying to release it before summer.
Yes, BZWorkbench will be compatible with BZFlag 3.0. There are not any major changes to mapping with 3.0.

And to be clear... BZFlag 3.0 will be released when it is ready, also. I do not believe that it will be ready BEFORE summer, as summer is nearly here. That being said there is a feature freeze on 3.0 and they are hammering bugs out of the code with regularity. BZFlag 3.0 WILL be released soon... but not before it's time. But BZWorkbench is currently without a champion (read as, no one is actively working on it) and until there is one... nothing will change concerning it's release date.

So, if you want to see BZWorkbench completed we need someone (and preferably a couple of people) to step up and start working on this. Our current developers (a very small dedicated work force) are working on the core game and this is not part of the core.