2.0.2 builds?

News and info about current and upcoming releases of the game client and server.
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toaster
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2.0.2 builds?

Post by toaster » Wed Feb 23, 2005 11:12 pm

I've been told, that there have been a lot of bug fixes since the Jan 17th release of the 2.0.0 builds. Is there likely to be another set of builds posted soon? Does it make sense to do so?

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JeffM
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Post by JeffM » Thu Feb 24, 2005 12:22 am

a windows build was made and posted here.

http://my.bzflag.org/builds/2.0.x/

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Post by toaster » Thu Feb 24, 2005 2:05 am

Good news. I've been asked a lot about this. And of course, I'm also interested for my use.

Thanks!
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Post by spldart » Sat Feb 26, 2005 3:09 am

What has changed from the 2.0.0 version? I downloaded and unpacked it. First thing I noticed was some changed file sizes.. But on the surface it plays the same.

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Post by Saturos » Sat Feb 26, 2005 10:29 am

Where can I find the source-code of the current version? I want to compile it on Linux...

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Post by toaster » Sat Feb 26, 2005 12:06 pm

Saturos wrote:Where can I find the source-code of the current version? I want to compile it on Linux...
Follow the links to the source from the home page at bzflag.org.

The source is in CVS on SourceForge.net.
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Post by JeffM » Sat Feb 26, 2005 5:35 pm

the game will play the same. anything with a 2.0.x version HAS to play the same to be compatable with other people that have 2.0.0. This is just bug fixes and some new permisions for manageting servers.

As far as I know, noone does Mac Builds, and as toaster says source is in CVS, just follow these instructions,

http://sourceforge.net/cvs/?group_id=3248

use "bzflag" for the module name

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Post by JeffM » Sun Mar 06, 2005 1:00 am

then you'll have to wait for the final 2.0.2 release. it will have binarys for the same systems as 2.0.0 did.

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Post by Scorch » Sat Mar 12, 2005 8:28 pm

Is there an estimated time for the "final 2.0.2 release"?

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Post by M1A2AbramsTank » Tue Mar 15, 2005 7:24 pm

why don't the windows builds work?
I'm baaaaaaaaack!

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Mac OS X 2.0.2 posted

Post by learner » Wed Mar 30, 2005 6:00 pm

Version 2.0.2 for Mac OS X is now posted to BZFlag's sourceforge project site. You can get the goods at http://sourceforge.net/project/showfile ... _id=316613

Cheers!

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Re: Mac OS X 2.0.2 posted

Post by nurdc0re » Sun Apr 03, 2005 5:05 pm

learner wrote:Version 2.0.2 for Mac OS X is now posted to BZFlag's sourceforge project site. You can get the goods at http://sourceforge.net/project/showfile ... _id=316613

Cheers!
Seems to be working well, especially now that I have the texture pack from shellshock. :)

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"Red Hat 8 or later" 2.0.2 build?

Post by Noday » Sun Apr 24, 2005 10:09 am

BZFlag 2.0.2 "Queen of Maybe" was released one month ago, but still there is no build for " Red Hat 8 or later".

I 've tried to compile it by myself, but though Configure script runs well and compilation too, I get an error while running compiled game:

Code: Select all

ERROR: Unable to initialize an OpenGL context 
It is possible I should have a developement version of some package but I have no idea which one (and Configure script doesn't say that something is wrong).

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Post by Teppic » Sun Apr 24, 2005 3:19 pm

Looks like you don't have a gl extension running, what is the output from glxinfo.
Also what gfx card and driver, look in /etc/X11/ for xorg.conf or XFree86-4.conf, and then in the device section of the file. Also if its a 64 bit machine, without the right configure flags, it may use the headers from the 32 bit compatability drivers instead of the native 64 bit ones, but this usually causes build errors. Give us more info......

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Post by Noday » Sun Apr 24, 2005 8:06 pm

The stable binaries (bzflag-2.0.0.20050121-0.i386.rpm) runs correctly without any problems. So I think I should have installed a developement version (required for compilation) of package I have already installed.

