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	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFS_Command_Line_Options&amp;diff=2787</id>
		<title>BZFS Command Line Options</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFS_Command_Line_Options&amp;diff=2787"/>
		<updated>2007-07-14T20:21:30Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: /* The Options */  Link to Auto Team&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFS supports a number of command line options that let you set the various modes and parameters for the game. &lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Any command line option can be passed to BZFS in the command line, or placed in a text file passed in with the -conf parameter.&lt;br /&gt;
&lt;br /&gt;
==Config files==&lt;br /&gt;
A [[Sample conf|config file]] is simply a text file with a list of command line options, one per line. This file can be the parameter to the -conf command line option. BZFS will load all options in the config file as if they had been passed in as runtime options.&lt;br /&gt;
&lt;br /&gt;
==The Options==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-a&#039;&#039;&#039; &#039;&#039;linear angular&#039;&#039;&lt;br /&gt;
Sets the maximum linear and angular accelerations. The units are somewhat arbitrary so you&#039;ll have to experiment to find suitable values. Positive values will set limits to the acceleration and lower they are, greater is the inertia. Zero or negative values disable acceleration limits. &#039;&#039;&#039;-a 50 38&#039;&#039;&#039; is recommended for standard-speed servers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-admsg&#039;&#039;&#039; &#039;&#039;message&#039;&#039;&lt;br /&gt;
Define a message which will be broadcast to all players every 15 minutes. This option can be used multiple times to define a multi-line message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-advertise&#039;&#039;&#039; &#039;&#039;groupname,groupname,...&#039;&#039;&lt;br /&gt;
Allows control of who can see this server on the server list. Use -advertise NONE to make a private server (no one will see the server, but global logins can be used). The default, if -advertise is not specified, is to allow everyone to see the server. Otherwise, your server will only be listed to members of the groups which you specify with -advertise.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-autoTeam&#039;&#039;&#039;&lt;br /&gt;
Instructs the server to automatically assign joining players to the team that needs more players, overriding user preference. For specifics on operation, see [[Auto Team]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-b&#039;&#039;&#039;&lt;br /&gt;
When  -c  is  supplied, this option randomly rotates the buildings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ban&#039;&#039;&#039; &#039;&#039;ip{,ip}*&#039;&#039; &lt;br /&gt;
Prohibits connections from the listed IP addresses. Trailing 255 bytes are treated as mask bytes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-banfile&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Specifies the name of a file where bzfs will store the banlist. It will load the banlist from this file when it starts (if the file exists), and write the banlist back to the file when someone gets banned or unbanned. If this option isn&#039;t given the banlist will not be saved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-banTime&#039;&#039;&#039;&lt;br /&gt;
Default number of minutes player should be banned (unspecified, the default is 300).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-c&#039;&#039;&#039;&lt;br /&gt;
Enables the capture-the-flag style game. By default this allocates one team flag per team. This can be modified see &#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;team&#039;&#039;. By default, the free-for-all style is used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cache&#039;&#039;&#039; &#039;&#039;worldCacheURL&#039;&#039;&lt;br /&gt;
Specifies the URL for the world cache file. This is a binary file that clients will attempt to download before getting the world from the bzfs server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cacheout&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Save the currently specified world into a binary cache file and exit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-conf&#039;&#039;&#039; &#039;&#039;configfilename&#039;&#039;&lt;br /&gt;
Specifies the name of a configuration file to be used to set all of the bzfs options, rather than setting them on the command line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cr&#039;&#039;&#039;&lt;br /&gt;
Enables the capture-the-flag style game with random map. You can optionally specify a building density by providing a number (default is 5). One team flag per team is provided, but more can be added through &#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;team&#039;&#039;. By default, the free-for-all style is used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-d&#039;&#039;&#039;&lt;br /&gt;
Increase debugging level. If more &#039;&#039;&#039;-d&#039;&#039;&#039; is given, more debugging info is obtained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-density&#039;&#039;&#039; &#039;&#039;num&#039;&#039;&lt;br /&gt;
Specify density for buildings, i.e. the higher the integer number, the more buildings you will get. This applies to automatically generated maps only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-disableBots&#039;&#039;&#039;&lt;br /&gt;
Prevent clients from using the ROGER autopilot or from using robots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;{good|bad|teamflag-id}[{count}]&#039;&#039;&lt;br /&gt;
Forces the existence of the given flag. If specified multiple times for the same flag-id, then that many flags will appear. The good argument is equivalent to specifying &#039;&#039;&#039;+f&#039;&#039;&#039; once for each kind of good flag. Same goes for the bad argument. The teamflag-id must match one of the predefined [[FlagCode|Flag Codes]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-f&#039;&#039;&#039; &#039;&#039;{flag-id}&#039;&#039;&lt;br /&gt;
Restricts a certain flag from existing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-fb&#039;&#039;&#039;&lt;br /&gt;
Allow flags on box buildings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterCallsigns&#039;&#039;&#039;&lt;br /&gt;
Turn on the filtering of callsigns and email addresses. Callsigns and addresses are compared against bad words provided via &#039;&#039;&#039;-badwords&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterChat&#039;&#039;&#039;&lt;br /&gt;
Turn on the filtering of chat messages. Messages that contain words listed via a &#039;&#039;&#039;-badwords&#039;&#039;&#039; file are replaced with !@#$%^&amp;amp;* characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterSimple&#039;&#039;&#039;&lt;br /&gt;
By default, all filtering is aggressive, matching much more than what is strictly listed in a &#039;&#039;&#039;-badwords&#039;&#039;&#039; file for convenience. Providing this option will make the &#039;&#039;&#039;-filterCallsigns&#039;&#039;&#039; and &#039;&#039;&#039;-filterChat&#039;&#039;&#039; comparisons exact match only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-g&#039;&#039;&#039;&lt;br /&gt;
