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	<id>https://wiki.bzflag.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=KTL</id>
	<title>BZFlagWiki - User contributions [en]</title>
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	<updated>2026-05-10T12:47:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Content_Restrictions&amp;diff=8230</id>
		<title>Content Restrictions</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Content_Restrictions&amp;diff=8230"/>
		<updated>2012-02-13T19:12:30Z</updated>

		<summary type="html">&lt;p&gt;KTL: /*formatting*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFlag offers a content restriction feature that can be used to limit what various clients will download.&lt;br /&gt;
&lt;br /&gt;
The primary use of these restrictions is to limit the downloads of images so that parents can prevent inappropriate images being shown to their children.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defaults==&lt;br /&gt;
By default there is a single level of content restriction in place. Only images hosted on the [http://images.bzflag.org/submitimages/ BZFlag image submission system] will be allowed. This system has a &#039;family friendly&#039; [http://images.bzflag.org/submitimages/tos.php content policy] and all images are reviewed manually by project staff to ensure that they follow the policy and are properly licensed.&lt;br /&gt;
&lt;br /&gt;
==Configuring Content Restrictions==&lt;br /&gt;
Content restrictions are controlled by the file &#039;&#039;&#039;DownloadAccess.txt&#039;&#039;&#039;. This file will be created the first time a client joins a server that has external images. If the file does not exist a user can simply create it.&lt;br /&gt;
&lt;br /&gt;
===Location===&lt;br /&gt;
The location of the file depends on the operating system that the client is installed on:&lt;br /&gt;
* Windows: OSDRIVE:\Users\USERNAME\AppData\Local\BZFlag\2.4\DownloadAccess.txt&lt;br /&gt;
* OS X: ~/Library/Application Support/BZFlag/DownloadAccess.txt&lt;br /&gt;
* Linux: ~/.bzf/DownloadAccess.txt&lt;br /&gt;
&lt;br /&gt;
===Default Contents===&lt;br /&gt;
By default the file for 2.4 contains:&lt;br /&gt;
 allow *.bzflag.org&lt;br /&gt;
 deny *&lt;br /&gt;
&lt;br /&gt;
===Modification===&lt;br /&gt;
The file can be edited in a normal text editor, such as &#039;&#039;Notepad&#039;&#039; or &#039;&#039;TextEdit&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the user would like to add additional sites to the allowed list they can simply add a new line before the &#039;&#039;&#039;deny&#039;&#039;&#039; section as follows&lt;br /&gt;
&lt;br /&gt;
  allow url.to.the.site.com&lt;br /&gt;
&lt;br /&gt;
If the user would like to allow all sites they can simply add a wildcard instead of a site name and remove the &#039;&#039;&#039;deny&#039;&#039;&#039; section.&lt;br /&gt;
&lt;br /&gt;
  allow *&lt;br /&gt;
&lt;br /&gt;
Another option to allow all servers is to delete the contents of the file and make it empty.&lt;br /&gt;
&lt;br /&gt;
===Parental Security===&lt;br /&gt;
Parents may wish to secure the file from editing in order to prevent a child from circumventing any restrictions. Securing the file involves setting the child&#039;s user account in such a way that it does not have permission to edit the file. This method varies by OS and can be found using simple internet searches.&lt;br /&gt;
&lt;br /&gt;
[[Category:Client]]&lt;/div&gt;</summary>
		<author><name>KTL</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Content_Restrictions&amp;diff=8220</id>
		<title>Content Restrictions</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Content_Restrictions&amp;diff=8220"/>
		<updated>2012-02-13T18:19:09Z</updated>

		<summary type="html">&lt;p&gt;KTL: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are limitations on the origin of images that can be displayed by a fresh installation of BZFlag. These can be configured by the user.&lt;br /&gt;
&lt;br /&gt;
==Default Content Restrictions==&lt;br /&gt;
&lt;br /&gt;
By default the game-client will only allow downloading images from the [http://images.bzflag.org official BZFlag image-server]. Those images all comply with a strict policy that can be found at the [http://images.bzflag.org/submitimages/tos.php BZFlag Image Uploader Terms Of Service]. &lt;br /&gt;
&lt;br /&gt;
Map creators can upload image-files to this server through the [http://images.bzflag.org/submitimages/ BZFlag Image Uploader].&lt;br /&gt;
This procedure has a few drawbacks however: &lt;br /&gt;
* Images need to get explicitly allowed by a moderator before they get in, this is a slow process. This way it becomes impractical to have dynamic content.&lt;br /&gt;
* Each image needs to have some license associated with it. Map makers often just want to make a map without being bothered by the legal aspects of it.&lt;br /&gt;
&lt;br /&gt;
==Configuring Content Restrictions==&lt;br /&gt;
Each BZFlag client-installation has a file called DownloadAccess.txt which controls what servers are allowed to serve images. &lt;br /&gt;
&lt;br /&gt;
===Location of the DownloadAccess-file===&lt;br /&gt;
Depending on your platform the location differs:&lt;br /&gt;
&lt;br /&gt;
 * Windows: My Documents\My BZFlag Files\DownloadAccess.txt&lt;br /&gt;
 * OS X: ~/Library/Application Support/BZFlag/DownloadAccess.txt&lt;br /&gt;
 * Linux: ~/.bzf/DownloadAccess.txt&lt;br /&gt;
&lt;br /&gt;
===Modifying the DownloadAccess-file===&lt;br /&gt;
A simple text-editor can be used to modify this file. On windows the program &amp;quot;notepad&amp;quot; will do just fine. &lt;br /&gt;
If you do not want any content-restrictions at all you can replace the whole content of the file with the line &lt;br /&gt;
 allow *&lt;br /&gt;
If you only want to allow a specific server then add &#039;&#039;&#039;on top of the file&#039;&#039;&#039; the line &lt;br /&gt;
 allow some.image.server&lt;/div&gt;</summary>
		<author><name>KTL</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Content_Restrictions&amp;diff=8219</id>
		<title>Content Restrictions</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Content_Restrictions&amp;diff=8219"/>
		<updated>2012-02-13T18:15:59Z</updated>

		<summary type="html">&lt;p&gt;KTL: info about downloadaccess&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are limitations on the origin of images that can be displayed by a fresh installation of BZFlag. These can be configured by the user.&lt;br /&gt;
&lt;br /&gt;
==Default Content Restrictions==&lt;br /&gt;
&lt;br /&gt;
By default the game-client will only allow downloading images from the [http://images.bzflag.org official BZFlag image-server]. Those images all comply with a strict policy that can be found at the [http://images.bzflag.org/submitimages/tos.php BZFlag Image Uploader Terms Of Service]. &lt;br /&gt;
&lt;br /&gt;
Map creators can upload image-files to this server through the [http://images.bzflag.org/submitimages/ BZFlag Image Uploader].&lt;br /&gt;
This procedure has a few drawbacks however: &lt;br /&gt;
- Images need to get explicitly allowed by a moderator before they get in, this is a slow process. This way it becomes impractical to have dynamic content.&lt;br /&gt;
- Each image needs to have some license associated with it. Map makers often just want to make a map without being bothered by the legal aspects of it.&lt;br /&gt;
&lt;br /&gt;
==Configuring Content Restrictions==&lt;br /&gt;
Each BZFlag client-installation has a file called DownloadAccess.txt which controls what servers are allowed to serve images. &lt;br /&gt;
&lt;br /&gt;
===Location of the DownloadAccess-file===&lt;br /&gt;
Depending on your platform the location differs:&lt;br /&gt;
 * Windows: My Documents\My BZFlag Files\DownloadAccess.txt&lt;br /&gt;
 * OS X: ~/Library/Application Support/BZFlag/DownloadAccess.txt&lt;br /&gt;
 * Linux: ~/.bzf/DownloadAccess.txt&lt;br /&gt;
&lt;br /&gt;
===Modifying the DownloadAccess-file===&lt;br /&gt;
A simple text-editor can be used to modify this file. On windows the program &amp;quot;notepad&amp;quot; will do just fine. &lt;br /&gt;
If you do not want any content-restrictions at all you can replace the whole content of the file with the line &lt;br /&gt;
 allow *&lt;br /&gt;
If you only want to allow a specific server then add &#039;&#039;&#039;on top of the file&#039;&#039;&#039; the line &lt;br /&gt;
 allow some.image.server&lt;/div&gt;</summary>
		<author><name>KTL</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=7412</id>
		<title>Skybox</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=7412"/>
		<updated>2011-02-07T23:10:57Z</updated>

		<summary type="html">&lt;p&gt;KTL: /* working skybox, hopefully good newlines */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skyboxes replace the normal scenery of BZFlag.&lt;br /&gt;
&lt;br /&gt;
The material names needed to create a skybox are:&lt;br /&gt;
* LeftSkyboxMaterial&lt;br /&gt;
* RightSkyboxMaterial&lt;br /&gt;
* TopSkyboxMaterial&lt;br /&gt;
* BottomSkyboxMaterial&lt;br /&gt;
* FrontSkyboxMaterial&lt;br /&gt;
* BackSyboxMaterial&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Working with Skyboxes.==&lt;br /&gt;
&lt;br /&gt;
Unless all six images load correctly, no skybox will be displayed. For this reason it is recommended to start with a working skybox, and change one texture at a time, testing each image one at a time. Colors are applied to this test world to assist in identifying left/right and front/back materials.&lt;br /&gt;
Image size will be automatically scaled to fit. Maximum default image size for clients is 1024 by 1024 pixels. Power-of-two pixel dimensions are recommended, but not required. You will notice a thin black line in the corners, this is a bug. This thin black line is not seen on GNU/Linux. It may only be on Mac OSX.&lt;br /&gt;
