

If they succeed, that team becomes "The King of the Hill." There are three other objectives and corresponding styles (four in total): a style called "capture-the-flag" (or "CTF" for short) in which tanks try to pick up an opponent's flag and bring to their own home base, a style called " rabbit chase" in which the objective is to have every hunter (orange) tank try to destroy a particular white tank, called the "rabbit," and a style called "King of the Hill," in which a team attempts to stay in a certain area for 30–60 seconds without being killed. If there is no special style indicated by the server owner, the only objective is the above (to simply kill opponent tanks) it is called a "free for all", or "FFA" for short. Styles are server-based, as the server operator chooses what style to host. There are styles of game play that modify the objective. Since all players can see the position of all the tanks on their radar, it is a game of outmaneuvering rather than sneaking. The basic objective is to destroy opponents' tanks, which are tanks of another team's color. Tanks have the ability to drive through other tanks, but cannot travel through buildings or other world objects. In a game of BZFlag, players drive around tanks, viewed from a first-person view, in a server-defined world (also known as a "map"), which can be modified. The official logo for BZFlag from version 2.4.8 The game's original author, Chris Schoeneman, is no longer involved in development. The copyright holder for the game is Tim Riker but maintenance is guided by Scott Wichser and Jeff Makey as project managers.

However, when a developer has made an edit of which other developers do not approve, or is inappropriate for the game, they are requested to revert to the previous version of the file most developers monitor source edits on IRC. Though there are currently 64 listed developers, a much smaller number of those are active contributors.ĭevelopers are able to edit any of the project's files to make changes at any time. The project invites all sufficiently experienced developers to contribute. The number of contributors to the project has steadily increased over time.
Bzflag bambino drivers#
This exhibits the game's best-possible graphics rendering and its full compatibility with the drivers of high-end video cards. x24 full-scene anti-aliasing is enacted externally by the system's video driver. Zlib is used to decompress data files, which is written in C.Ī high-resolution screenshot of v2.0.14 running within Slackware Linux. Textures for in-game objects are loaded from PNG files audio, from WAVs. Its audio and several other sub-systems have been written using OS specific methods, although newer releases use SDL to perform low-level operations on all platforms. BZFlag is written in C++ and uses OpenGL for rendering. Tim Riker was later given the project prior to version 1.7e to maintain and evolve. Schoeneman eventually re-wrote BZFlag in C++ for SGI's third IndiZone competition, which won in the "Reality Engine" category. Now the server list is hosted on the official BZFlag website and allows anybody to play games on servers that choose to be public. Previously, players had to either set up their own servers, know of servers, or read a list published and maintained by a third-party. In 1997, the release of version 1.7d came with a groundbreaking new feature: an in-game public server list. Soon after, bad and good flags were added, and the idea remains part of game play today however, flags do not have markers and the flag type is unknown to the player until it is picked up (unless the player's tank is carrying an identify flag). There was only one of each flag, and all flags had a marker on them so tanks knew what type it was. The first four flags were High Speed (boosted tank speed), Quick Turn (tank turned faster), Rapid Fire (shots moved faster), and Oscillation Overthruster (tank could go through objects).
Bzflag bambino code#
This release took a new turn compared to older versions after a cheater, who edited the source code of his client to give himself powers that do not come from official releases, inspired Schoeneman and Pasetto to add "super-flags." Super flags affect a tank's performance by adding abilities or weapons to its arsenal. In 1993, BZFlag was released to the public for the first time.

BZFlag was initially called "bz" and despite its similarity to the SGI game of the same title by Chris Fouts, the games are completely independent of each other. Inspired by Battlezone, BZFlag was first written in C by Chris Schoeneman in 1992, as a part of his studies at Cornell University. Note the opaque HUD contrasting with newer versions. A daytime, but rather dark, shot from version 1.7d9 while a chat message is being typed.