Quit after serving one game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-groupdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load groups from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-h&#039;&#039;&#039;&lt;br /&gt;
Buildings are given random heights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-handicap&#039;&#039;&#039;&lt;br /&gt;
Players are given a handicap advantage based on their ability in relation to the other players. Handicapped players will have faster tanks and shots. The handicap is determined by the player&#039;s score in relation to other players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-help&#039;&#039;&#039;&lt;br /&gt;
Shows a help page and lists all the valid flag id&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-helpmsg&#039;&#039;&#039; &#039;&#039;file name&#039;&#039;&lt;br /&gt;
Create a help message accessible by /help name, which prints the contents of file. Restricted to 10 lines per help message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-i&#039;&#039;&#039; &#039;&#039;interface&#039;&#039;&lt;br /&gt;
Server will listen for and respond to &#039;&#039;pings&#039;&#039; (sent via broadcast) on the given interface. Clients use this to find active servers on the network. This is the TCP/UDP/IP address the server will listen on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-j&#039;&#039;&#039;&lt;br /&gt;
Allows jumping.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-lagdrop&#039;&#039;&#039; &#039;&#039;warn-count&#039;&#039;&lt;br /&gt;
Kicks players after warn-count lag warnings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-lagwarn&#039;&#039;&#039; &#039;&#039;time/ms&#039;&#039;&lt;br /&gt;
Send warnings to players that lag more than time. A single value sets the total number of players allowed. Five comma separated values set the maximum for each team. If a count is left blank then no limit is set for that team, except for the limit on the total number of players. Both forms may be provided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-mp&#039;&#039;&#039; &#039;&#039;total | rogue,red,green,blue,purple,observer&#039;&#039;&lt;br /&gt;
Sets the maximum number of players, total or per team.A single value sets the total number of players allowed.                      Five comma separated values set the maximum for each team. If a count is left blank then no limit is set for that team, except for the limit on the total number of players. Both forms may be provided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-mps&#039;&#039;&#039; &#039;&#039;max-score&#039;&#039;&lt;br /&gt;
Sets a maximum score for individual players. The first player to reach this score is declared the winner and the game is over.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ms &#039;&#039;shots&#039;&#039;&lt;br /&gt;
Allows up to shots simultaneous shots for each player. This is 1 by default.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-mts&#039;&#039;&#039; &#039;&#039;max-score&#039;&#039;&lt;br /&gt;
Sets a maximum score for teams. The first team to reach this score is declared the winner and the game is over.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-noMasterBanlist&#039;&#039;&#039;&lt;br /&gt;
Server will not attempt to load the [[Master Ban]] list from the internet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-p&#039;&#039;&#039; &#039;&#039;port&#039;&#039;&lt;br /&gt;
Listen for game connections on port instead of the default port.Use &#039;&#039;&#039;-help&#039;&#039;&#039; to print the default port, or use &#039;&#039;&#039;-d&#039;&#039;&#039; debug printing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-passdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load passwords from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-passwd&#039;&#039;&#039; &#039;&#039;password&#039;&#039;&lt;br /&gt;
Specify a server administrator password for use in remote administration such as /kick, /ban, /mute, etc messages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-pidfile&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Specify a file where the server will write its process ID so it may be used for remote administration.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-poll&#039;&#039;&#039; &#039;&#039;variable=value&#039;&#039;&lt;br /&gt;
Configure several aspects of the in-game polling system.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-public&#039;&#039;&#039;&lt;br /&gt;
Causes the server to register itself with a list server, which clients can query to get a list of bzfs servers. By default, a server will respond to broadcast queries, allowing clients to find servers running on the standard port on the local subnet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-publicaddr&#039;&#039;&#039; &#039;&#039;address[:port]&#039;&#039;&lt;br /&gt;
Advertise this server with the given address and port. Only has an effect when used with &#039;&#039;&#039;-public&#039;&#039;&#039;. Normally a server advertises itself at the local address and port. Some servers are not accessible from the internet at this address (for example servers behind a firewall using Network Address Translation). Use this option to specify the address and/or port that internet users should use to access this server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-publiclist&#039;&#039;&#039; &#039;&#039;url&#039;&#039;&lt;br /&gt;
Advertise this server on the list servers listed at url. Only has an effect when used with &#039;&#039;&#039;-public&#039;&#039;&#039;. A built-in url is used by default. The BZFlag clients use the same built-in url so, by default, clients will see public servers automatically. This argument may be provided multiple times to publicize a server to multiple list servers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-q&#039;&#039;&#039;&lt;br /&gt;
If specified, the server will not listen for nor respond to ``pings&#039;&#039;. BZFlag sends out these pings to give the user a list of available servers.This effectively makes the server private, especially if the &#039;&#039;&#039;-p&#039;&#039;&#039; option is also used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+r&#039;&#039;&#039;&lt;br /&gt;
Makes most shots ricochet. Super bullets, shock waves, and guided missiles do not.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-rabbit&#039;&#039;&#039; &#039;&#039;[score|killer|random]&#039;&#039;&lt;br /&gt;
Enables the rabbit-hunt style game. By default, the free-for-all style is used. You must specify the algorithm used to pick a new rabbit when the old one dies. The score algorithm uses a modified wins/(wins+losses) score and picks the top scoring player to be the new rabbit. The killer algorithm specifies a reverse tag game where whomever kills the rabbit becomes the new rabbit. The random algorithm randomly picks a new rabbit without regard to score. (The score algorithm is the original behavior.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-recbuf&#039;&#039;&#039; &#039;&#039;size&#039;&#039;&lt;br /&gt;