&lt;br /&gt;
It is important to have 6 _different_ materials. Even if they all should look the same make them differ using for example the ambient or shader properties.&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 world&lt;br /&gt;
 name SkyboxMaterialTest&lt;br /&gt;
 size 230&lt;br /&gt;
 end&lt;br /&gt;
 options&lt;br /&gt;
 -set _drawCelestial 0&lt;br /&gt;
 -set _drawClouds 0&lt;br /&gt;
 -set _drawGround 1&lt;br /&gt;
 -set _drawGroundLights 0&lt;br /&gt;
 -set _drawMountains 0&lt;br /&gt;
 -set _wallHeight 0&lt;br /&gt;
 end&lt;br /&gt;
 # For reference, Include the other two &amp;quot;Magic&amp;quot; Material names. &lt;br /&gt;
 # TeleMaterial will be available in  BZFlag version 3.0&lt;br /&gt;
 # teleporter texture &lt;br /&gt;
 material&lt;br /&gt;
 name LinkMaterial&lt;br /&gt;
 addtexture http://cbg.bzflag.org/images/Panzer/borg/blackholes/nebula4.PNG&lt;br /&gt;
 end&lt;br /&gt;
 # -set _drawGround 0  will disable the GroundMaterial&lt;br /&gt;
 material&lt;br /&gt;
 name GroundMaterial&lt;br /&gt;
 addtexture http://cbg.bzflag.org/images/Panzer/borg/blackholes/nebula4.PNG&lt;br /&gt;
 end&lt;br /&gt;
 #Space Skybox&lt;br /&gt;
 material&lt;br /&gt;
 name skyboxBase&lt;br /&gt;
 color 1 1 .99999999&lt;br /&gt;
 end&lt;br /&gt;
 material &lt;br /&gt;
 name LeftSkyboxMaterial  &lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox1.png&lt;br /&gt;
 diffuse red&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name FrontSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox2.png&lt;br /&gt;
 diffuse yellow&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name RightSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox4.png&lt;br /&gt;
 diffuse green&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name BackSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox5.png&lt;br /&gt;
 diffuse blue&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name TopSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox3.png&lt;br /&gt;
 diffuse purple&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name BottomSkyboxMaterial &lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox6.png &lt;br /&gt;
 diffuse white&lt;br /&gt;
 end&lt;br /&gt;
 #End Space Skybox&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KTL</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=7411</id>
		<title>Skybox</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=7411"/>
		<updated>2011-02-07T23:08:59Z</updated>

		<summary type="html">&lt;p&gt;KTL: Undo revision 7410 by KTL (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skyboxes replace the normal scenery of BZFlag.&lt;br /&gt;
&lt;br /&gt;
The material names needed to create a skybox are:&lt;br /&gt;
* LeftSkyboxMaterial&lt;br /&gt;
* RightSkyboxMaterial&lt;br /&gt;
* TopSkyboxMaterial&lt;br /&gt;
* BottomSkyboxMaterial&lt;br /&gt;
* FrontSkyboxMaterial&lt;br /&gt;
* BackSyboxMaterial&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Working with Skyboxes.==&lt;br /&gt;
&lt;br /&gt;
Unless all six images load correctly, no skybox will be displayed. For this reason it is recommended to start with a working skybox, and change one texture at a time, testing each image one at a time. Colors are applied to this test world to assist in identifying left/right and front/back materials.&lt;br /&gt;
Image size will be automatically scaled to fit. Maximum default image size for clients is 1024 by 1024 pixels. Power-of-two pixel dimensions are recommended, but not required. You will notice a thin black line in the corners, this is a bug. This thin black line is not seen on GNU/Linux. It may only be on Mac OSX.&lt;br /&gt;
&lt;br /&gt;
It is important to have 6 _different_ materials. Even if they all should look the same make them differ using for example the ambient or shader properties.&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 world&lt;br /&gt;
 name SkyboxMaterialTest&lt;br /&gt;
 size 230&lt;br /&gt;
 end&lt;br /&gt;
 options&lt;br /&gt;
 -set _drawCelestial 0&lt;br /&gt;
 -set _drawClouds 0&lt;br /&gt;
 -set _drawGround 1&lt;br /&gt;
 -set _drawGroundLights 0&lt;br /&gt;
 -set _drawMountains 0&lt;br /&gt;
 -set _wallHeight 0&lt;br /&gt;
 end&lt;br /&gt;
 # For reference, Include the other two &amp;quot;Magic&amp;quot; Material names. &lt;br /&gt;
 # TeleMaterial will be available in  BZFlag version 3.0&lt;br /&gt;
 # teleporter texture &lt;br /&gt;
 material&lt;br /&gt;
 name LinkMaterial&lt;br /&gt;
 addtexture http://cbg.bzflag.org/images/Panzer/borg/blackholes/nebula4.PNG&lt;br /&gt;
 end&lt;br /&gt;
 # -set _drawGround 0  will disable the GroundMaterial&lt;br /&gt;
 material&lt;br /&gt;
 name GroundMaterial&lt;br /&gt;
 addtexture http://cbg.bzflag.org/images/Panzer/borg/blackholes/nebula4.PNG&lt;br /&gt;
 end&lt;br /&gt;
 #Space Skybox&lt;br /&gt;
 material&lt;br /&gt;
 name skyboxBase&lt;br /&gt;
 color 1 1 .99999999&lt;br /&gt;
 end&lt;br /&gt;
 material &lt;br /&gt;
 name LeftSkyboxMaterial  &lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox1.png&lt;br /&gt;
 diffuse red&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name FrontSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox2.png&lt;br /&gt;
 diffuse yellow&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name RightSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox4.png&lt;br /&gt;
 diffuse green&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name BackSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox5.png&lt;br /&gt;
 diffuse blue&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name TopSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox3.png&lt;br /&gt;
 diffuse purple&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name BottomSkyboxMaterial &lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox6.png &lt;br /&gt;
 diffuse white&lt;br /&gt;
 end&lt;br /&gt;
 #End Space Skybox&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KTL</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=7410</id>
		<title>Skybox</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=7410"/>
		<updated>2011-02-07T23:06:05Z</updated>

		<summary type="html">&lt;p&gt;KTL: /* working skybox now*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skyboxes replace the normal scenery of BZFlag.&lt;br /&gt;
&lt;br /&gt;
The material names needed to create a skybox are:&lt;br /&gt;
* LeftSkyboxMaterial&lt;br /&gt;
* RightSkyboxMaterial&lt;br /&gt;
* TopSkyboxMaterial&lt;br /&gt;
* BottomSkyboxMaterial&lt;br /&gt;
* FrontSkyboxMaterial&lt;br /&gt;
* BackSyboxMaterial&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Working with Skyboxes.==&lt;br /&gt;
&lt;br /&gt;
Unless all six images load correctly, no skybox will be displayed. For this reason it is recommended to start with a working skybox, and change one texture at a time, testing each image one at a time. Colors are applied to this test world to assist in identifying left/right and front/back materials.&lt;br /&gt;
Image size will be automatically scaled to fit. Maximum default image size for clients is 1024 by 1024 pixels. Power-of-two pixel dimensions are recommended, but not required. You will notice a thin black line in the corners, this is a bug. This thin black line is not seen on GNU/Linux. It may only be on Mac OSX.&lt;br /&gt;
&lt;br /&gt;
It is important to have 6 _different_ materials. Even if they all should look the same make them differ using for example the ambient or shader properties.&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
world&lt;br /&gt;
name SkyboxMaterialTest&lt;br /&gt;
size 230&lt;br /&gt;
end&lt;br /&gt;
options&lt;br /&gt;
-set _drawCelestial 0&lt;br /&gt;
-set _drawClouds 0&lt;br /&gt;
-set _drawGround 0&lt;br /&gt;
-set _drawGroundLights 0&lt;br /&gt;
-set _drawMountains 0&lt;br /&gt;
-set _wallHeight 0&lt;br /&gt;
-set _skyColor black&lt;br /&gt;
&lt;br /&gt;
end&lt;br /&gt;
#http://trepan.bzflag.bz/horizontal_gradient_blue_begin_red_and_transparant_end.png&lt;br /&gt;
# For reference, Include the other two &amp;quot;Magic&amp;quot; Material names.&lt;br /&gt;
# TeleMaterial will be available in  BZFlag version 3.0&lt;br /&gt;
# teleporter texture&lt;br /&gt;
&lt;br /&gt;
material&lt;br /&gt;
name GroundMaterial&lt;br /&gt;
texture caution&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
material&lt;br /&gt;
name LeftSkyboxMaterial&lt;br /&gt;
texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox1.png&lt;br /&gt;
ambient 0.9 0.0 0.0 1.0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
material&lt;br /&gt;
name FrontSkyboxMaterial&lt;br /&gt;
texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox2.png&lt;br /&gt;
ambient 0.8 0.0 0.0 1.0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
material&lt;br /&gt;
name RightSkyboxMaterial&lt;br /&gt;
texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox3.png&lt;br /&gt;
ambient 0.7 0.0 0.0 1.0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
material&lt;br /&gt;
name BackSkyboxMaterial&lt;br /&gt;
texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox4.png&lt;br /&gt;
ambient 0.5 0.0 0.0 1.0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
material&lt;br /&gt;
name TopSkyboxMaterial&lt;br /&gt;
texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox5.png&lt;br /&gt;
ambient 0.4 0.0 0.0 1.0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
material&lt;br /&gt;
name BottomSkyboxMaterial&lt;br /&gt;
texture http://images.bzflag.org/llegendary/Optic%20Delusion_skybox6.png&lt;br /&gt;
ambient 0.3 0.0 0.0 1.0&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
