Let me know what you think.
Also, if anyone wants to check out the source code, it’s posted on my Bitbucket account, and licensed under the MIT License (the graphics/Javascript have various licenses, and are documented on the Credits page).
]]>The big thing to note is that BZFlag 2.4.x is not compatible with BZFlag 2.0.x. You cannot use a BZFlag 2.4 client on a 2.0 server, nor can you use a 2.0 client on a 2.4 server. Servers will slowly upgrade to the new version, and some may run both versions of their maps for a while. There will be a transition period of several months. Windows and OSX users will be able to easily keep both versions of the game installed and in use. Linux users will have to do a bit more work for that, but it’s still possible.
Server owners will have to make some minor changes to their configuration files for BZFlag 2.4. They will also have to update any of their third-party plugins to the new BZFS API format. We have documented the upgrade procedures here:
http://my.bzflag.org/w/BZFS_2.4_Upgrade
http://my.bzflag.org/w/BZFS_API_2.4_Upgrade
Some of the major features include:
Check out the ChangeLog for more changes.
Here are the downloads:
UPDATE: The Mac OSX build is now up!
]]>Find out info about the beta on the BZFlag forum thread.
]]>Now the plan is to move trunk (2.99.x/3.x.x) out of the way, copy v2_0branch (2.0.x) into trunk, and then relabel the new trunk as 2.3.0.0. Then we’ll start to bring back specific low-risk features from 2.99.x and put them into 2.3.x, which we’ll release as 2.4.0.0 (or whatever we decide on). The idea is to push for getting a release out in a month or so. This will mean there is less time for feature creep to take over again, which in turn will reduce how much testing we have to do. Less new features = less chance of breaking stuff.
It won’t be BZFlag 3.0, but it will be a new version that has features worth upgrading for. Here’s a wiki page that we’re working on that covers the plan: http://my.bzflag.org/w/BZFlag_2.3
We’re also going to work on migrating all of the web services (forum, list, wiki, main site, etc) to a different server that will be a bit more … responsive. The existing server has been less than ideal for a long time and has hit various resource limitations. It’s not that we’ve outgrown the server, but there is just a couple resource hungry processes (coughirssicough) on the old server that chew up lots of RAM (hundreds of MB) and make everything else very slow.
So, I’ll be working on the migration over the weekend here. During that time, there might be some temporary outages.
]]>Here’s some additional features that I might add in the future:
Note that it does use a couple files (and will soon use more) from another open-source project of mine called mvcish.
]]>There’s a forum thread over at the BZFlag forum about this as well.
Downloads:
As I don’t have an Intel Mac (much less a Mac that boots) I can’t verify the OSX builds will work as noted, soooo…. have fun! :)
If you encounter bugs or problems, please check if they have already been reported. Here are some places to look:
And feel free to mention/discuss the bugs (known or otherwise) on our #bzflag IRC channel. If you want to help contribute any fixes, that is welcome as well.
Happy tanking!
UPDATE: Removed “Tiger” from the note for mrapple’s OSX build. Someone reported it didn’t work on Tiger.
]]>So anyways, if you didn’t know, BZFlag 2.0.16 (named “No foolin”) is out. Source packages and a Windows installer are available for download. An OSX package may or may not happen. There are a couple notable new features in the client. There are a few other minor changes as well.
First, you can use the mouse to control the view in observer mode. If you are in either tracking (tank or flag) or roaming mode (press F8 to cycle modes), you can click and drag the mouse to control the view. You can use the left, right, and center (press the mouse wheel) to move differently. You can, of course, continue to use the arrow keys paired with the modifier keys for observer movement.
The second is a new feature back ported from the development code called “shot length”. This gives the bullets a different look. They will appear to have a tail. You can enable this feature by adjusting the Options > Effect Settings > Shot Length setting. View the full post for screenshots of the new bullets, as well as talk about my April Fools prank.
Here’s a comparison of the new and old style.