Start with the recording buffer active, with the specified size (in megabytes).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-recbufonly&#039;&#039;&#039;&lt;br /&gt;
Disable recording straight to files&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-reportfile&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Enable the /report command and log all reports to &#039;&#039;filename&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-reportpipe&#039;&#039;&#039; &#039;&#039;command&#039;&#039;&lt;br /&gt;
Enable the /report command and execute &#039;&#039;command&#039;&#039; when a report is filed. This can be used together with, or instead of the &#039;&#039;&#039;-reportfile&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-requireudp&#039;&#039;&#039;&lt;br /&gt;
Require clients to use parallel UDP. If players fire before opening a UDP channel, kick them off the server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+s&#039;&#039;&#039; &#039;&#039;num-flags&#039;&#039;&lt;br /&gt;
The server will have an extra num-flags random super flags available at all times. The &#039;&#039;&#039;-f&#039;&#039;&#039; option can be used to restrict which types of flags will be added. Required flags given by the &#039;&#039;&#039;+f&#039;&#039;&#039; option are not included in the num-flags total.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-s&#039;&#039;&#039; &#039;&#039;num-flags&#039;&#039;&lt;br /&gt;
The server will have up to num-flags random super flags available at any time.The &#039;&#039;&#039;-f&#039;&#039;&#039; option can be used to restrict which types of flags will be added. Required flags given by the &#039;&#039;&#039;+f&#039;&#039;&#039; option are not included in the &#039;&#039;num-flags&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sa&#039;&#039;&#039;&lt;br /&gt;
Antidote flags are provided for players with bad flags.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sb&#039;&#039;&#039;&lt;br /&gt;
Allow spawns on box buildings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-set&#039;&#039;&#039; &#039;&#039;name value&#039;&#039;&lt;br /&gt;
Set BZDB variable name to value&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sl&#039;&#039;&#039; &#039;&#039;id num&#039;&#039;&lt;br /&gt;
Restrict flag id to num shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-spamtime&#039;&#039;&#039; &#039;&#039;time&#039;&#039; &lt;br /&gt;
Minimum &#039;&#039;time&#039;&#039; between player chat messages that are alike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-spamwarn&#039;&#039;&#039; &#039;&#039;warnLimit&#039;&#039;&lt;br /&gt;
Number of warnings a player/spammer gets, who violates &#039;&#039;&#039;-spamtime&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-speedtol&#039;&#039;&#039; &#039;&#039;factor&#039;&#039;&lt;br /&gt;
Override the default speed auto kick factor. The factor should not be less then 1.0. The factor is a multiplier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-srvmsg&#039;&#039;&#039; &#039;&#039;message&#039;&#039;&lt;br /&gt;
Define a server welcome message. This option can be used multiple times to define a multiline message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-st&#039;&#039;&#039; &#039;&#039;time&#039;&#039;&lt;br /&gt;
Bad flags are automatically dropped after time seconds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sw&#039;&#039;&#039; &#039;&#039;count&#039;&#039;&lt;br /&gt;
Bad flags are automatically dropped after count wins. Capturing a team flag does not count as a win.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-synctime&#039;&#039;&#039;&lt;br /&gt;
Forces all clients to use the same time of day.T he current time is determined by the server&#039;s clock. This disables the + and - keys on the clients.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-t&#039;&#039;&#039;&lt;br /&gt;
Adds teleporters to the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-timemanual&#039;&#039;&#039; &lt;br /&gt;
The countdown has to be started manually using the /countdown command. This is useful for matches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tk&#039;&#039;&#039;&lt;br /&gt;
Changes the default behavior where a player dies when he kills a teammate. When using this option, he will just get a -1 score penalty for the kill but not be killed in game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tkannounce&#039;&#039;&#039;&lt;br /&gt;
Announces team kills to the admin channel&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tkkr&#039;&#039;&#039; &#039;&#039;percent&#039;&#039;&lt;br /&gt;
Kicks players whose team killing to normal kill ratio is greater than percent [1-100]. A start up grace period is given to players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ts&#039;&#039;&#039; &#039;&#039;[micros]&#039;&#039;&lt;br /&gt;
Include timestamp information in DEBUG output useful for logging. If micros is specified, microseconds will be added to the timestamp.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-userdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load group associations from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-vars&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Loads values for game configurable variables from file. Entries are one per line in the form: set variable value. For a list of variables that are configurable, in the BZFlag client, send a message with /set as the text.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-version&#039;&#039;&#039;&lt;br /&gt;
Prints the version number of the executable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-vetoTime&#039;&#039;&#039;&lt;br /&gt;
Max seconds authorized user has to abort poll(default is 20).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-votePercentage&#039;&#039;&#039;&lt;br /&gt;
Percentage of players required to affirm a poll (unspecified, the default is 50.1%).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-voteRepeatTime&#039;&#039;&#039;&lt;br /&gt;
Minimum seconds required before a player may repeat a vote. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-world&#039;&#039;&#039; &#039;&#039;world-file&#039;&#039;&lt;br /&gt;
Reads a specific BZFlag .bzw world file in [[BZW]] format as the game map.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-worldsize&#039;&#039;&#039; &#039;&#039;world-size&#039;&#039;&lt;br /&gt;
Changes the size for random maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[BZW|BZW world format]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Tetra&amp;diff=2786</id>
		<title>Tetra</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Tetra&amp;diff=2786"/>
		<updated>2007-07-14T20:18:02Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: It&amp;#039;s not complete, I know, but who cares?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tetra is a map object that was added in BZFlag 2.0.0 to create a polygon with four vertices. It is obsolete because of the appearance of the much more flexible [[mesh]] in BZFlag 2.0.2.&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Roxport&amp;diff=2785</id>
		<title>Roxport</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Roxport&amp;diff=2785"/>