#End Space Skybox&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KTL</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=7409</id>
		<title>Skybox</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=7409"/>
		<updated>2011-02-07T22:57:00Z</updated>

		<summary type="html">&lt;p&gt;KTL: /* got to be unique materials. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skyboxes replace the normal scenery of BZFlag.&lt;br /&gt;
&lt;br /&gt;
The material names needed to create a skybox are:&lt;br /&gt;
* LeftSkyboxMaterial&lt;br /&gt;
* RightSkyboxMaterial&lt;br /&gt;
* TopSkyboxMaterial&lt;br /&gt;
* BottomSkyboxMaterial&lt;br /&gt;
* FrontSkyboxMaterial&lt;br /&gt;
* BackSyboxMaterial&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Working with Skyboxes.==&lt;br /&gt;
&lt;br /&gt;
Unless all six images load correctly, no skybox will be displayed. For this reason it is recommended to start with a working skybox, and change one texture at a time, testing each image one at a time. Colors are applied to this test world to assist in identifying left/right and front/back materials.&lt;br /&gt;
Image size will be automatically scaled to fit. Maximum default image size for clients is 1024 by 1024 pixels. Power-of-two pixel dimensions are recommended, but not required. You will notice a thin black line in the corners, this is a bug. This thin black line is not seen on GNU/Linux. It may only be on Mac OSX.&lt;br /&gt;
&lt;br /&gt;
It is important to have 6 _different_ materials. Even if they all should look the same make them differ using for example the ambient or shader properties.&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 world&lt;br /&gt;
 name SkyboxMaterialTest&lt;br /&gt;
 size 230&lt;br /&gt;
 end&lt;br /&gt;
 options&lt;br /&gt;
 -set _drawCelestial 0&lt;br /&gt;
 -set _drawClouds 0&lt;br /&gt;
 -set _drawGround 1&lt;br /&gt;
 -set _drawGroundLights 0&lt;br /&gt;
 -set _drawMountains 0&lt;br /&gt;
 -set _wallHeight 0&lt;br /&gt;
 end&lt;br /&gt;
 # For reference, Include the other two &amp;quot;Magic&amp;quot; Material names. &lt;br /&gt;
 # TeleMaterial will be available in  BZFlag version 3.0&lt;br /&gt;
 # teleporter texture &lt;br /&gt;
 material&lt;br /&gt;
 name LinkMaterial&lt;br /&gt;
 addtexture http://cbg.bzflag.org/images/Panzer/borg/blackholes/nebula4.PNG&lt;br /&gt;
 end&lt;br /&gt;
 # -set _drawGround 0  will disable the GroundMaterial&lt;br /&gt;
 material&lt;br /&gt;
 name GroundMaterial&lt;br /&gt;
 addtexture http://cbg.bzflag.org/images/Panzer/borg/blackholes/nebula4.PNG&lt;br /&gt;
 end&lt;br /&gt;
 #Space Skybox&lt;br /&gt;
 material&lt;br /&gt;
 name skyboxBase&lt;br /&gt;
 color 1 1 .99999999&lt;br /&gt;
 end&lt;br /&gt;
 material &lt;br /&gt;
 name LeftSkyboxMaterial  &lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox1.png&lt;br /&gt;
 diffuse red&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name FrontSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox2.png&lt;br /&gt;
 diffuse yellow&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name RightSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox4.png&lt;br /&gt;
 diffuse green&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name BackSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox5.png&lt;br /&gt;
 diffuse blue&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name TopSkyboxMaterial&lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox3.png&lt;br /&gt;
 diffuse purple&lt;br /&gt;
 end&lt;br /&gt;
 material&lt;br /&gt;
 name BottomSkyboxMaterial &lt;br /&gt;
 matref skyboxBase&lt;br /&gt;
 texture http://cbg.bzflag.org/images/Panzer/borg/borgskybox/skybox6.png &lt;br /&gt;
 diffuse white&lt;br /&gt;
 end&lt;br /&gt;
 #End Space Skybox&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KTL</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=6608</id>
		<title>Server Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=6608"/>
		<updated>2009-08-09T02:18:45Z</updated>

		<summary type="html">&lt;p&gt;KTL: adding _rejumpTime&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BZFlag Server (BZFS) allows administrators to configure a large number of gameplay and configuration settings from within the client.  The /set command in-game allows users with the appropriate permissions to change these values.  These may also be known as BZDB variables and &amp;quot;/set variables&amp;quot; depending on who you speak with.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, time values are measured in seconds, distances in [[world units]], and speeds in [[world units]] per second.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox|Note|Some values, such as _worldSize, only take affect at server start since they affect the world file that is generated.  It is recommended to apply these in the map file so they are loaded with the map.}}&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Default&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _agilityAdVel || 2.25 || Multiplies _tankSpeed for tanks holding Agility flag for a specified amount of time (_agilityTimeWindow)&lt;br /&gt;
|-&lt;br /&gt;
| _agilityTimeWindow || 1 || The amount of time (in seconds)that the tank will have the speed specified by _agilityAdVel&lt;br /&gt;
|-&lt;br /&gt;
| _agilityVelDelta || 0.3 || &lt;br /&gt;
|-&lt;br /&gt;
| _angleTolerance || 0.05 || If a tank has turned more than it was expected to, plus this tolerance, a new update is sent so the other clients are aware of the change in heading&lt;br /&gt;
|-&lt;br /&gt;
| _angularAd || 1.5 || Multiplies _tankAngVel to determine how fast tanks can turn while holding the Quick Turn flag&lt;br /&gt;
|-&lt;br /&gt;
| _avenueSize || 2*_boxBase || Space to leave between objects in random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _baseSize || 60 || Width and Depth (bases have constant height) of the square bases for CTF games&lt;br /&gt;
|-&lt;br /&gt;
| _boxBase || 30 || Width and Depth of boxes on a random map?&lt;br /&gt;
|-&lt;br /&gt;
| _boxHeight || 6*_muzzleHeight || Height of boxes on a random map?&lt;br /&gt;
|-&lt;br /&gt;
| _burrowDepth || 1.32 || Determines how far down tanks drop when they have the Burrow Flag. Making this much lower makes it below the floor, and impossible to kill the tank without something like a ShockWave flag!&lt;br /&gt;
|-&lt;br /&gt;
| _burrowSpeedAd || .8 || Multiplied by _tankSpeed to determine how fast tanks holding the Burrow Flag move.&lt;br /&gt;
|-&lt;br /&gt;
| _burrowAngularAd || .55 || Multiplied by _tankAngVel to determine how fast tanks can turn while holding the Burrow flag.&lt;br /&gt;
|-&lt;br /&gt;
| _coldetDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _coldetElements || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _countdownResumeTime || 5 || This enforces a delay when resuming a paused countdown. If the argument is lower or equal to 0 then resuming is instantly, otherwise it is delayed according to the value (in seconds). &#039;&#039;Available in 2.1 and later&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _cullDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _cullDist || fog || Far plane culling distance (&#039;fog&#039; uses the fog parameters).&lt;br /&gt;
|-&lt;br /&gt;
| _cullElements || 16 || &lt;br /&gt;
|-&lt;br /&gt;
| _cullOccluders || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _disableBots || none || A value of 1 in this variable does not allow autopilot or bots on the server, equivalent to the old -prohibitbots command line option. &lt;br /&gt;
|-&lt;br /&gt;
| _drawCelestial || 1 || Draw the stars, sun, and moon.&lt;br /&gt;
|-&lt;br /&gt;
| _drawClouds || 1 || Draw the clouds.&lt;br /&gt;
|-&lt;br /&gt;
| _drawGround || 1 || Draw the ground plane.&lt;br /&gt;
|-&lt;br /&gt;
| _drawMountains || 1 || Draw the mountains.&lt;br /&gt;
|-&lt;br /&gt;
| _drawSky || 1 || Draw the sky pyramid.&lt;br /&gt;
|-&lt;br /&gt;
| _explodeTime || 5 || After a tank is killed, this is how long it takes to blow up, and then &amp;quot;respawn&amp;quot;. Larger values translates into longer explosions and more client processor time. Note that an explosion is invisible if you are inside it, so large values may make it invisible up close, and extremely large values may make explosions entirely invisible.&lt;br /&gt;
|-&lt;br /&gt;
| _flagAltitude || 11 || The height that the flag flies up when dropped and the height that a flag spawns at.&lt;br /&gt;
|-&lt;br /&gt;
| _flagEffectTime || 0.64 || How much time it takes for the flag to go into effect.&lt;br /&gt;
|-&lt;br /&gt;
| _flagHeight || 10 || The height of the flag (not its pole).&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleWidth || 0.025 || The diameter of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleSize || 0.8 || The height of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagRadius || 2.5 || Determines how close a tank must be to a flag to pick it up.&lt;br /&gt;
|-&lt;br /&gt;
| _fogMode || none || Valid values: linear, exp, or exp2.&lt;br /&gt;
|-&lt;br /&gt;
| _fogDensity || 0.001 || Used for exp and exp2 fog modes.&lt;br /&gt;
|-&lt;br /&gt;
| _fogStart || 0.5*_worldSize || Used for linear fog mode, the distance where fog begins to occlude vision.&lt;br /&gt;
|-&lt;br /&gt;
| _fogEnd || _worldSize || Used for linear fog mode, the distance where the fog occludes everything.&lt;br /&gt;
|-&lt;br /&gt;
| _fogColor || &amp;quot;0.25 0.25 0.25&amp;quot; || RGB or black, red, blue (alpha is ignored).&lt;br /&gt;
|-&lt;br /&gt;
| _friction || 0  || Zero is normal friction, the closer to 0 the harder it is to start and stop, and the higher the number the easier it is to start and stop.&lt;br /&gt;
|-&lt;br /&gt;
