BZFlag 2.0.10 Release Candidate 1

News and info about current and upcoming releases of the game client and server.
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JeffM
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BZFlag 2.0.10 Release Candidate 1

Post by JeffM » Mon Sep 17, 2007 8:30 pm

*NOTE*
RC3 has been released, please see http://my.bzflag.org/bb/viewtopic.php?p=11558 for more info.


Ok, here's the deal. We are indeed making a 2.0.10, mostly so that we can have a good build for the various Linux distributions that ship BZFlag ( debian, ubuntu, gentoo, etc.. ). We also took the opportunity to fix some bugs that were found after 2.0.8 was released. That doesn’t mean a couple small features didn't sneak their way into the code as well :)
Including:

Windows platform fixes ( confine mouse, fullscreen/windowed mode toggle, etc. )
Packet loss kick.
Extended observer info.
Security updates for chat messages from non player connections.
Favorite servers.
A number of new plug-ins and API enhancements.

You can see the change log for more detailed info.

This is a pre-release candidate build for that version (2.0.10). It IS compatible with existing 2.0.x servers, so you can play still with everyone else. If all goes well we hope to have 2.0.10 as a final release in a few weeks, but we need YOUR help testing it.

We have a windows installer built now. Debian/Ubuntu packages are being made and will be posted when they are ready. In a few days we will try to have a MacOSX universal ( yes, universal ) build made available. Mac users should note, that 2.0.10 and future binary versions will not support OSX 10.2, 2.0.10 will be made as a universal build for 10.3 and 10.4 only.

This does not mean that development has stopped on the next major version, 2.2 at all. This is simply a maintenance release of the changes that have been made in the 2.0.x branch, again mostly so we can get a good build into the Linux distributions. Development is still ongoing for 2.99, to be released as 3.0. 2.0.10 does not contain any new major features, or flags, or gameplay changes. It is just like 2.0.8 with regards to gameplay.

Source Archives
http://beta.bzflag.bz/builds/2.0.x/bzflag-2.0.10RC1.zip
http://beta.bzflag.bz/builds/2.0.x/bzfl ... RC1.tar.gz
http://beta.bzflag.bz/builds/2.0.x/bzfl ... C1.tar.bz2

Debian/Ubuntu packages.
TBD

Apple OSX Universal Image
TBD
Last edited by JeffM on Wed Nov 21, 2007 4:25 pm, edited 5 times in total.

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Post by RexFlex » Tue Sep 18, 2007 8:43 am

Gave it about 15 minutes on Badger's and no problems arose. Feels smoother somehow, although that could just be in the mind. :roll:
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Post by kahcepb[RU] » Tue Sep 18, 2007 8:50 am

@Jeff:
all source archives have missing bzflag-2.0.9/plugins/plugin_utils/plugin_utils.h file

[edit]oh, and PluginConfig.h from same directory is missing as well[edit]

[edit]version tag shown by

Code: Select all

bzfs -version
BZFlag server 2.0.9.20070918-RC1-linux-gnu-SDL (protocol 0026) http://BZFlag.org/
Copyright (c) 1993 - 2007 Tim Riker
huh?
[edit]

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Post by Peter » Tue Sep 18, 2007 9:35 am

I couldn't seem to get the radar shot line to appear. I don't know if that's just me....

Also what happened to the lock on box that you see around the person your locking on to when you have GM?
And at last, we can type the pound symbol! (yay)
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Post by macsforme » Tue Sep 18, 2007 9:50 am

PETER wrote:I couldn't seem to get the radar shot line to appear. I don't know if that's just me....
You mean the shot itself (whether "lagging" or "leading"), or something else? Please elaborate.
kahcepb[RU] wrote:@Jeff:
all source archives have missing bzflag-2.0.9/plugins/plugin_utils/plugin_utils.h file

[edit]oh, and PluginConfig.h from same directory is missing as well[edit]
Right you were. A small oversight when the makefile was created. It is now fixed in SVN, although I'm not sure how that will affect the RC1 code tarball. Another dev will have to shed some light on that one.
kahcepb[RU] wrote:[edit]version tag shown by

bzfs -version
BZFlag server 2.0.9.20070918-RC1-linux-gnu-SDL (protocol 0026) http://BZFlag.org/
Copyright (c) 1993 - 2007 Tim Riker
huh?
[edit]
The code is still labled 2.0.9 internally, and will be so until the final 2.0.10 is released, I believe.