		<updated>2007-07-14T20:12:50Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: oops fixed template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Server}}&lt;br /&gt;
[[Roxport]]&#039;s server is located in Fort Worth, Texas, connected to a DSL network. The server is a desktop computer built in 1997 at Computer Renaissance in Newport News, Virginia. It originally ran Win95 with a PII 233Mhz, 32mb RAM, 3g HD. It was later upgraded to 96mb RAM, 10g HD, and Win98SE. Finally, in 2001, its service life as a (MS/Windows) family home computer expired. It was converted to a full-time Linux server and is now running with a PII 333Mhz, 256mb RAM, 10g HD, and Debian Linux.&amp;lt;br /&amp;gt;&lt;br /&gt;
=Public Servers=&lt;br /&gt;
roxport.game-host.org:5175 &amp;lt;br /&amp;gt;&lt;br /&gt;
roxport.game-host.org:5176 &amp;lt;br /&amp;gt;&lt;br /&gt;
=Private Servers=&lt;br /&gt;
roxport.game-host.org:5155 &amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Roxport&amp;diff=2784</id>
		<title>Roxport</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Roxport&amp;diff=2784"/>
		<updated>2007-07-14T20:11:05Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Formatting &amp;amp; removed hard-to-see colors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Server}}&lt;br /&gt;
[[Roxport]]&#039;s server is located in Fort Worth, Texas, connected to a DSL network. The server is a desktop computer built in 1997 at Computer Renaissance in Newport News, Virginia. It originally ran Win95 with a PII 233Mhz, 32mb RAM, 3g HD. It was later upgraded to 96mb RAM, 10g HD, and Win98SE. Finally, in 2001, its service life as a (MS/Windows) family home computer expired. It was converted to a full-time Linux server and is now running with a PII 333Mhz, 256mb RAM, 10g HD, and Debian Linux.&amp;lt;br /&amp;gt;&lt;br /&gt;
=Public Servers=&lt;br /&gt;
roxport.game-host.org:5175 &amp;lt;br /&amp;gt;&lt;br /&gt;
roxport.game-host.org:5176 &amp;lt;br /&amp;gt;&lt;br /&gt;
=Private Servers=&lt;br /&gt;
roxport.game-host.org:5155 &amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Roxport&amp;diff=2783</id>
		<title>Roxport</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Roxport&amp;diff=2783"/>
		<updated>2007-07-14T20:08:27Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Added server disclaimer template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Server}}&lt;br /&gt;
[[Roxport]]&#039;s server is located in Fort Worth, Texas, connected to a DSL network. The server is a desktop computer built in 1997 at Computer Renaissance in Newport News, Virginia. It originally ran Win95 with a PII 233Mhz, 32mb RAM, 3g HD. It was later upgraded to 96mb RAM, 10g HD, and Win98SE. Finally, in 2001, its service life as a (MS/Windows) family home computer expired. It was converted to a full-time Linux server and is now running with a PII 333Mhz, 256mb RAM, 10g HD, and Debian Linux.&amp;lt;br /&amp;gt;&lt;br /&gt;
public servers: &amp;lt;br /&amp;gt;&lt;br /&gt;
roxport.game-host.org:5175 &amp;lt;br /&amp;gt;&lt;br /&gt;
roxport.game-host.org:5176 &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#D3D3D3;&amp;quot;&amp;gt;private server: &amp;lt;br /&amp;gt;&lt;br /&gt;
roxport.game-host.org:5155 &amp;lt;br /&amp;gt;&amp;lt;/span&amp;gt;&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Template:Server&amp;diff=2782</id>
		<title>Template:Server</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Template:Server&amp;diff=2782"/>
		<updated>2007-07-14T20:07:04Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: A little disclaimer :D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;width:100%;margin-top:+.7em;background-color:#fcfcfc;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
||&amp;lt;div class=&amp;quot;notice metadata&amp;quot; id=&amp;quot;stub&amp;quot;&amp;gt;&#039;&#039;This article is about a community member&#039;s BZFlag server. The rules and views described here may not apply to the wiki.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Roxport&amp;diff=2780</id>
		<title>Talk:Roxport</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Roxport&amp;diff=2780"/>
		<updated>2007-07-14T20:02:09Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Comment on server pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hmm, I don&#039;t know if descriptions of servers are allowed, but I don&#039;t see why not - it seems that this would be a good resource to find an owner of a server. I&#039;ll make a tag for server pages, I think.&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Transparency&amp;diff=2771</id>
		<title>Transparency</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Transparency&amp;diff=2771"/>
		<updated>2007-07-14T19:59:07Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: A redirect to the transparency section on the Materials page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Material#Transparency]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Material&amp;diff=2770</id>
		<title>Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Material&amp;diff=2770"/>
		<updated>2007-07-14T19:57:00Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Section on transparency&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A material is used in a BZFlag world to define a new look for otherwise regular objects, such as [[Meshbox|meshboxes]].&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
To put a material in your map, first it must be defined:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 material&lt;br /&gt;
  name example_material&lt;br /&gt;
  texture filename&lt;br /&gt;
  addtexture filename&lt;br /&gt;
  notextures&lt;br /&gt;
  notexcolor&lt;br /&gt;
  notexalpha&lt;br /&gt;
  texmat -1&lt;br /&gt;
  dyncol -1&lt;br /&gt;
  ambient 0.0 0.0 0.0 1.0&lt;br /&gt;
  diffuse 1.0 1.0 1.0 1.0&lt;br /&gt;
  color 1.0 1.0 1.0 1.0&lt;br /&gt;
  specular 0.0 0.0 0.0 1.0&lt;br /&gt;
  emission 0.0 0.0 0.0 1.0&lt;br /&gt;
  shininess 0.0&lt;br /&gt;
  resetmat&lt;br /&gt;
 end&lt;br /&gt;
|}&lt;br /&gt;
Valid parameters for a Material are:&lt;br /&gt;
&amp;lt;properties&amp;gt;&lt;br /&gt;
name=name for reference&lt;br /&gt;
texture=set the texture (must be .png but don&#039;t include the extension)&lt;br /&gt;
addtexture=add a texture (again, no extension is needed)&lt;br /&gt;
notextures=don&#039;t use textures.&lt;br /&gt;
notexcolor=don&#039;t apply the [[Color(BZW)|color]] to the texture&lt;br /&gt;
notexalpha=don&#039;t use the texture&#039;s alpha channel&lt;br /&gt;
texmat=specify a texture matrix. -1 for no texture matrix.&lt;br /&gt;
dyncol=specify a dynamic color. -1 for no dynamic color.&lt;br /&gt;
ambient=ambient color&lt;br /&gt;
diffuse=diffuse (main)[[Color(BZW)|color]]&lt;br /&gt;
[[Color(BZW)|color]]=synonym for diffuse&lt;br /&gt;
specular=specular [[Color(BZW)|color]]&lt;br /&gt;
emission=emission [[Color(BZW)|color]]&lt;br /&gt;
shininess=shiny!&lt;br /&gt;
resetmat=restore default values&lt;br /&gt;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
To actually apply a texture, you must use some sort of reference in an object, like so:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 meshbox&lt;br /&gt;
  position 0 0 10&lt;br /&gt;