| _gmActivationTime || 0.5  || The amount of time (in seconds) it takes for a Guided Missile to become active after it is fired. Any contact under this time will not result in detonation (setting it too low could cause its owner to run into its own GM and be blown up!&lt;br /&gt;
|-&lt;br /&gt;
| _gmAdLife || 0.95 || Multiplied by _shotRange to determine the distance guided missiles will go.&lt;br /&gt;
|-&lt;br /&gt;
| _gmTurnAngle || 0.628319 || The angle at which a Guided Missile will turn to follow its target. (Measured in radians)&lt;br /&gt;
|-&lt;br /&gt;
| _gravity || -9.8 ||  The rate at which a tank will fall (or be kept from jumping) Measured in [[World units]]/Seconds^2. Setting this to a zero or positive value will result in tanks being unable to stay down and will float away.&lt;br /&gt;
|-&lt;br /&gt;
| _handicapScoreDiff || 50 || How much of a score difference (from the leader?) there must be for a player to get a handicap&lt;br /&gt;
|-&lt;br /&gt;
| _handicapVelAd || 2 || Player with handicap will receive this much more (_tankSpeed + _handicapVelAd) velocity than the normal _tankSpeed value.&amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _handicapAngAd || 1.5 || Player with handicap will receive this much more (_angularAd + _handicapAngAd) turning ability than the normal _angularAd. &amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _handicapShotAd || 1.75 || &#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _identifyRange || 50 || If a flag is this distance or closer to a tank carrying the Identify (ID) flag, it will display the closest flag&#039;s type.&lt;br /&gt;
|-&lt;br /&gt;
| _inertiaAngular || 38 || Sets the maximum angular acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _inertiaLinear || 45 || Sets the maximum linear acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _jumpVelocity || 19 || The speed a tank moves vertically while jumping.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdVel || 1000 || The length of each laser shot. Laser&#039;s aren&#039;t exactly &amp;quot;infinite&amp;quot; as their description states, they go on for as long as this variable states.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdRate || 0.5 || Multiplied by _rFireAdRate to determine the firing rate for a laser.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdLife || 0.1 || The amount of time (in seconds) that a laser remains after being fired.&lt;br /&gt;
|-&lt;br /&gt;
| _latitude || 37.5 ||  The latitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lgGravity|| 12.7 ||  Modifies the gravity for owners of the Low Gravity flag. Similar to the _gravity variable. &#039;&#039;Available starting in version 2.1&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _lockOnAngle || 0.15 || Angle (in radians) in relation to tanks heading (positive or negative) that will allow a Guided Missile to lock onto a target.&lt;br /&gt;
|-&lt;br /&gt;
| _longitude || 122 || The longitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lRAdRate || 0.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| _maxBumpHeight || 0.33 || Any difference between the surface a tank is on and the top surface of an object the tank runs into that is less than this value will allow the tank to simply move up to the object rather than being stopped by it.&lt;br /&gt;
|-&lt;br /&gt;
| _maxFlagGrabs || 4.0 || How many times a flag can be dropped before it respawns. At the first spawn, flags are assigned a random # between 1 and _maxFlagGrabs. Each grab reduces that number by 1, until zero is reached, then the flag spawns at a new location. Flags will always respawn no matter how many flag grabs they have left if dropped over an &#039;unsafe&#039; zone.&lt;br /&gt;
|-&lt;br /&gt;
| _maxLOD || 32767 || The max level of detail to allow.&lt;br /&gt;
|-&lt;br /&gt;
| _mirror || none || Options: &#039;&#039;&#039;white&#039;&#039;&#039;, &#039;&#039;&#039;black&#039;&#039;&#039;, &#039;&#039;&#039;red&#039;&#039;&#039;, &#039;&#039;&#039;blue&#039;&#039;&#039;, &#039;&#039;&#039;pink&#039;&#039;&#039;, &#039;&#039;&#039;purple&#039;&#039;&#039;, &#039;&#039;&#039;orange&#039;&#039;&#039;, etc... (&amp;quot;black 0.75&amp;quot; is a good setting, some invalid options such as &#039;&#039;&#039;mirror&#039;&#039;&#039; will give a mirror look)&lt;br /&gt;
|-&lt;br /&gt;
| _momentumLinAcc || 1 || Momentum flag&#039;s effect on going forwards and backwards.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumAngAcc || 1 || Momentum flag&#039;s effect on turning.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumFriction || 0 || Friction (same as _friction) when holding the Momentum flag.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdVel || 1/_mGunAdRate || The speed of the machine gun&#039;s bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdRate || 10 || _reloadTime divided by _mGunAdRate gives how long machine gun bullets take to reload.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdLife || 1.5 || Multiplied by _shotRange to determine the distance machine gun bullets go.&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleFront || _tankRadius + 0.1 || Location of muzzle of tank (affects bullets and player camera location).&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleHeight || 1.57 || See _muzzleFront.&lt;br /&gt;
|-&lt;br /&gt;
| _noClimb || 1 || Allow or disallow climbing on sloped surfaces. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noShadows || 0 || Enables of disables shadows. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noSmallPackets || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _notRespondingTime || 5 || The amount of time (in seconds) the server should wait before reporting a tank as not responding.&lt;br /&gt;
|-&lt;br /&gt;
| _obeseFactor || 2.5 || Multiplier of normal size that determines how big a tank gets when carrying the Obese flag.&lt;br /&gt;
|-&lt;br /&gt;
| _pauseDropTime || 15 || The amount of time (in seconds) that a tank needs to be paused before its flag is dropped automatically.&lt;br /&gt;
|-&lt;br /&gt;
| _positionTolerance || 0.09 || &lt;br /&gt;
|-&lt;br /&gt;
| _pyrBase || 4 * _tankHeight || Base size of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _pyrHeight || 5 * _tankHeight || Height of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _radarLimit || _worldSize || The maximum area that the radar can see (when not rotated).&lt;br /&gt;
|-&lt;br /&gt;
| _rainBaseColor || none || When _rainType = rain, sets color of the bottom of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainDensity || none || Determines how many drops of rain are in the space defined by _rainSpread.&lt;br /&gt;
|-&lt;br /&gt;
| _rainEndZ || none || The height above the ground where rain should stop falling.&lt;br /&gt;
|-&lt;br /&gt;
| _rainMaxPuddleTime || none || The amount of time (in seconds) a rain puddle should exist before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleSpeed || none || The speed at which puddles should spread out.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleColor || none || Color of rain puddles. none means no puddle.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleTexture ||none || Texture of puddles. Best to leave default.&lt;br /&gt;
|-&lt;br /&gt;
| _rainRoofs || 1 || &#039;&#039;&#039;0&#039;&#039;&#039; rain falls through everything&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; rain hits buildings, but puddles are only on the ground&amp;lt;br&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; rain hits buildings, and creates puddles on them&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpread || none || The radius from center of map where rain will fall.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeed || none || The speed at which the rain falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeedMod || none || Randomizes _rainSpeed by adding/subtracting up to this number from each raindrop&#039;s speed&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpins || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not spin as it falls&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain spins as it falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainStartZ || none || The height above ground that rain should fall from.&lt;br /&gt;
|-&lt;br /&gt;
| _rainTexture || none || The name of the texture in data directory.&amp;lt;br&amp;gt;&#039;&#039;Works with _rainTypes of frog, particle, bubble, snow, fatrain&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rainTopColor ||none || When _rainType = rain, sets color of the top of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainType || none || Adjusts all _rain* and _use* variables automatically&amp;lt;br&amp;gt;Valid Options : &#039;&#039;&#039;frog&#039;&#039;&#039;, &#039;&#039;&#039;particle&#039;&#039;&#039;, &#039;&#039;&#039;rain&#039;&#039;&#039;, &#039;&#039;&#039;bubble&#039;&#039;&#039;, &#039;&#039;&#039;snow&#039;&#039;&#039;, &#039;&#039;&#039;fatrain&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rejoinTime || _explodeTime || The number of seconds before clients can rejoin a game, after they leave.&lt;br /&gt;
|-&lt;br /&gt;
| _rejumpTime || 0.01 || From version 3.0. Time a tank has to wait before he can jump again after landing. Any value higher than 0 will make it difficult to jump away from sloped faces like pyramids.&lt;br /&gt;
|-&lt;br /&gt;
| _reloadTime || _shotRange/_shotSpeed || Time between shot reloads, note that this can cut shot range short.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdVel || 1.5 || Multiplied by _shotSpeed to determine the speed of the rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdRate || 2 || The reload time (in seconds) for rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdLife || 1/_rFireAdRate || How long the rapid fire bullets last.&lt;br /&gt;
