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BZFlag map format desired for ChaosEsque Anthology Anonymous 08/09/2022 (Tue) 03:50 [Preview] No. 15087
BZFlag map discussion. https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/e4d95485c9/
Years ago they, when I made BZFlag maps, deleted my textures because they didn't like my views: making my maps unplayable for everyone (all textures were hosted on bzflag webservers and only bzflag webservers).
I want to kill these people.
But what I would like more is for ChaosEsqueAnthology to parse the BZFlag map format.
https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/e4d95485c9/


Anonymous 08/09/2022 (Tue) 03:50 [Preview] No.15088 del
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The source code is in git_repos_both.zip, model_brush.c . The MOD_OBJ loader is a good jumping off point.
>
>BZ Flag map format info: https://wiki.bzflag.org/BZW
>
>Example maps: hand written:
>https://termbin.com/llqsz
>https://termbin.com/b1j9
>https://termbin.com/bnqd0
>http://termbin.com/iydru
>https://termbin.com/02l2
>http://termbin.com/ahhl
>https://termbin.com/8ra5
>
>Example map: tool built:
>https://termbin.com/8gbz
>
>The desire is for things that existed in BZFlag 2.0.3 (2005), opensource game.


Anonymous 08/09/2022 (Tue) 03:59 [Preview] No.15089 del
(684.39 KB 1024x768 bz3.png)
Here is a direct link to a zip of the engine (though newer code is on the ISO)
> https://sourceforge.net/p/chaosesqueanthology/discussion/general/thread/e4d95485c9/097d/attachment/workingon_has5g.zip

The model loading is in model_brush.c (and format detection is in model_shared.c, though sometimes it just goes off of file extension (like for .obj)
>void Mod_OBJ_Load(dp_model_t mod, void buffer, void *bufferend)


Anonymous 08/09/2022 (Tue) 04:00 [Preview] No.15090 del
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Anonymous 08/09/2022 (Tue) 04:05 [Preview] No.15091 del
>>88065990
>Ur gonna havw to do better than this shit explanation. I cant even tell what it is youre asking. Write it out properly.

1) I like the BZFlag (2.0.3, 2005) map format:
*It is an ASCII format
*It is iterative
>(ie: you can "build" a grouping of meshes, then use that in other groupings of groups of meshes, and then put those anywhere at any rotation and scale)

2) Currently the engine can load Q1BSP and Q3BSP, and OBJ (an ascii format), and alot of other formats (IQM, ZYM, MD3, etc etc).

3) I recently add Wolfenstine:Enemy Territory BSP support aswell. So I've done work in this area

4) I feel burnt out though.

5) I made BZFlag Maps in the past: the format is simple but enjoyable to use

6) The engine allready contains a ASCII model format loader (OBJ).

7) My request is for more OpenSource collaborators who might implement BZFlag map support.

8) The Engine is GPL, and all the media I make is GPL and opensource too. Everything is opensource.


Anonymous 08/09/2022 (Tue) 04:18 [Preview] No.15092 del
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>>390316169
>Sooo you made Loli porn maps in some shitty game?
I made 50 maps for Nexuiz/Xonotic. I've made 100s of models. I've done megabytes of QC code, and C code for the fork of the game.

I also outlined, asked for, and paid in cash for the following to be implemented in Nexuiz:
1) Cryptographic support
2) Warpzones
3) Fakelight

I also made the tuba model for nexuiz.

I've done megabytes of code for my version.

> This stinks of schizo autistic nonsense.
This is our website. Get off of it. Normie faggot.

> This is a basket weaving forum sir. I think you’re lost.
This is an anime website and I've been on it far longer than you. Do you want to die? This is how you entice people to torture and murder you.

We will be joining the Russians to kill you people if they ever get here.


Anonymous 08/09/2022 (Tue) 17:16 [Preview] No.15093 del
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>>15092
Кфтвщь фтщт цфтештп ещ ыфн ерфе Ш дщму нщг Sorry, wrong keyboard. I love you very much, and you are doing the work that this world is valiantly bleeding for. Bless you.


Anonymous 08/09/2022 (Tue) 18:00 [Preview] No.15094 del
(67.06 KB 1125x1396 374.png)
its over for mipscels.



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