  rotation 0&lt;br /&gt;
  size 10 10 5&lt;br /&gt;
  matref example_material&lt;br /&gt;
 end&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Transparency==&lt;br /&gt;
The transparency effect is created by setting the alpha component of a material&#039;s [[Color(BZW)|color]] to a value less than one.&lt;br /&gt;
Transparent objects should be sparingly, because everything behind them must always be rendered. In addition, very large transparent objects may be sorted and drawn in the wrong order. This is caused by the fact that the Z-buffer cannot be used because it would allow another transparent object to cover the transparent object, which would not look right. Thus, the transparent elements are instead sorted by determining the distance to a point in the center, which works well as long as there are not too many large transparent objects.&lt;br /&gt;
The same applies to textures that have transparent sections.&lt;br /&gt;
&lt;br /&gt;
==Magic Material Names==&lt;br /&gt;
===General===&lt;br /&gt;
[[GroundMaterial]]&lt;br /&gt;
===Skybox===&lt;br /&gt;
[[LeftSkyboxMaterial]]&lt;br /&gt;
[[RightSkyboxMaterial]]&lt;br /&gt;
[[FrontSkyboxMaterial]]&lt;br /&gt;
[[BackSkyboxMaterial]]&lt;br /&gt;
[[TopSkyboxMaterial]]&lt;br /&gt;
[[BottomSkyboxMaterial]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Materials were added in [[BZFlag 2.0.0]].&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
Materials are supported in [[Blender]] with [[BZWTools]], [[pyBZEdit]], and [[Wings3D]] with the [[BZW Exporter for Wings3D]]. Materials are NOT supported in [[BZEdit]] or [[BZFed]].&lt;br /&gt;
&lt;br /&gt;
[[category:Map_Objects]]&lt;br /&gt;
[[category:Map Making]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFS_Command_Line_Options&amp;diff=2644</id>
		<title>BZFS Command Line Options</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFS_Command_Line_Options&amp;diff=2644"/>
		<updated>2007-06-30T19:22:07Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Added -mp option that was oddly missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFS supports a number of command line options that let you set the various modes and parameters for the game. &lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Any command line option can be passed to BZFS in the command line, or placed in a text file passed in with the -conf parameter.&lt;br /&gt;
&lt;br /&gt;
==Config files==&lt;br /&gt;
A [[Sample conf|config file]] is simply a text file with a list of command line options, one per line. This file can be the parameter to the -conf command line option. BZFS will load all options in the config file as if they had been passed in as runtime options.&lt;br /&gt;
&lt;br /&gt;
==The Options==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-a&#039;&#039;&#039; &#039;&#039;linear angular&#039;&#039;&lt;br /&gt;
Sets the maximum linear and angular accelerations. The units are somewhat arbitrary so you&#039;ll have to experiment to find suitable values. Positive values will set limits to the acceleration and lower they are, greater is the inertia. Zero or negative values disable acceleration limits. &#039;&#039;&#039;-a 50 38&#039;&#039;&#039; is recommended for standard-speed servers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-admsg&#039;&#039;&#039; &#039;&#039;message&#039;&#039;&lt;br /&gt;
Define a message which will be broadcast to all players every 15 minutes. This option can be used multiple times to define a multi-line message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-advertise&#039;&#039;&#039; &#039;&#039;groupname,groupname,...&#039;&#039;&lt;br /&gt;
Allows control of who can see this server on the server list. Use -advertise NONE to make a private server (no one will see the server, but global logins can be used). The default, if -advertise is not specified, is to allow everyone to see the server. Otherwise, your server will only be listed to members of the groups which you specify with -advertise.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-autoTeam&#039;&#039;&#039;&lt;br /&gt;
Instructs the server to automatically assign joining players to the team that needs more players, overriding user preference.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-b&#039;&#039;&#039;&lt;br /&gt;
When  -c  is  supplied, this option randomly rotates the buildings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ban&#039;&#039;&#039; &#039;&#039;ip{,ip}*&#039;&#039; &lt;br /&gt;
Prohibits connections from the listed IP addresses. Trailing 255 bytes are treated as mask bytes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-banfile&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Specifies the name of a file where bzfs will store the banlist. It will load the banlist from this file when it starts (if the file exists), and write the banlist back to the file when someone gets banned or unbanned. If this option isn&#039;t given the banlist will not be saved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-banTime&#039;&#039;&#039;&lt;br /&gt;
Default number of minutes player should be banned (unspecified, the default is 300).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-c&#039;&#039;&#039;&lt;br /&gt;
Enables the capture-the-flag style game. By default this allocates one team flag per team. This can be modified see &#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;team&#039;&#039;. By default, the free-for-all style is used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cache&#039;&#039;&#039; &#039;&#039;worldCacheURL&#039;&#039;&lt;br /&gt;
Specifies the URL for the world cache file. This is a binary file that clients will attempt to download before getting the world from the bzfs server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cacheout&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Save the currently specified world into a binary cache file and exit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-conf&#039;&#039;&#039; &#039;&#039;configfilename&#039;&#039;&lt;br /&gt;
Specifies the name of a configuration file to be used to set all of the bzfs options, rather than setting them on the command line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cr&#039;&#039;&#039;&lt;br /&gt;
Enables the capture-the-flag style game with random map. You can optionally specify a building density by providing a number (default is 5). One team flag per team is provided, but more can be added through &#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;team&#039;&#039;. By default, the free-for-all style is used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-d&#039;&#039;&#039;&lt;br /&gt;
Increase debugging level. If more &#039;&#039;&#039;-d&#039;&#039;&#039; is given, more debugging info is obtained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-density&#039;&#039;&#039; &#039;&#039;num&#039;&#039;&lt;br /&gt;
Specify density for buildings, i.e. the higher the integer number, the more buildings you will get. This applies to automatically generated maps only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-disableBots&#039;&#039;&#039;&lt;br /&gt;