A good number of you are probably aware of the April Fools joke I had on the server. It worked quite well. If anyone wasn’t on my server on the 1st, then you missed all the poorly typed sentences. I had effectively converted The AOLer Translator to a BZFlag server plugin. Anything that anyone said would get brutally converted into AOL speak. Here are some of my favorite parts (not in any specific order):
Burger King: Y MUST U BUTCHAR TEH 3NGLISH LANGUAEG
TASAIRES: MORE ADMIN!11!1!!1 LOL AND CHAT SARVER PROBLEM??!1!!111!!?!???!?!??! OMG LOL WHEN CAN FIX TAHT??!?!??! OMG WTF ;)
Blissarde: SI CAPS LOK ENABLAD ON DA SARV OR SOMETHIN?!!?! WTF
sleepyman: MAH TYPIGN SI BIGN CHANG3D ON SCREN
Animal Lover: MAYB IF I TYPE EVERYTHIGN IN CAPS 2 BGIN WITH IT WIL APEAR SMAL
Animal Lover: NAVERMIND
ekko.: AXCUES ME?!??!? OMG WTF
ekko.: WAIRD I DIDNT SAY TAHT
ekko.: WTH LOL
ekko.: SOMATHIGNS WRONG WIT MAH COMPUTER SORYY
think_tank: liar
ekko.: Y DO U THINK IM TYPIGN LIEK THES DUMB DUMB?!!!!??!! WTF LOL
genotronic: WUT SI HAP3NIGN I DONT HAEV CAPS ON BUT I SE AL IN CAPS
moonlight: IMM NOT WRITIGN THES IN CAPS BUT I DUNO Y ITS COMIGN OUT IN CAPS.!!1111!1!!! OMG LOL
moonlight: ALRIGHT SOMEONA HAEXD THES S3RV3R
Well, you get the idea. It was hilarious. It also made people say random things when they capped a flag, and all tanks spawned 4 units in the air.
]]>Some of the objects don't show up properly, but it looks way better than it used to. Previous to Runic's fixes, I think everything showed up white.
More screenshots, information and download links in the full article.
It isn't perfect yet. You can see the fake ground looks like water instead. Also, I had to comment out the waterLevel object in the map file, as that isn't yet supported.
Here are the notable fixes:
See that last one? Yeah, BZWorkBench will now download textures from remote URLs when specified within the materials of a map file! This is an awesome addition.
Anyways, I have an updated binary online. Just like before, there is no installer. Download and extract the ZIP file and run it. This is built from the stock SVN revision 20937code. You will need the Visual C++ 2008 SP1 runtime, which I have linked below as well.
Download BZWorkbench r20937Win32
Download Visual C++ 2008 SP1 ATL runtime
As always, please report any bugs or issues to theofficial BZFlag bug tracker, and/or discuss them on the #BZFlag IRC channel. Linux and OSX users can build from source.
]]>
IMPORTANT: This plugin will NOT work for a any of the officially released 2.0.x servers. A bug in bzfs prevented team flags from being moved via the plugin API. I did commit the change (8 days ago) to the official BZFlag SVN repository under the v2_0branch. So you have two options. You can eitherbuild the latest v2_0branch code (get v2_0branch, not trunk). Or you can manuallypatch your code base. Because of the changes required, it will not be possible for someone to compile this for 2.0.12, 2.0.10, 2.0.8, or anything older.
Read the README file for more information, including an example of how to use the plugin.
View teamFlagControl code online
Optimally, you should download the copy from Subversion directly. If you pull it from the trunk repository, you can easily update it to the bleeding edge version as I add features and improve it. You can do so by running:
svn co https://svn.porteighty.org/public/bzflag-plugins/trunk/teamFlagControl/
I’m not going to cover how to build BZFlag or how to add plugins to the build system. This is something that should already be covered on the official BZFlag forum or the wiki, so please search around.
]]>Here’s an example with HiX loaded:
The first step is to install the various build dependencies that are required (Adjust this as required for your distribution):
sudo aptitude install subversion g++ libopenscenegraph-dev libfltk1.1-dev
Then we will check out a copy of the latest source code from SVN:
svn co https://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzworkbench/ bzworkbench
Then we will change directory into the Debug folder:
cd bzworkbench/Debug
Then we will start the build process:
make
Once this is done, there should not be any error messages showing. Of course, if there is, you’ll have to determine why. Or you could ask on the BZFlag forum or the BZFlag IRC channel for assistance.
We should then be able to change directory into the root of the source:
cd ..
Then we can run the binary using this command:
./Debug/bzworkbench
You should then be presented with a screen that looks like this:
You can then load up an existing map file, or create a new one. Not every 2.0.x feature is supported. For instance, ‘group’ and ‘define’ are not yet supported. But this editor does have support for a lot of the features.
]]>