Output from glxinfo:

Code: Select all

name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.3
server glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_ARB_multisample, GLX_NV_float_buffer
client glx vendor string: NVIDIA Corporation
client glx version string: 1.3
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync, 
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGI_swap_control, GLX_NV_float_buffer
GLX extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
    GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce FX 5200/AGP/SSE/3DNOW!
OpenGL version string: 1.5.3 NVIDIA 71.67
OpenGL extensions:
    GL_ARB_depth_texture, GL_ARB_fragment_program, 
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, GL_ARB_imaging, 
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_shadow, 
    GL_ARB_shader_objects, GL_ARB_shading_language_100, 
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression, 
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add, 
    GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, 
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle, 
    GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object, 
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ARB_window_pos, 
    GL_S3_s3tc, GL_EXT_texture_env_add, GL_EXT_abgr, GL_EXT_bgra, 
    GL_EXT_blend_color, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, 
    GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, GL_EXT_Cg_shader, 
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays, 
    GL_EXT_packed_pixels, GL_EXT_paletted_texture, GL_EXT_pixel_buffer_object,
    GL_EXT_point_parameters, GL_EXT_rescale_normal, GL_EXT_secondary_color, 
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, 
    GL_EXT_shared_texture_palette, GL_EXT_stencil_two_side, 
    GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_compression_s3tc, 
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, 
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod, 
    GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_vertex_array, 
    GL_HP_occlusion_test, GL_IBM_rasterpos_clip, 
    GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_blend_square, 
    GL_NV_copy_depth_to_color, GL_NV_depth_clamp, GL_NV_fence, 
    GL_NV_float_buffer, GL_NV_fog_distance, GL_NV_fragment_program, 
    GL_NV_fragment_program_option, GL_NV_half_float, GL_NV_light_max_exponent, 
    GL_NV_multisample_filter_hint, GL_NV_occlusion_query, 
    GL_NV_packed_depth_stencil, GL_NV_pixel_data_range, GL_NV_point_sprite, 
    GL_NV_primitive_restart, GL_NV_register_combiners, 
    GL_NV_register_combiners2, GL_NV_texgen_reflection, 
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, 
    GL_NV_texture_expand_normal, GL_NV_texture_rectangle, 
    GL_NV_texture_shader, GL_NV_texture_shader2, GL_NV_texture_shader3, 
    GL_NV_vertex_array_range, GL_NV_vertex_array_range2, GL_NV_vertex_program, 
    GL_NV_vertex_program1_1, GL_NV_vertex_program2, 
    GL_NV_vertex_program2_option, GL_SGIS_generate_mipmap, 
    GL_SGIS_texture_lod, GL_SGIX_depth_texture, GL_SGIX_shadow, 
    GL_SUN_slice_accum
glu version: 1.3
glu extensions:
    GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess
BTW: I mainly wanted to ask for official 2.0.2 RedHat binaries, so I'm not sure if it is right topic for further discussion about compilation problems. :)

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Post by Teppic » Sun Apr 24, 2005 8:38 pm

If you didn't have the required devel package it wouldn't have compiled, but if the FC2/3 binaries run properly then use them. You didn't configure or make as root did you?

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Noday
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Post by Noday » Sun Apr 24, 2005 9:23 pm

If you didn't have the required devel package it wouldn't have compiled
Configure script checks if I have something like GLcontext and says "no", but doesn't stop. I don't know the name of package I should install to have this GLcontext...

Unfortunately the FC2/3 binaries doesn't work because of their requirements. I use FC1.

I ran Configure and make as root.

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Post by DTRemenak » Sun Apr 24, 2005 9:34 pm

Noday wrote:BTW: I mainly wanted to ask for official 2.0.2 RedHat binaries, so I'm not sure if it is right topic for further discussion about compilation problems. :)
I built the 1.10.8 and 2.0.0 RH8 binaries. Since that time, I got a new hard drive and no longer have RH installed.

This leaves you with five options that I see:
1. Build it yourself.
2. Convince someone else who has an old RH install around and experience doing rpm packaging (or willingness to learn) to build the rpms.
3. Upgrade to FC3 and use freshrpm's builds.
4. Buy me a new power supply so I can run the old hard drive in parallel with the new one.
5. Wait for me to get around to installing and configuring RH again. Probably two months or so until I have sufficient time.

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Post by Teppic » Mon Apr 25, 2005 1:53 am

Noday wrote:I ran Configure and make as root.
Try running them as a user, and just make install as root.
other than that get freshrpms or dags fc3 source rpm, and try recompiling that.

It's not hard, Install the source, rpmbuild -bs /path/to/spec/file, rpmbuild --rebuild /path/to/newley/generated/src.rpm

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Post by Dervish » Mon Apr 25, 2005 7:24 pm

Sorry to wander off topic a little...

I've always used a CVS client, but I also noticed there is an HTML version for browsing CVS on bzflag.org.

Question, how updated is this? I assume it's current, but is it tied directly to the latest source on sourceforge?
protected object myTank(){
foreach(noob in this.game){return frag(noob);}}
Image

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Post by DTRemenak » Mon Apr 25, 2005 7:29 pm

Dervish: that should have been a new topic, probably in Development, but...yeah, it's up to date. Same 5-hour update cycle as anonymous cvs. It's not really any good for actually building bzflag though, too many files are needed. It's very handy for use instead of cvs log and cvs annotate though.

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