Prevent clients from using the ROGER autopilot or from using robots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;{good|bad|teamflag-id}[{count}]&#039;&#039;&lt;br /&gt;
Forces the existence of the given flag. If specified multiple times for the same flag-id, then that many flags will appear. The good argument is equivalent to specifying &#039;&#039;&#039;+f&#039;&#039;&#039; once for each kind of good flag. Same goes for the bad argument. The teamflag-id must match one of the predefined [[FlagCode|Flag Codes]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-f&#039;&#039;&#039; &#039;&#039;{flag-id}&#039;&#039;&lt;br /&gt;
Restricts a certain flag from existing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-fb&#039;&#039;&#039;&lt;br /&gt;
Allow flags on box buildings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterCallsigns&#039;&#039;&#039;&lt;br /&gt;
Turn on the filtering of callsigns and email addresses. Callsigns and addresses are compared against bad words provided via &#039;&#039;&#039;-badwords&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterChat&#039;&#039;&#039;&lt;br /&gt;
Turn on the filtering of chat messages. Messages that contain words listed via a &#039;&#039;&#039;-badwords&#039;&#039;&#039; file are replaced with !@#$%^&amp;amp;* characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterSimple&#039;&#039;&#039;&lt;br /&gt;
By default, all filtering is aggressive, matching much more than what is strictly listed in a &#039;&#039;&#039;-badwords&#039;&#039;&#039; file for convenience. Providing this option will make the &#039;&#039;&#039;-filterCallsigns&#039;&#039;&#039; and &#039;&#039;&#039;-filterChat&#039;&#039;&#039; comparisons exact match only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-g&#039;&#039;&#039;&lt;br /&gt;
Quit after serving one game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-groupdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load groups from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-h&#039;&#039;&#039;&lt;br /&gt;
Buildings are given random heights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-handicap&#039;&#039;&#039;&lt;br /&gt;
Players are given a handicap advantage based on their ability in relation to the other players. Handicapped players will have faster tanks and shots. The handicap is determined by the player&#039;s score in relation to other players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-help&#039;&#039;&#039;&lt;br /&gt;
Shows a help page and lists all the valid flag id&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-helpmsg&#039;&#039;&#039; &#039;&#039;file name&#039;&#039;&lt;br /&gt;
Create a help message accessible by /help name, which prints the contents of file. Restricted to 10 lines per help message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-i&#039;&#039;&#039; &#039;&#039;interface&#039;&#039;&lt;br /&gt;
Server will listen for and respond to &#039;&#039;pings&#039;&#039; (sent via broadcast) on the given interface. Clients use this to find active servers on the network. This is the TCP/UDP/IP address the server will listen on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-j&#039;&#039;&#039;&lt;br /&gt;
Allows jumping.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-lagdrop&#039;&#039;&#039; &#039;&#039;warn-count&#039;&#039;&lt;br /&gt;
Kicks players after warn-count lag warnings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-lagwarn&#039;&#039;&#039; &#039;&#039;time/ms&#039;&#039;&lt;br /&gt;
Send warnings to players that lag more than time. A single value sets the total number of players allowed. Five comma separated values set the maximum for each team. If a count is left blank then no limit is set for that team, except for the limit on the total number of players. Both forms may be provided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-mp&#039;&#039;&#039; &#039;&#039;total | rogue,red,green,blue,purple,observer&#039;&#039;&lt;br /&gt;
Sets the maximum number of players, total or per team.A single value sets the total number of players allowed.                      Five comma separated values set the maximum for each team. If a count is left blank then no limit is set for that team, except for the limit on the total number of players. Both forms may be provided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-mps&#039;&#039;&#039; &#039;&#039;max-score&#039;&#039;&lt;br /&gt;
Sets a maximum score for individual players. The first player to reach this score is declared the winner and the game is over.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ms &#039;&#039;shots&#039;&#039;&lt;br /&gt;
Allows up to shots simultaneous shots for each player. This is 1 by default.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-mts&#039;&#039;&#039; &#039;&#039;max-score&#039;&#039;&lt;br /&gt;
Sets a maximum score for teams. The first team to reach this score is declared the winner and the game is over.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-noMasterBanlist&#039;&#039;&#039;&lt;br /&gt;
Server will not attempt to load the [[Master Ban]] list from the internet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-p&#039;&#039;&#039; &#039;&#039;port&#039;&#039;&lt;br /&gt;
Listen for game connections on port instead of the default port.Use &#039;&#039;&#039;-help&#039;&#039;&#039; to print the default port, or use &#039;&#039;&#039;-d&#039;&#039;&#039; debug printing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-passdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load passwords from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-passwd&#039;&#039;&#039; &#039;&#039;password&#039;&#039;&lt;br /&gt;
Specify a server administrator password for use in remote administration such as /kick, /ban, /mute, etc messages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-pidfile&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Specify a file where the server will write its process ID so it may be used for remote administration.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-poll&#039;&#039;&#039; &#039;&#039;variable=value&#039;&#039;&lt;br /&gt;
Configure several aspects of the in-game polling system.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-public&#039;&#039;&#039;&lt;br /&gt;
Causes the server to register itself with a list server, which clients can query to get a list of bzfs servers. By default, a server will respond to broadcast queries, allowing clients to find servers running on the standard port on the local subnet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-publicaddr&#039;&#039;&#039; &#039;&#039;address[:port]&#039;&#039;&lt;br /&gt;
Advertise this server with the given address and port. Only has an effect when used with &#039;&#039;&#039;-public&#039;&#039;&#039;. Normally a server advertises itself at the local address and port. Some servers are not accessible from the internet at this address (for example servers behind a firewall using Network Address Translation). Use this option to specify the address and/or port that internet users should use to access this server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-publiclist&#039;&#039;&#039; &#039;&#039;url&#039;&#039;&lt;br /&gt;