|-&lt;br /&gt;
| _shieldFlight || 2.7 || The amount of time (in seconds) that a shield flag floats in the air (after you drop it) before coming down again.&lt;br /&gt;
|-&lt;br /&gt;
| _shockAdLife || 0.2 || The amount of time (in seconds) that a shockwave lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _shockInRadius || _tankLength || The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.&lt;br /&gt;
|-&lt;br /&gt;
| _shockOutRadius || 60 || The outer radius of the shockwave. If greater than _shockInRadius, the shockwave expands outward. If less than _shockInRadius, the shockwave starts big and shrinks inward.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRadius || 0.5 || For collision detection.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRange || 350 || Range of shots, note that they can be cut short by _reloadTime.&lt;br /&gt;
|-&lt;br /&gt;
| _shotSpeed || 100 || Speed of shots.&lt;br /&gt;
|-&lt;br /&gt;
| _shotTailLength || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _shotsKeepVerticalVelocity || 0 || If &#039;&#039;&#039;0&#039;&#039;&#039;, shots always move straight in relation to the ground. If &#039;&#039;&#039;1&#039;&#039;&#039;, shots are affected vertically by the tank&#039;s speed, and can fly up and down. Lasers are also affected. &lt;br /&gt;
|-&lt;br /&gt;
| _skyColor || white || Sets the sky to a specific color.&lt;br /&gt;
|-&lt;br /&gt;
| _srRadiusMult || 2 || Radius of steamroller effect.&lt;br /&gt;
|-&lt;br /&gt;
| _squishFactor || 1 || How much tanks squish when landing.&lt;br /&gt;
|-&lt;br /&gt;
| _squishTime || 1 || How much squishy time you get after falling to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _syncTime || 1 || Whether or not to sync the players time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _syncLocation || 0 || Whether or not to sync the location time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _tankAngVel || 0.785398 || How fast the tank can turn.&lt;br /&gt;
|-&lt;br /&gt;
| _tankExplosionSize || 3.5 * _tankLength || How large the tank&#039;s explosion is.&lt;br /&gt;
|-&lt;br /&gt;
| _tankHeight || 2.05 || The height of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankLength || 6 || The length of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankRadius || 0.72 * _tankLength || The radius of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankSpeed || 25 || The speed of the tank&lt;br /&gt;
|-&lt;br /&gt;
| _tankWidth || 2.8 || The width of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _targetingAngle || 0.3|| Something to do with GM... &lt;br /&gt;
|-&lt;br /&gt;
| _teleportBreadth || 4.48|| Random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _teleportHeight || 10.08 || See _teleportBreadth.&lt;br /&gt;
|-&lt;br /&gt;
| _teleportTime || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| _teleportWidth || 1.12 || See _teleportHeight.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdLife || 0.05 || The amount of time (in seconds) that a thief shot lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdRate || 12 || The amount of time (in seconds) that the Thief &amp;quot;shot&amp;quot; reloads.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdShotVel || 8 || The speed of thief.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefTinyFactor || 0.5|| Multiplied by the normal tank size to shrink a tank carrying the thief flag.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefVelAd || 1.67 || Multiplied by _tankSpeed to determine how fast tanks holding the thief goes.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefDropTime || reloadTime * 0.5 ||The amount of time you must wait to fire a shot after stealing a flag.&lt;br /&gt;
|-&lt;br /&gt;
| _tinyFactor || 0.4 || Multiplied by the normal tank size to shrink a tank carrying the tiny flag.&lt;br /&gt;
|-&lt;br /&gt;
| _trackFade || 3 || The amount of time (in seconds) before track marks fade.&lt;br /&gt;
|-&lt;br /&gt;
| _updateThrottleRate || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| _useLineRain || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is not a vertical line&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is vertical lines, smoothly shaded from _rainTopColor to _rainBaseColor&lt;br /&gt;
|-&lt;br /&gt;
| _useRainPuddles || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not create puddles&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain creates puddles&lt;br /&gt;
|-&lt;br /&gt;
| _useRainBillboards || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is lines or polygons&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is billboards, textured and look the same from all angles&lt;br /&gt;
|-&lt;br /&gt;
| _velocityAd || 1.5 || Multiplies _tankSpeed to determine the speed of a tank carrying the high speed (V) flag&lt;br /&gt;
|-&lt;br /&gt;
| _wallHeight || 3 * _tankHeight|| The outer wall height.&lt;br /&gt;
|-&lt;br /&gt;
| _weapons || 1 || Used with world weapons, &#039;&#039;&#039;0&#039;&#039;&#039; world weapons will not fire&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; world weapons will fire&lt;br /&gt;
|-&lt;br /&gt;
| _wideAngleAng || 1.745329 || The viewing angle when a tank has the Wide Angle bad flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsGravity || _gravity || How much gravity affects tanks with the WG flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpCount || 1 || The number of jumps a tank with the wings flag can do before returning to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpVelocity || _jumpVelocity || The initial velocity of a jump with wings, in [[world units]]/sec.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsSlideTime || 0 || When in the air, the tanks will slide for this long.&lt;br /&gt;
|-&lt;br /&gt;
| _worldSize || 400 || The size of the world. This should not be set during play, as the walls will not move for currently connected players. Setting this larger will allow tanks to go outside the map, and setting it smaller will cause tanks to be kicked for leaving the world boundaries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>KTL</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=6604</id>
		<title>Server Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=6604"/>
		<updated>2009-08-05T00:23:50Z</updated>

		<summary type="html">&lt;p&gt;KTL: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BZFlag Server (BZFS) allows administrators to configure a large number of gameplay and configuration settings from within the client.  The /set command in-game allows users with the appropriate permissions to change these values.  These may also be known as BZDB variables and &amp;quot;/set variables&amp;quot; depending on who you speak with.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, time values are measured in seconds, distances in [[world units]], and speeds in [[world units]] per second.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox|Note|Some values, such as _worldSize, only take affect at server start since they affect the world file that is generated.  It is recommended to apply these in the map file so they are loaded with the map.}}&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Default&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _agilityAdVel || 2.25 || Multiplies _tankSpeed for tanks holding Agility flag for a specified amount of time (_agilityTimeWindow)&lt;br /&gt;
|-&lt;br /&gt;
| _agilityTimeWindow || 1 || The amount of time (in seconds)that the tank will have the speed specified by _agilityAdVel&lt;br /&gt;
|-&lt;br /&gt;
| _agilityVelDelta || 0.3 || &lt;br /&gt;
|-&lt;br /&gt;
| _angleTolerance || 0.05 || If a tank has turned more than it was expected to, plus this tolerance, a new update is sent so the other clients are aware of the change in heading&lt;br /&gt;
|-&lt;br /&gt;
| _angularAd || 1.5 || Multiplies _tankAngVel to determine how fast tanks can turn while holding the Quick Turn flag&lt;br /&gt;
|-&lt;br /&gt;
| _avenueSize || 2*_boxBase || Space to leave between objects in random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _baseSize || 60 || Width and Depth (bases have constant height) of the square bases for CTF games&lt;br /&gt;
|-&lt;br /&gt;
| _boxBase || 30 || Width and Depth of boxes on a random map?&lt;br /&gt;
|-&lt;br /&gt;
| _boxHeight || 6*_muzzleHeight || Height of boxes on a random map?&lt;br /&gt;
|-&lt;br /&gt;
| _burrowDepth || 1.32 || Determines how far down tanks drop when they have the Burrow Flag. Making this much lower makes it below the floor, and impossible to kill the tank without something like a ShockWave flag!&lt;br /&gt;
|-&lt;br /&gt;
| _burrowSpeedAd || .8 || Multiplied by _tankSpeed to determine how fast tanks holding the Burrow Flag move.&lt;br /&gt;
|-&lt;br /&gt;
| _burrowAngularAd || .55 || Multiplied by _tankAngVel to determine how fast tanks can turn while holding the Burrow flag.&lt;br /&gt;
|-&lt;br /&gt;
| _coldetDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _coldetElements || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _countdownResumeTime || 5 || This enforces a delay when resuming a paused countdown. If the argument is lower or equal to 0 then resuming is instantly, otherwise it is delayed according to the value (in seconds). &#039;&#039;Available in 2.1 and later&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _cullDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _cullDist || fog || Far plane culling distance (&#039;fog&#039; uses the fog parameters).&lt;br /&gt;
|-&lt;br /&gt;
| _cullElements || 16 || &lt;br /&gt;
