pybzflag screenshots

BZFlag related only please...please attach large images
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JeffM
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pybzflag screenshots

Post by JeffM » Wed Jul 23, 2003 5:00 am

Screenshots of pybzflag
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Hmmdeedoo...

Post by scanline » Wed Jul 23, 2003 8:09 am

I've been experimenting with a new look for BZFlag. This is a new rendering engine that's part of PyBZFlag- it supports a few of the newer OpenGL features that BZFlag doesn't, and it tries to 'intelligently' texture worlds.

Also has animated teleporters, and I'm working on a flag based on a physical model of cloth :)

For now at least this is just an experiment. However, PyBZFlag already has a sizable chunk of network code, so it will hopefully become playable in the future.

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Lots of traffic at the top of Decks

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Every game needs crates

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Water!

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You have to wonder what keeps tanks from jumping over the wall...

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Decorations

There are more screenshots at http://navi.picogui.org/images/bzflag. I'm also working on setting up a new official bzflag screenshot gallery that will have sections for 1.7, 1.8, 1.9, and pybzflag.
2+2=5, for very large values of 2

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Post by Grumbler » Wed Jul 23, 2003 2:01 pm

looks very swank
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Post by JeffM » Wed Jul 23, 2003 9:29 pm

perhaps a better thing would be to make a topic about what is pybzflag instead of puting it all here in the IMAGES topic.

*edit * I did.
What is pybzflag
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Post by scanline » Fri Jul 25, 2003 12:15 pm

So, I got a simple video recorder working, and captured a little clip of the flag we have so far. This is written in 100% Python, simulating and rendering at around 200 frames per second on my Athlon.

It's a spring mass simulation, so far with forces from the springs, gravity, wind, and the flag pole.

You'll need something Divx-compatible to play this:
http://navi.picogui.org/images/bzflag/flag.avi

There are still a few things it's missing
- A better way to generate surface normals, so the flag isn't so bumpy-looking when it creases
- Possibly some collision detection, so the flag won't self-intersect or intersect the flag pole
- Texture mapping
- Better random wind generation, with Perlin noise instead of a normal variate
2+2=5, for very large values of 2

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Post by scanline » Sat Jul 26, 2003 1:55 pm

I fixed the bug in the video recorder and captured a few more videos, now showing off the shiny pyramids and animated teleporters. It even has water :)

All the videos are now at:
http://navi.picogui.org/images/bzflag/animations/
2+2=5, for very large values of 2

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Post by scanline » Wed Jul 30, 2003 6:35 am

New batch of screenshots, all of the worldviewer on HiX 2.0

This shows off the new animated team bases, reflective pyramids, and more.

They're all at the top of http://navi.picogui.org/images/bzflag/

Additionally, captain_proton made a video showing the animated team bases in action:
http://jupiter.babylonia.flatirons.org/hix.avi
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Post by Legolas » Wed Jul 30, 2003 2:04 pm

Those are cool. I like the Colored bases. They look cool.

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Post by scanline » Mon Aug 04, 2003 1:49 am

Here's a shot of the new texture for superflags. Usually the flag is waving around a good bit more, but I had to fidget with the wind and gravity to make it hold still enough to get a good screenshot :)

http://navi.picogui.org/images/bzflag/superflag.jpeg
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Post by ski » Mon Aug 04, 2003 1:45 pm

niiiicce :)
Rest In Peace Vivek
1986-2005 :(

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Post by Grumbler » Mon Aug 04, 2003 1:49 pm

SuperFlags? The question is will you actually be able to see all that detail when you are driving around blowing things up?
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Post by teatree » Mon Aug 04, 2003 2:25 pm

look quite good , On the decks maybe the teleports could be a bit more happier but its cool ^^
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Post by scanline » Tue Aug 05, 2003 2:38 am

Happier how?

I think they already look pretty spiffy. The teleporter border is using a new texture Patlabor drew, and the teleportation field is an animated caustics texture.

The center teleporter on decks is brighter than usual and split across the middle, but that's because it's actually two teleporters.
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Post by SGI » Tue Aug 05, 2003 2:54 am

I love the idea of the decoration..........if is possible to have that decoration with the name of the server where BZFlag is running?????
Will be great to see......in one side of the building the name BZFlag and in another "Ducati" or Play fair.....or better "Dont Swear".
:)

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Post by scanline » Tue Aug 05, 2003 3:25 pm

Currently those decals are just added randomly... would be neat to experiment with objects in the map file that let you add decals, giving a URL to download the texture from. bzflag proper would just ignore objects it doesn't understand at the end of the world data.

Of course, it would only really make sense if pybzflag clients and servers are written and become common.
2+2=5, for very large values of 2

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Post by scanline » Wed Aug 06, 2003 11:10 am

2+2=5, for very large values of 2

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