Advertise this server on the list servers listed at url. Only has an effect when used with &#039;&#039;&#039;-public&#039;&#039;&#039;. A built-in url is used by default. The BZFlag clients use the same built-in url so, by default, clients will see public servers automatically. This argument may be provided multiple times to publicize a server to multiple list servers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-q&#039;&#039;&#039;&lt;br /&gt;
If specified, the server will not listen for nor respond to ``pings&#039;&#039;. BZFlag sends out these pings to give the user a list of available servers.This effectively makes the server private, especially if the &#039;&#039;&#039;-p&#039;&#039;&#039; option is also used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+r&#039;&#039;&#039;&lt;br /&gt;
Makes most shots ricochet. Super bullets, shock waves, and guided missiles do not.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-rabbit&#039;&#039;&#039; &#039;&#039;[score|killer|random]&#039;&#039;&lt;br /&gt;
Enables the rabbit-hunt style game. By default, the free-for-all style is used. You must specify the algorithm used to pick a new rabbit when the old one dies. The score algorithm uses a modified wins/(wins+losses) score and picks the top scoring player to be the new rabbit. The killer algorithm specifies a reverse tag game where whomever kills the rabbit becomes the new rabbit. The random algorithm randomly picks a new rabbit without regard to score. (The score algorithm is the original behavior.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-recbuf&#039;&#039;&#039; &#039;&#039;size&#039;&#039;&lt;br /&gt;
Start with the recording buffer active, with the specified size (in megabytes).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-recbufonly&#039;&#039;&#039;&lt;br /&gt;
Disable recording straight to files&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-reportfile&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Enable the /report command and log all reports to &#039;&#039;filename&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-reportpipe&#039;&#039;&#039; &#039;&#039;command&#039;&#039;&lt;br /&gt;
Enable the /report command and execute &#039;&#039;command&#039;&#039; when a report is filed. This can be used together with, or instead of the &#039;&#039;&#039;-reportfile&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-requireudp&#039;&#039;&#039;&lt;br /&gt;
Require clients to use parallel UDP. If players fire before opening a UDP channel, kick them off the server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+s&#039;&#039;&#039; &#039;&#039;num-flags&#039;&#039;&lt;br /&gt;
The server will have an extra num-flags random super flags available at all times. The &#039;&#039;&#039;-f&#039;&#039;&#039; option can be used to restrict which types of flags will be added. Required flags given by the &#039;&#039;&#039;+f&#039;&#039;&#039; option are not included in the num-flags total.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-s&#039;&#039;&#039; &#039;&#039;num-flags&#039;&#039;&lt;br /&gt;
The server will have up to num-flags random super flags available at any time.The &#039;&#039;&#039;-f&#039;&#039;&#039; option can be used to restrict which types of flags will be added. Required flags given by the &#039;&#039;&#039;+f&#039;&#039;&#039; option are not included in the &#039;&#039;num-flags&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sa&#039;&#039;&#039;&lt;br /&gt;
Antidote flags are provided for players with bad flags.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sb&#039;&#039;&#039;&lt;br /&gt;
Allow spawns on box buildings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-set&#039;&#039;&#039; &#039;&#039;name value&#039;&#039;&lt;br /&gt;
Set BZDB variable name to value&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sl&#039;&#039;&#039; &#039;&#039;id num&#039;&#039;&lt;br /&gt;
Restrict flag id to num shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-spamtime&#039;&#039;&#039; &#039;&#039;time&#039;&#039; &lt;br /&gt;
Minimum &#039;&#039;time&#039;&#039; between player chat messages that are alike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-spamwarn&#039;&#039;&#039; &#039;&#039;warnLimit&#039;&#039;&lt;br /&gt;
Number of warnings a player/spammer gets, who violates &#039;&#039;&#039;-spamtime&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-speedtol&#039;&#039;&#039; &#039;&#039;factor&#039;&#039;&lt;br /&gt;
Override the default speed auto kick factor. The factor should not be less then 1.0. The factor is a multiplier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-srvmsg&#039;&#039;&#039; &#039;&#039;message&#039;&#039;&lt;br /&gt;
Define a server welcome message. This option can be used multiple times to define a multiline message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-st&#039;&#039;&#039; &#039;&#039;time&#039;&#039;&lt;br /&gt;
Bad flags are automatically dropped after time seconds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sw&#039;&#039;&#039; &#039;&#039;count&#039;&#039;&lt;br /&gt;
Bad flags are automatically dropped after count wins. Capturing a team flag does not count as a win.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-synctime&#039;&#039;&#039;&lt;br /&gt;
Forces all clients to use the same time of day.T he current time is determined by the server&#039;s clock. This disables the + and - keys on the clients.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-t&#039;&#039;&#039;&lt;br /&gt;
Adds teleporters to the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-timemanual&#039;&#039;&#039; &lt;br /&gt;
The countdown has to be started manually using the /countdown command. This is useful for matches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tk&#039;&#039;&#039;&lt;br /&gt;
Changes the default behavior where a player dies when he kills a teammate. When using this option, he will just get a -1 score penalty for the kill but not be killed in game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tkannounce&#039;&#039;&#039;&lt;br /&gt;
Announces team kills to the admin channel&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tkkr&#039;&#039;&#039; &#039;&#039;percent&#039;&#039;&lt;br /&gt;
Kicks players whose team killing to normal kill ratio is greater than percent [1-100]. A start up grace period is given to players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ts&#039;&#039;&#039; &#039;&#039;[micros]&#039;&#039;&lt;br /&gt;
Include timestamp information in DEBUG output useful for logging. If micros is specified, microseconds will be added to the timestamp.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-userdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load group associations from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-vars&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Loads values for game configurable variables from file. Entries are one per line in the form: set variable value. For a list of variables that are configurable, in the BZFlag client, send a message with /set as the text.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-version&#039;&#039;&#039;&lt;br /&gt;
Prints the version number of the executable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-vetoTime&#039;&#039;&#039;&lt;br /&gt;