|-&lt;br /&gt;
| _cullOccluders || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _disableBots || none || A value of 1 in this variable does not allow autopilot or bots on the server, equivalent to the old -prohibitbots command line option. &lt;br /&gt;
|-&lt;br /&gt;
| _drawCelestial || 1 || Draw the stars, sun, and moon.&lt;br /&gt;
|-&lt;br /&gt;
| _drawClouds || 1 || Draw the clouds.&lt;br /&gt;
|-&lt;br /&gt;
| _drawGround || 1 || Draw the ground plane.&lt;br /&gt;
|-&lt;br /&gt;
| _drawMountains || 1 || Draw the mountains.&lt;br /&gt;
|-&lt;br /&gt;
| _drawSky || 1 || Draw the sky pyramid.&lt;br /&gt;
|-&lt;br /&gt;
| _explodeTime || 5 || After a tank is killed, this is how long it takes to blow up, and then &amp;quot;respawn&amp;quot;. Larger values translates into longer explosions and more client processor time. Note that an explosion is invisible if you are inside it, so large values may make it invisible up close, and extremely large values may make explosions entirely invisible.&lt;br /&gt;
|-&lt;br /&gt;
| _flagAltitude || 11 || The height that the flag flies up when dropped and the height that a flag spawns at.&lt;br /&gt;
|-&lt;br /&gt;
| _flagEffectTime || 0.64 || How much time it takes for the flag to go into effect.&lt;br /&gt;
|-&lt;br /&gt;
| _flagHeight || 10 || The height of the flag (not its pole).&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleWidth || 0.025 || The diameter of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleSize || 0.8 || The height of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagRadius || 2.5 || Determines how close a tank must be to a flag to pick it up.&lt;br /&gt;
|-&lt;br /&gt;
| _fogMode || none || Valid values: linear, exp, or exp2.&lt;br /&gt;
|-&lt;br /&gt;
| _fogDensity || 0.001 || Used for exp and exp2 fog modes.&lt;br /&gt;
|-&lt;br /&gt;
| _fogStart || 0.5*_worldSize || Used for linear fog mode, the distance where fog begins to occlude vision.&lt;br /&gt;
|-&lt;br /&gt;
| _fogEnd || _worldSize || Used for linear fog mode, the distance where the fog occludes everything.&lt;br /&gt;
|-&lt;br /&gt;
| _fogColor || &amp;quot;0.25 0.25 0.25&amp;quot; || RGB or black, red, blue (alpha is ignored).&lt;br /&gt;
|-&lt;br /&gt;
| _friction || 0  || Zero is normal friction, the closer to 0 the harder it is to start and stop, and the higher the number the easier it is to start and stop.&lt;br /&gt;
|-&lt;br /&gt;
| _gmActivationTime || 0.5  || The amount of time (in seconds) it takes for a Guided Missile to become active after it is fired. Any contact under this time will not result in detonation (setting it too low could cause its owner to run into its own GM and be blown up!&lt;br /&gt;
|-&lt;br /&gt;
| _gmAdLife || 0.95 || Multiplied by _shotRange to determine the distance guided missiles will go.&lt;br /&gt;
|-&lt;br /&gt;
| _gmTurnAngle || 0.628319 || The angle at which a Guided Missile will turn to follow its target. (Measured in radians)&lt;br /&gt;
|-&lt;br /&gt;
| _gravity || -9.8 ||  The rate at which a tank will fall (or be kept from jumping) Measured in [[World units]]/Seconds^2. Setting this to a zero or positive value will result in tanks being unable to stay down and will float away.&lt;br /&gt;
|-&lt;br /&gt;
| _handicapScoreDiff || 50 || How much of a score difference (from the leader?) there must be for a player to get a handicap&lt;br /&gt;
|-&lt;br /&gt;
| _handicapVelAd || 2 || Player with handicap will receive this much more (_tankSpeed + _handicapVelAd) velocity than the normal _tankSpeed value.&amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _handicapAngAd || 1.5 || Player with handicap will receive this much more (_angularAd + _handicapAngAd) turning ability than the normal _angularAd. &amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _handicapShotAd || 1.75 || &#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _identifyRange || 50 || If a flag is this distance or closer to a tank carrying the Identify (ID) flag, it will display the closest flag&#039;s type.&lt;br /&gt;
|-&lt;br /&gt;
| _inertiaAngular || 38 || Sets the maximum angular acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _inertiaLinear || 45 || Sets the maximum linear acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _jumpVelocity || 19 || The speed a tank moves vertically while jumping.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdVel || 1000 || The length of each laser shot. Laser&#039;s aren&#039;t exactly &amp;quot;infinite&amp;quot; as their description states, they go on for as long as this variable states.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdRate || 0.5 || Multiplied by _rFireAdRate to determine the firing rate for a laser.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdLife || 0.1 || The amount of time (in seconds) that a laser remains after being fired.&lt;br /&gt;
|-&lt;br /&gt;
| _latitude || 37.5 ||  The latitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lgGravity|| 12.7 ||  Modifies the gravity for owners of the Low Gravity flag. Similar to the _gravity variable. &#039;&#039;Available starting in version 2.1&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _lockOnAngle || 0.15 || Angle (in radians) in relation to tanks heading (positive or negative) that will allow a Guided Missile to lock onto a target.&lt;br /&gt;
|-&lt;br /&gt;
| _longitude || 122 || The longitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lRAdRate || 0.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| _maxBumpHeight || 0.33 || Any difference between the surface a tank is on and the top surface of an object the tank runs into that is less than this value will allow the tank to simply move up to the object rather than being stopped by it.&lt;br /&gt;
|-&lt;br /&gt;
| _maxFlagGrabs || 4.0 || How many times a flag can be dropped before it respawns. At the first spawn, flags are assigned a random # between 1 and _maxFlagGrabs. Each grab reduces that number by 1, until zero is reached, then the flag spawns at a new location. Flags will always respawn no matter how many flag grabs they have left if dropped over an &#039;unsafe&#039; zone.&lt;br /&gt;
|-&lt;br /&gt;
| _maxLOD || 32767 || The max level of detail to allow.&lt;br /&gt;
|-&lt;br /&gt;
| _mirror || none || Options: &#039;&#039;&#039;white&#039;&#039;&#039;, &#039;&#039;&#039;black&#039;&#039;&#039;, &#039;&#039;&#039;red&#039;&#039;&#039;, &#039;&#039;&#039;blue&#039;&#039;&#039;, &#039;&#039;&#039;pink&#039;&#039;&#039;, &#039;&#039;&#039;purple&#039;&#039;&#039;, &#039;&#039;&#039;orange&#039;&#039;&#039;, etc... (&amp;quot;black 0.75&amp;quot; is a good setting, some invalid options such as &#039;&#039;&#039;mirror&#039;&#039;&#039; will give a mirror look)&lt;br /&gt;
|-&lt;br /&gt;
| _momentumLinAcc || 1 || Momentum flag&#039;s effect on going forwards and backwards.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumAngAcc || 1 || Momentum flag&#039;s effect on turning.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumFriction || 0 || Friction (same as _friction) when holding the Momentum flag.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdVel || 1/_mGunAdRate || The speed of the machine gun&#039;s bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdRate || 10 || _reloadTime divided by _mGunAdRate gives how long machine gun bullets take to reload.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdLife || 1.5 || Multiplied by _shotRange to determine the distance machine gun bullets go.&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleFront || _tankRadius + 0.1 || Location of muzzle of tank (affects bullets and player camera location).&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleHeight || 1.57 || See _muzzleFront.&lt;br /&gt;
|-&lt;br /&gt;
| _noClimb || 1 || Allow or disallow climbing on sloped surfaces. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noShadows || 0 || Enables of disables shadows. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noSmallPackets || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _notRespondingTime || 5 || The amount of time (in seconds) the server should wait before reporting a tank as not responding.&lt;br /&gt;
|-&lt;br /&gt;
| _obeseFactor || 2.5 || Multiplier of normal size that determines how big a tank gets when carrying the Obese flag.&lt;br /&gt;
|-&lt;br /&gt;
| _pauseDropTime || 15 || The amount of time (in seconds) that a tank needs to be paused before its flag is dropped automatically.&lt;br /&gt;
|-&lt;br /&gt;
| _positionTolerance || 0.09 || &lt;br /&gt;
|-&lt;br /&gt;
| _pyrBase || 4 * _tankHeight || Base size of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _pyrHeight || 5 * _tankHeight || Height of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _radarLimit || _worldSize || The maximum area that the radar can see (when not rotated).&lt;br /&gt;
|-&lt;br /&gt;
| _rainBaseColor || none || When _rainType = rain, sets color of the bottom of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainDensity || none || Determines how many drops of rain are in the space defined by _rainSpread.&lt;br /&gt;
|-&lt;br /&gt;
| _rainEndZ || none || The height above the ground where rain should stop falling.&lt;br /&gt;
|-&lt;br /&gt;
| _rainMaxPuddleTime || none || The amount of time (in seconds) a rain puddle should exist before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleSpeed || none || The speed at which puddles should spread out.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleColor || none || Color of rain puddles. none means no puddle.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleTexture ||none || Texture of puddles. Best to leave default.&lt;br /&gt;
|-&lt;br /&gt;