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Post by blast » Tue Sep 18, 2007 12:29 pm

Technically the code should internally be 2.0.10RC1, since this isn't a release candidate for 2.0.9, but for 2.0.10.

PETER, you're thinking of 2.1.x, not 2.0.x. There is no locking boxes in 2.0.x. The pound symbol also only seems to be a part of ProFont.
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Post by *Boinkage*! » Tue Sep 18, 2007 12:43 pm

Downloaded, I found no bugs so far while playing bloodbath. It's smooth and I can play it. The observer info is a lot of data though.. lol.
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Post by JeffM » Tue Sep 18, 2007 4:20 pm

PETER
If you mean the radar line that was added with the patch the "links clan" added. you will not see that. It is not being applied to the baseline code.

blast
We keep it .9 with a build type of RC1 until it hits full .10. So the code will be .9.

If this goes well we'll shoot for an RC2 in a couple days that has a few small fixes that were made.

The more people that test this, the faster it will get done, so please, ask your friends to upgrade, if your a server owner, upgrade to ether this version, or compile from the current 2.0.x branch in SVN.

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Post by Teppic » Wed Sep 19, 2007 6:41 pm

This ebuild works, but it's all over the place, the source is tagged bzflag-2.0.10RC1, but extracts to bzflag-2.0.9 (no rc at all?) so took a bit of poking around to make work.

Save it as /usr/local/portage/games-action/bzflag-2.0.9_rc1.ebuild and digest it...

Code: Select all

# Copyright 1999-2006 Gentoo Foundation
# Distributed under the terms of the GNU General Public License v2
# $Header:

inherit eutils flag-o-matic games

DESCRIPTION="OpenGL accelerated 3d tank combat simulator game"
HOMEPAGE="http://www.BZFlag.org/"
SRC_URI="http://beta.bzflag.bz/builds/2.0.x/bzflag-2.0.10RC1.tar.bz2" #/${PN}/${P}.tar.bz2"

LICENSE="LGPL-2.1"
SLOT="0"
KEYWORDS="amd64 ppc x86"
IUSE="dedicated sdl"

DEPEND=">=net-misc/curl-7.15.0
        sys-libs/ncurses
        net-dns/c-ares
        !dedicated? (
                virtual/opengl
                media-libs/libsdl )"

pkg_setup() {
        use dedicated || GAMES_USE_SDL="nojoystick"
        games_pkg_setup
}

src_unpack() {
        unpack ${A}
        mv "bzflag-2.0.9" "bzflag-2.0.9_rc1"
        cd "${S}"
        sed -i \
                -e 's:^CFLAGS=.*::' \
                -e 's:^CXXFLAGS=.*::' \
                -e 's:-mcpu=$host_cpu::' \
                -e 's:-mtune=$host_cpu::' \
                -e 's:-ffast-math -fno-exceptions -fsigned-char::' \
                configure \
                || die "sed failed"
        filter-flags -fno-default-inline
        replace-flags -O2 -O1
}

src_compile() {
        local myconf

        if use dedicated ; then
                ewarn
                ewarn "You are building a server-only copy of BZFlag"
                ewarn
                myconf="--disable-client --without-SDL"
        fi
        if ! use sdl ; then
                ewarn
                ewarn "You are building BZFlag without SDL support, this is not reccomended"
                ewarn
                myconf="--without-SDL"
        fi
        egamesconf \
                --disable-dependency-tracking \
                ${myconf} \
                || die
        emake || die "emake failed"
}

src_install() {
        make DESTDIR="${D}" install || die "make install failed"
        dodoc AUTHORS TODO ChangeLog BUGS PORTING DEVINFO NEWS README* RELNOTES

        if ! use dedicated ; then
                doicon "data/bzflag-48x48.png"
                make_desktop_entry ${PN} "BZFlag" ${PN}-48x48.png
        fi
        prepgamesdirs
}

