* Backport fix for /idbanlist and /hostbanlist crashes * Adjust advanced ground rendering for texture flicker * Add Options -> Input -> Confine Mouse (MotionBox) * Add Options -> Display -> AntiFlicker option * Remove broken vocaliser and obsolete torBlock plugins * Allow only one Enter message per player instance * Add bullet tails as seen out the viewport * Fix regression in protocol handling by server Strip %clean section (not needed on BS) * Sat Use %_smp_mflags for parallel building * Added the -publickey requirement for publicly listed servers (and renamed * Always require valid authentication for registered names * Require TALK privilege for player motto to be broadcast * Relabel player "email" string as "motto" * All scores are controlled completely by the server * Only allow a single end shot credit for holding the shield flag * Only players with POLL permission are eligible to vote * Fix buffer overrun when using -ts micros on Linux * Add bzfs -utc command line option to log timestamps using universal time * Add /serverdebug command and plugin API * screenshots now compressed asynchronously * The bzfs -time command line option allows end time * LogDetail plugin-Add SERVER-MAPNAME with the public server description * serverControl plugin- Limit filesystem checks to once every 3 seconds * serverControl plugin- Only report ban file access errors once * serverControl plugin- Add option to ignore observers for server shutdowns * Add ricochet on a per object basis for. Use of 3D graphics (OpenGL), a fast CPU or a supported 3D video card isįind server maps in /usr/share/bzflag/maps. Summary: 3D Networked Multiplayer Tank Battle GameīZFlag is a 3D multiplayer tank battle game that allows users to playĪgainst each other in a networked environment. To view Phasmophage's original instructions, read his comment to "HOWTO: See Invisible Bullets and Actual Colors on Radar" at the blog Cheating BZFlag.Bzflag-2.4.12-bp153.1.19.x86_64 RPM Indexīzflag-2.4.12-bp153.1.19 RPM for x86_64 From OpenSuSE Leap 15.3 for x86_64 Name: bzflagĭistribution: SUSE Linux Enterprise 15 SP3 Save the file, compile your client, and you're done. Test = BZDB.eval(StateDatabase::BZDB_WORLDSIZE) īZDB.setFloat(StateDatabase::BZDB_RADARLIMIT, BZDB.eval(StateDatabase::BZDB_WORLDSIZE)) So that the two lines together look like this: If (!BZDB.isTrue("displayRadar") || (radarLimit <= 0.0f)) " (vertically aligned), add this line: Void RadarRenderer::render(SceneRenderer& renderer, bool blank, bool observer)Ĭonst float radarLimit = BZDBCache::radarLimit Start by searching for "void RadarRenderer::render(SceneRenderer&" and you will come to this section: So now no more hide and seek!"įor this, we visit RadarRenderer.cxx in /src/bzflag/ of the extracted source. This will fix it to the correct number, the size of the world. "On maps with no radar, the radar limit is set to 0 or a negative number. How would you like radar on those maps without radar? Now you can have an advantage over with tanks by having access to your radar on maps that don't allow it! As Phaz tells us: Here's a sweet little number that you won't want to pass up.
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