| _rainRoofs || 1 || &#039;&#039;&#039;0&#039;&#039;&#039; rain falls through everything&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; rain hits buildings, but puddles are only on the ground&amp;lt;br&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; rain hits buildings, and creates puddles on them&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpread || none || The radius from center of map where rain will fall.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeed || none || The speed at which the rain falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeedMod || none || Randomizes _rainSpeed by adding/subtracting up to this number from each raindrop&#039;s speed&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpins || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not spin as it falls&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain spins as it falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainStartZ || none || The height above ground that rain should fall from.&lt;br /&gt;
|-&lt;br /&gt;
| _rainTexture || none || The name of the texture in data directory.&amp;lt;br&amp;gt;&#039;&#039;Works with _rainTypes of frog, particle, bubble, snow, fatrain&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rainTopColor ||none || When _rainType = rain, sets color of the top of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainType || none || Adjusts all _rain* and _use* variables automatically&amp;lt;br&amp;gt;Valid Options : &#039;&#039;&#039;frog&#039;&#039;&#039;, &#039;&#039;&#039;particle&#039;&#039;&#039;, &#039;&#039;&#039;rain&#039;&#039;&#039;, &#039;&#039;&#039;bubble&#039;&#039;&#039;, &#039;&#039;&#039;snow&#039;&#039;&#039;, &#039;&#039;&#039;fatrain&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rejoinTime || _explodeTime || The number of seconds before clients can rejoin a game, after they leave.&lt;br /&gt;
|-&lt;br /&gt;
| _reloadTime || _shotRange/_shotSpeed || Time between shot reloads, note that this can cut shot range short.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdVel || 1.5 || Multiplied by _shotSpeed to determine the speed of the rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdRate || 2 || The reload time (in seconds) for rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdLife || 1/_rFireAdRate || How long the rapid fire bullets last.&lt;br /&gt;
|-&lt;br /&gt;
| _shieldFlight || 2.7 || The amount of time (in seconds) that a shield flag floats in the air (after you drop it) before coming down again.&lt;br /&gt;
|-&lt;br /&gt;
| _shockAdLife || 0.2 || The amount of time (in seconds) that a shockwave lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _shockInRadius || _tankLength || The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.&lt;br /&gt;
|-&lt;br /&gt;
| _shockOutRadius || 60 || The outer radius of the shockwave. If greater than _shockInRadius, the shockwave expands outward. If less than _shockInRadius, the shockwave starts big and shrinks inward.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRadius || 0.5 || For collision detection.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRange || 350 || Range of shots, note that they can be cut short by _reloadTime.&lt;br /&gt;
|-&lt;br /&gt;
| _shotSpeed || 100 || Speed of shots.&lt;br /&gt;
|-&lt;br /&gt;
| _shotTailLength || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _shotsKeepVerticalVelocity || 0 || If &#039;&#039;&#039;0&#039;&#039;&#039;, shots always move straight in relation to the ground. If &#039;&#039;&#039;1&#039;&#039;&#039;, shots are affected vertically by the tank&#039;s speed, and can fly up and down. Lasers are also affected. &lt;br /&gt;
|-&lt;br /&gt;
| _skyColor || white || Sets the sky to a specific color.&lt;br /&gt;
|-&lt;br /&gt;
| _srRadiusMult || 2 || Radius of steamroller effect.&lt;br /&gt;
|-&lt;br /&gt;
| _squishFactor || 1 || How much tanks squish when landing.&lt;br /&gt;
|-&lt;br /&gt;
| _squishTime || 1 || How much squishy time you get after falling to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _syncTime || 1 || Whether or not to sync the players time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _syncLocation || 0 || Whether or not to sync the location time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _tankAngVel || 0.785398 || How fast the tank can turn.&lt;br /&gt;
|-&lt;br /&gt;
| _tankExplosionSize || 3.5 * _tankLength || How large the tank&#039;s explosion is.&lt;br /&gt;
|-&lt;br /&gt;
| _tankHeight || 2.05 || The height of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankLength || 6 || The length of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankRadius || 0.72 * _tankLength || The radius of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankSpeed || 25 || The speed of the tank&lt;br /&gt;
|-&lt;br /&gt;
| _tankWidth || 2.8 || The width of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _targetingAngle || 0.3|| Something to do with GM... &lt;br /&gt;
|-&lt;br /&gt;
| _teleportBreadth || 4.48|| Random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _teleportHeight || 10.08 || See _teleportBreadth.&lt;br /&gt;
|-&lt;br /&gt;
| _teleportTime || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| _teleportWidth || 1.12 || See _teleportHeight.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdLife || 0.05 || The amount of time (in seconds) that a thief shot lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdRate || 12 || The amount of time (in seconds) that the Thief &amp;quot;shot&amp;quot; reloads.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdShotVel || 8 || The speed of thief.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefTinyFactor || 0.5|| Multiplied by the normal tank size to shrink a tank carrying the thief flag.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefVelAd || 1.67 || Multiplied by _tankSpeed to determine how fast tanks holding the thief goes.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefDropTime || reloadTime * 0.5 ||The amount of time you must wait to fire a shot after stealing a flag.&lt;br /&gt;
|-&lt;br /&gt;
| _tinyFactor || 0.4 || Multiplied by the normal tank size to shrink a tank carrying the tiny flag.&lt;br /&gt;
|-&lt;br /&gt;
| _trackFade || 3 || The amount of time (in seconds) before track marks fade.&lt;br /&gt;
|-&lt;br /&gt;
| _updateThrottleRate || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| _useLineRain || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is not a vertical line&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is vertical lines, smoothly shaded from _rainTopColor to _rainBaseColor&lt;br /&gt;
|-&lt;br /&gt;
| _useRainPuddles || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not create puddles&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain creates puddles&lt;br /&gt;
|-&lt;br /&gt;
| _useRainBillboards || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is lines or polygons&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is billboards, textured and look the same from all angles&lt;br /&gt;
|-&lt;br /&gt;
| _velocityAd || 1.5 || Multiplies _tankSpeed to determine the speed of a tank carrying the high speed (V) flag&lt;br /&gt;
|-&lt;br /&gt;
| _wallHeight || 3 * _tankHeight|| The outer wall height.&lt;br /&gt;
|-&lt;br /&gt;
| _weapons || 1 || Used with world weapons, &#039;&#039;&#039;0&#039;&#039;&#039; world weapons will not fire&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; world weapons will fire&lt;br /&gt;
|-&lt;br /&gt;
| _wideAngleAng || 1.745329 || The viewing angle when a tank has the Wide Angle bad flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsGravity || _gravity || How much gravity affects tanks with the WG flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpCount || 1 || The number of jumps a tank with the wings flag can do before returning to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpVelocity || _jumpVelocity || The initial velocity of a jump with wings, in [[world units]]/sec.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsSlideTime || 0 || When in the air, the tanks will slide for this long.&lt;br /&gt;
|-&lt;br /&gt;
| _worldSize || 400 || The size of the world. This should not be set during play, as the walls will not move for currently connected players. Setting this larger will allow tanks to go outside the map, and setting it smaller will cause tanks to be kicked for leaving the world boundaries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>KTL</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlag_2.99&amp;diff=6603</id>
		<title>BZFlag 2.99</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlag_2.99&amp;diff=6603"/>
		<updated>2009-08-04T23:48:57Z</updated>

		<summary type="html">&lt;p&gt;KTL: /* Acceleration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFlag version 3.0 is the next planned release of BZFlag. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Version 3.0 is currently in development and marked as version v2.99.x. Upon release it will be marked as version v3.0. The primary goals for this version are improved server side stability and security in an effort to minimize the impact of clients that have been modified to provide their users benefit ( aka, cheating ). Additional efforts are being made to extend the server side customization of the game. v3.0 will be completely incompatible with all previous versions of the game. Users of v3.0 will only be able to play on 3.0 servers. This is similar to how v2.0 was incompatible with 1.10.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Development began on 3.0 on October 25th 2005.  After an initial rush of changes, development stalled, as a number of bugs were found in the current release build of the time ([[BZFlag 2.0.4|v2.0.4]]). These bugs and problems, as well as a number of graphical changes from [[trepan]] necessitated the release of compatible [[BZFlag 2.0.6|v2.0.6]], [[BZFlag 2.0.8|v2.0.8]], and [[BZFlag 2.0.10|v2.0.10]] releases.&lt;br /&gt;
