BZFlag beta build 2.0.5b6

News and info about current and upcoming releases of the game client and server.
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JeffM
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BZFlag beta build 2.0.5b6

Post by JeffM » Tue Mar 21, 2006 3:47 am

Today we have 2.0.5b6.

Windows Installer
http://my.bzflag.org/builds/2.0.x/bzflag-2.0.5b6.exe
(requires DirectX 7+)

All current builds for 2.0.x will always be at http://my.bzflag.org/builds/2.0.x/

Linux and mac folk can, as always, build from sources;
http://cvs.sourceforge.net/viewcvs.py/bzflag/ or
anonymous cvs; see http://sourceforge.net/cvs/?group_id=3248 to download, and read the README for build instructions. 2.0.5 builds come from the v2_0branch tag; use -R v2_0branch.

Please report any issues you have with this build, even if you think we already know about them!

Thanks for your feedback.

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the obvious trap
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Post by the obvious trap » Tue Mar 21, 2006 3:59 am

wow, takes a good 10 minutes to download, but cool 8)
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huw
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Post by huw » Tue Mar 21, 2006 6:59 pm

Updated my nightly builds (in sig) for anyone who wants an optimised version

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Post by tw1sted » Tue Mar 21, 2006 8:26 pm

woot thats one step closer to 2.0.6!!!

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Post by ^nightmare^ » Wed Mar 22, 2006 12:29 am

Im not saying this to be rude, but has anyone that about patches instead of having to download the client and everything again? just a thought, alot of games are doing this lately and would help reduce the dl (download) time.
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm

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Post by Saturos » Wed Mar 22, 2006 12:14 pm

Patches make sense when the game is around 1GB... but in our case: Downloading 9,1 MB for the full app or 1 MB for a patch doesnt really make a difference. Furthermore the patch could screw up your stable version (remember, betas are for testing not for daily use) while the current 2.0.5 installs into a different directory.
I prefer the system like it is now.

btw... if you guys would like some fancy images for the installer, please let me know (I need format and size).

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Post by L4m3r » Wed Mar 22, 2006 9:17 pm

Also, if you want to minimize download time, you can always use CVS and update and recompile whenever you like. ;)
Optimism is just a milder alternative to denial.

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Post by JeffM » Wed Mar 22, 2006 9:52 pm

Saturos
fancy images are good. take a look at \package\win32\nsis it has all the images we use now ( format and size ).

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Post by QuantumBeep » Thu Mar 23, 2006 6:32 am

Has there been a changelog compiled? Not to bug; I may just not know where to look.
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Post by Links 2004 » Thu Mar 23, 2006 3:10 pm

to what is Anistropic ???

I can edit the option i have always Unavailable ??
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Post by JeffM » Thu Mar 23, 2006 5:45 pm

from http://en.wikipedia.org/wiki/Anisotropic_filtering

Anisotropic filtering
in 3D computer graphics, anisotropic filtering (AF) is a method of enhancing the image quality of textures on surfaces that are far away and steeply angled with respect to the camera.

not all drivers and cards support Anisotropic filtering. In generaly only newer cards, like the nvidia GeForce 6 and 7 series ( I don't know about the FX line ), and the newer Radeon "X" series, like X800 and X1800+.

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Post by L4m3r » Thu Mar 23, 2006 5:54 pm

I've got a 6600GT and it won't let me do it. :\

I'm pretty sure some of the high-end FX line and ATi 9000 series can do AF, albeit at a prohibitive performance cost.
Last edited by L4m3r on Thu Mar 23, 2006 6:11 pm, edited 1 time in total.
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Post by trepan » Thu Mar 23, 2006 6:11 pm

That build does not include the GLEW library,
which is required for all the new fancy graphics.

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Post by TD-Linux » Thu Mar 23, 2006 9:37 pm

Hehe.... I actually managed to get GLEW to work in Windows a while ago... though it broke again...

If you are compiling from CVS...
1. Download GLEW
2. If you are using windows, you have to add HAVE_GLEW = 1 to your config.h file.

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Post by ^nightmare^ » Fri Mar 24, 2006 3:58 am

L4m3r wrote:Also, if you want to minimize download time, you can always use CVS and update and recompile whenever you like. ;)
I dont know how to compile bzflag and i cant seem to find a free compiler :|
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm

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Post by Waistless » Fri Mar 24, 2006 5:34 am

My video card is a Radeon 9800 Pro and it won't let me put on AF either, even though it has options to force it on in the ATI Control panel(up to 16x :D ).

Forcing it on seems to work with little peformance or no performance drain at all, and it looks good. Perhaps you'd consider the making AF option in the game more supportive?
Could this tank perhaps go a little bit faster, so it's not being overtaken by stationary objects.
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Post by trepan » Fri Mar 24, 2006 6:14 am

I'll try this in simple terms:

NO GLEW library -> NO working anisotropic filtering control.

The code is there, that binary simply
wasn't built with the required library.

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Post by L4m3r » Fri Mar 24, 2006 9:33 pm

So are we going to see anti-aliasing any time in the foreseeable future? :D
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Post by trepan » Fri Mar 24, 2006 10:58 pm

My client has it for SDL, with limited runtime control.

Both anistropic and anti-aliasing override controls are
often available through your video driver, so having
them in bzflag is no more then a convenience.

That's not entirely true w.r.t. the anisotropic filtering.
It's also good to be able to disable it for materials that
require a lot of texture fetches (ex: 20+/fragment).

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Post by huw » Sat Mar 25, 2006 11:27 pm

^nightmare^ wrote:Im not saying this to be rude, but has anyone that about patches instead of having to download the client and everything again? just a thought, alot of games are doing this lately and would help reduce the dl (download) time.
Maybe the client could integrate built-in diff patching / auto-updater.

There could also be stable and beta update channels

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Post by Tropican8 » Sun Mar 26, 2006 12:25 am

^nightmare^ wrote:
L4m3r wrote:Also, if you want to minimize download time, you can always use CVS and update and recompile whenever you like. ;)
I dont know how to compile bzflag and i cant seem to find a free compiler :|
Really Nightmare? Are GCC and its varients not to your liking? What about MinGW on Windows? They are all free.

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Post by ^nightmare^ » Mon Mar 27, 2006 3:59 am

Tropican8 wrote:
^nightmare^ wrote:
L4m3r wrote:Also, if you want to minimize download time, you can always use CVS and update and recompile whenever you like. ;)
I dont know how to compile bzflag and i cant seem to find a free compiler :|
Really Nightmare? Are GCC and its varients not to your liking? What about MinGW on Windows? They are all free.
ill look for those...

Does anyone know hwo added the shiny bullets for 2.0.5b6?
Need bzflag help? Try looking here: http://www.freewebs.com/bznightmare/map ... aghelp.htm

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Post by JeffM » Mon Mar 27, 2006 5:50 pm

actualy we are looking into auto updating for future versions. 2.1.x has some basicl update features with the MOTD where it will tell you a new version is available and if you want to get it, then it will download what it needs, and auto install it. it's prety easy to do it on windows, and the mac, linux is harder because many are not binary builds, but built from source. But it is something that is beeing looked at.

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Post by JPT » Mon Mar 27, 2006 6:12 pm

hmm... Maybe, it's an [OT] Question, but is there a complete list of needed packages for compiling BZFlag from source ?

Because i've a scrummbled sound and i can only see brown stick of the flags :(

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Post by Goodbye2U » Mon Mar 27, 2006 7:48 pm

Much better graphics... 8)
The only problem I've found with it is that the tank explosions don't always go.
I any case I like it!
I'm thinking I need a better sig than this...

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