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Post by DTRemenak » Wed Sep 19, 2007 7:55 pm

Teppic: s/reccomended/recommended/ ;)

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Post by Teppic » Wed Sep 19, 2007 8:02 pm

DTRemenak wrote:Teppic: s/reccomended/recommended/ ;)
I didn't write that bit, I stole it.

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Post by DTRemenak » Thu Sep 20, 2007 12:49 am

Tell whoever you stole it from, then ;)

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Post by plokijuy » Thu Sep 20, 2007 6:01 pm

Ive tried it out and all seems to be fine
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Patiently waiting....

Post by G5 Serenity 2011 » Fri Sep 21, 2007 3:59 am

For Mac OS X version. :book:

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Re: Patiently waiting....

Post by temporal distraction » Fri Sep 21, 2007 4:07 pm

G5 Serenity Again wrote:For Mac OS X version. :book:
I've built it using these instructions.

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cool

Post by Benfish » Fri Sep 21, 2007 4:41 pm

Everything works fine for me, other than the add/remove from favorites does not work. (tried the +/- on the server list, and nothing appeared in f mode). :S

I'm running Windows XP home if that is of importance.
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Post by Enigma » Fri Sep 21, 2007 8:18 pm

Benfish:

It works for me. Did you use shift + the '+=' key? If you pressed that key without shift, you were really using the '=' key.

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Post by Benfish » Sat Sep 22, 2007 10:37 am

Enigma wrote:Benfish:

It works for me. Did you use shift + the '+=' key? If you pressed that key without shift, you were really using the '=' key.
Oops :oops:

You are correct, it works fine, sorry :oops:
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Post by anomaly » Sat Sep 22, 2007 2:16 pm

the enhanced radar is not working as it used too, especially on meshes. I can't see different levels easily. Sometimes not at all. For instance on loumans desktop, I can't see the keyboard when I am on the desktop unless I jump. The levels appear to be the same color unless the height difference is large.
I built on GNU/Linux (fedora 7). 2.0.9 worked fine.

EDIT:
this makes it work as it did before:
in RadarRenderer.cxx line 1044 in svn version 15839
change
const float z = mesh->getPosition()[2];
const float bh = mesh->getSize()[2];

to,
const float z = face->getPosition()[2];
const float bh = face->getHeight();

the "change to" is actually the 2.0.8 code for enhanced radar option. for some reason the mesh data is not the same as the face data.

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Post by ts » Sat Sep 22, 2007 6:19 pm

anomaly: I tinkered with the radar. You can't use face position and height, it's wrong.

By using "mesh->getPosition()[2];" and "mesh->getSize()[2];" it'll be renderen consistant with old style boxes.
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Post by JeffM » Sat Sep 22, 2007 6:26 pm

Basically the radar was changed, yes. It is not a bug.

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Post by anomaly » Sat Sep 22, 2007 8:10 pm

On my machine using mesh instead of face makes the enhanced radar look more like the normal setting. Very little change in color or opacity. It may be the right values to use but they don't look good, at least on my machine. And the face code works fine, it just gives different values, not sure what they are yet.

I'm sure your decision to use mesh values is a good one, but I will continue to use face values until I understand the difference. I'll look at the code a little closer.

Note the radar in these screenshots
Attachments
bzfi0005.png
using 'face' values
(263.12 KiB) Downloaded 375 times
bzfi0006.png
with 'mesh' values
(344.26 KiB) Downloaded 382 times

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Post by JeffM » Sun Sep 23, 2007 5:32 pm

In the next RC the 2 radar modes will be options in the config file.
The default will be the old way, adding set useMeshForRadar true to the config will make it work the new way that is more consistent with boxes and pyramids.

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