&lt;br /&gt;
==Version Number Change==&lt;br /&gt;
v3.0 is the first version to use the new version numbering system.  The 3.0 release initially began as the 2.1 development line, with the intent of being released as version 2.2.  Part of the way through development, however, the [[Versions|versioning]] number scheme changed and the development revision changed from 2.1 to 2.99.  With previous releases the minor version number in the version triplet (major.minor.revision) represented protocol and client compatibility.  With 3.0 compatibility is instead reflected in the major version number. This new scheme gives more &amp;quot;room&amp;quot; to deal with minor packaging revisions and patch release updates.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
v3.0 has a number of features that make for a much improved gameplay experience.&lt;br /&gt;
&lt;br /&gt;
===Fonts===&lt;br /&gt;
The font system has been replaced and now uses standard TrueType fonts([http://en.wikipedia.org/wiki/TrueType TTF]). This offers a number of advantages over the older bitmap based font system, including support for unicode character sets. &lt;br /&gt;
&lt;br /&gt;
Users can now set the default fonts that they wish to use on a per-locale basis so they can use the best fonts for their character set. (More info on how?)&lt;br /&gt;
&lt;br /&gt;
===Server Side Logic===&lt;br /&gt;
A number of gameplay features have been moved from the client to the server, to ensure more consistent gameplay over the internet, including;&lt;br /&gt;
* Flag operations (pickup, capture, identify, etc)&lt;br /&gt;
* Pause/unpause&lt;br /&gt;
* Shot type&lt;br /&gt;
&lt;br /&gt;
===Game state and security checks===&lt;br /&gt;
Many changes and enhancements have been made to the network protocol to prevent errors in the network message stream or shared game state.&lt;br /&gt;
&lt;br /&gt;
===BZW Format===&lt;br /&gt;
*Links can now be included in groups, with relative naming.&lt;br /&gt;
*Mesh faces can now be used as teleportation link sources (with numerous options)&lt;br /&gt;
*Mesh faces can now be used as team bases (must be flat tops).&lt;br /&gt;
*Mesh faces can now be used as zones (must be flat tops).&lt;br /&gt;
*Meshes can now contain weapon objects.&lt;br /&gt;
*World Text objects have been added (with numerous options)&lt;br /&gt;
*Dynamic Colors now use a simpler format.&lt;br /&gt;
*Solid objects can now specify the &#039;ricochet&#039; property individually.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
Changes have been made to the graphical quality settings. What was Experimental quality in 2.0.12 is now High quality. Medium quality is between the old High and Medium, and Low has remained mostly unchanged.&lt;br /&gt;
&lt;br /&gt;
The new Experimental mode includes new shot and flag graphics.&lt;br /&gt;
&lt;br /&gt;
===New Server List===&lt;br /&gt;
The list of servers has been enhanced to allow tabbed browsing as well as improved searching and sorting.&lt;br /&gt;
&lt;br /&gt;
===HUD Markers===&lt;br /&gt;
If HUD markers showing flag position, GM lockon are now shown to players. THe name and team of the closest target is also shown, helping prevent teamkills. Servers can turn off this feature for all players if desired.&lt;br /&gt;
&lt;br /&gt;
===BZFS API===&lt;br /&gt;
The [[BZFS API]] has been reviewed and re-factored for 3.0 and includes a number of new events and functions.&lt;br /&gt;
&lt;br /&gt;
====Server Side Players====&lt;br /&gt;
The API has experimental support for server side players (bots).&lt;br /&gt;
&lt;br /&gt;
====Custom Flag Names====&lt;br /&gt;
The API may define new custom flag names using any strings desired. The ammount of logic that can be processed for custom flags is limited.&lt;br /&gt;
&lt;br /&gt;
====HTTP based plug-ins====&lt;br /&gt;
The networking system for BZFS now allows for the support of HTTP (and other ) connections. A number of plugins have been made to take advantage of this new feature, such as;&lt;br /&gt;
* [[Fastmap]]&lt;br /&gt;
* [[Webadmin]]&lt;br /&gt;
* [[Webreport]]&lt;br /&gt;
* [[Webstats]]&lt;br /&gt;
&lt;br /&gt;
====BZFS API Versioning====&lt;br /&gt;
The versioning system in the BZFS API has been redone, and now event data classes are versioned for forward computability. Custom plug-ins that were written for v2.0.x must be updated to use the new classnames before they will work with v3.0.x. This should only be a one time change as the new classes are versioned and will remain the same in future releases. All standard plug-ins that ship with the bzflag source code have been updated.&lt;br /&gt;
&lt;br /&gt;
===Lua BZFS API===&lt;br /&gt;
The lua scripting language (http://lua.org), is now built into the bzfs executable, and exposes almost all of the features from the C++ BZFS API (and a few that the C++ API does not have). It has the advantages of being easier to learn and write than comparable C++ code, and it can be embedded in world files. The main disadvantage is that it is not as fast as native c++ code.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
Some changes have been made to help you server administrators.&lt;br /&gt;
&lt;br /&gt;
The [[Webadmin]] plug-in allows server owners to manage many aspects of the server from a standard web browsers.&lt;br /&gt;
&lt;br /&gt;
====Local Authentication====&lt;br /&gt;
Local authentication ( &#039;&#039;&#039;/identify&#039;&#039;&#039; ), has been removed from the game, servers can use global authentication services for all authentication needs.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Changes===&lt;br /&gt;
A number of changes have been made to the game that will subtly affect gameplay.&lt;br /&gt;
====Acceleration====&lt;br /&gt;
Tank acceleration is now always on. The &amp;quot;-a&amp;quot; server option has been removed, and the acceleration values are pulled from BZDB variables. These variables are _inertiaLinear and _inertiaAngular.&lt;br /&gt;
&lt;br /&gt;
====Lag Compensation====&lt;br /&gt;
Clients now use a synced timestmap and attempt to compensate tank positions for lag. This can change the way the game feels for players that are used to &amp;quot;leading&amp;quot; the target based on it&#039;s lag.&lt;br /&gt;
&lt;br /&gt;
====Hit Volume====&lt;br /&gt;
The volume that defines a &amp;quot;hit&amp;quot; on a tank has been changed. It is now a box around the tank that can be adjusted by the server using BZDB variables.&lt;br /&gt;
&lt;br /&gt;
====No TK Option====&lt;br /&gt;
A server can define an option that will allow players to not be killed if a team-mates shot hits them&lt;br /&gt;
&lt;br /&gt;
===Build System===&lt;br /&gt;
Much effort has been put into making the bzflag source tree easier to compile on various OSs. The makefile build system has been updated and attempts to detect as many items as possible from the host System. The windows build system has been updated to be compatible with Visual Studio 2008 Express Edition that is freely available. When possible, copies of third party libraries are included with the source code.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
A student is being paid as part of the Google Summer of Code program to evaluate and fix the backlog of reported bugs in the software. This will have the overall effect of increasing the stability of the game.&lt;br /&gt;
&lt;br /&gt;
===ChangeLog===&lt;br /&gt;
A full list of changes can be found in the [http://bzflag.svn.sourceforge.net/viewvc/*checkout*/bzflag/trunk/bzflag/NEWS NEWS] file in the [[BZFlag Source]] code in [[BZFlag SVN|SVN]].&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
A lot of stuff needs testing, and probably doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
==Release Date==&lt;br /&gt;
As is always the case for major updates to BZFlag, &#039;&#039;&#039;&#039;&#039;3.0 will be released when it is done&#039;&#039;&#039;&#039;&#039;. At present, a major effort is being made to release sometime in the third quarter of the year.&lt;br /&gt;
&lt;br /&gt;
==Misconceptions about V3.0==&lt;br /&gt;
There have been a few misconceptions in the community regarding what this new version will and will not do. Most of this is simply due to the exceptionally long development time, or comments being taken out of context.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V3 will do everything Server Side, including shots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is untrue. While more things have been moved to the server, shoots and hits are still handled by the client. Shots and hits will not be moved to the server until the code can be shown to maintain the level of response time that players have come to expect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V3 will use more bandwith and be laggy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
V3 does a better job of handling network traffic to and from players. Many messages have been reduced in size. Server side handling of some events, (like flag grabs) have actually removed some messages from the network stream. Network performance should be similar to V2.x. In some cases, lag compensation may even improve apparent performance.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Versions]]&lt;br /&gt;
&lt;br /&gt;
[[V3RCChecklist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Versions]]&lt;/div&gt;</summary>
		<author><name>KTL</name></author>
	</entry>
</feed>