Max seconds authorized user has to abort poll(default is 20).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-votePercentage&#039;&#039;&#039;&lt;br /&gt;
Percentage of players required to affirm a poll (unspecified, the default is 50.1%).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-voteRepeatTime&#039;&#039;&#039;&lt;br /&gt;
Minimum seconds required before a player may repeat a vote. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-world&#039;&#039;&#039; &#039;&#039;world-file&#039;&#039;&lt;br /&gt;
Reads a specific BZFlag .bzw world file in [[BZW]] format as the game map.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-worldsize&#039;&#039;&#039; &#039;&#039;world-size&#039;&#039;&lt;br /&gt;
Changes the size for random maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[BZW|BZW world format]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Teleporter&amp;diff=2333</id>
		<title>Teleporter</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Teleporter&amp;diff=2333"/>
		<updated>2007-05-09T22:20:55Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: point to links page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Teleporter]] is a [[BZW]] map structure that defines a object which transports the user to another teleporter in a different part of the world/map.&lt;br /&gt;
To be used effectively, one or more teleporters must be combined with [[link|links]].&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
[[Image:Teleporter.jpg|frame|right|Teleporter with the default textures]]&lt;br /&gt;
The code for a teleporter object is as follows&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
  teleporter&lt;br /&gt;
   name example_teleporter &lt;br /&gt;
   position 0.0 0.0 0.0 &lt;br /&gt;
   size 5 0.125 20&lt;br /&gt;
   rotation 0.0&lt;br /&gt;
   border 1.12&lt;br /&gt;
  end &lt;br /&gt;
|}&lt;br /&gt;
Valid parameters for a teleporter are&lt;br /&gt;
&amp;lt;properties&amp;gt;&lt;br /&gt;
name=defines a name for the teleport (2.0+ only). although rarely used, it proves helpful to use these for linking teleports.&lt;br /&gt;
position=defines the center of the teleporter in X and Y and the bottom of the teleporter in Z.&lt;br /&gt;
rotation=defines a rotation around the Z axis for the teleporter, in degrees.&lt;br /&gt;
size=defines the distance from the center to the side of the teleporter in X and Y, and the total height of the teleporter in Z.&lt;br /&gt;
border=defines the yellow caution border around the teleporter entry point.&lt;br /&gt;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: Teleporters are entered through Y. As such, it is recommended to keep Y fairly small (.125 works well). However, if Y is zero, it will cause BZFlag bugs. If you need to enter a teleport from X, rotating it 90 degrees is the suggested solution. Teleports are 2-sided, not 4.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Teleporters appear with a yellow/black caution texture on the outer border of the object and with a pulsing texture in the middle.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The teleporters first appeared in BZFlag 1.0.0. In [[BZFlag 2.0.0]], they were redesigned, introducing the name field, making link creation easier for designers.&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
Supported by all known editors.&lt;br /&gt;
&lt;br /&gt;
[[category:Map Making]]&lt;br /&gt;
[[category:Map Objects]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=2239</id>
		<title>Skybox</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Skybox&amp;diff=2239"/>
		<updated>2007-04-28T20:42:14Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: stub!&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;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BottomSkyboxMaterial&amp;diff=2238</id>
		<title>BottomSkyboxMaterial</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BottomSkyboxMaterial&amp;diff=2238"/>
		<updated>2007-04-28T20:39:29Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: the last redirect! YAY!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Skybox]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=TopSkyboxMaterial&amp;diff=2237</id>
		<title>TopSkyboxMaterial</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=TopSkyboxMaterial&amp;diff=2237"/>
		<updated>2007-04-28T20:39:06Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: only one redirect to go...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Skybox]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BackSkyboxMaterial&amp;diff=2236</id>
		<title>BackSkyboxMaterial</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BackSkyboxMaterial&amp;diff=2236"/>
		<updated>2007-04-28T20:38:41Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: And another...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Skybox]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=FrontSkyboxMaterial&amp;diff=2235</id>
		<title>FrontSkyboxMaterial</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=FrontSkyboxMaterial&amp;diff=2235"/>
		<updated>2007-04-28T20:38:10Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: yet another redirect...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Skybox]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=RightSkyboxMaterial&amp;diff=2234</id>
		<title>RightSkyboxMaterial</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=RightSkyboxMaterial&amp;diff=2234"/>
		<updated>2007-04-28T20:37:46Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: another redirect...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Skybox]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=LeftSkyboxMaterial&amp;diff=2233</id>
		<title>LeftSkyboxMaterial</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=LeftSkyboxMaterial&amp;diff=2233"/>
		<updated>2007-04-28T20:37:17Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: a redirect...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Skybox]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Material&amp;diff=2232</id>
		<title>Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Material&amp;diff=2232"/>
		<updated>2007-04-28T20:34:06Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Added magic material psuedodocumentation, courtesy JeffM2501&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A material is used in a BZFlag world to define a new look for otherwise regular objects, such as [[Meshbox|meshboxes]].&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
To put a material in your map, first it must be defined:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 material&lt;br /&gt;
  name example_material&lt;br /&gt;
  texture filename&lt;br /&gt;
  addtexture filename&lt;br /&gt;
  notextures&lt;br /&gt;
  notexcolor&lt;br /&gt;
  notexalpha&lt;br /&gt;
  texmat -1&lt;br /&gt;
  dyncol -1&lt;br /&gt;
  ambient 0.0 0.0 0.0 1.0&lt;br /&gt;
  diffuse 1.0 1.0 1.0 1.0&lt;br /&gt;
  color 1.0 1.0 1.0 1.0&lt;br /&gt;
  specular 0.0 0.0 0.0 1.0&lt;br /&gt;
  emission 0.0 0.0 0.0 1.0&lt;br /&gt;
  shininess 0.0&lt;br /&gt;
  resetmat&lt;br /&gt;
 end&lt;br /&gt;
|}&lt;br /&gt;
Valid parameters for a Material are:&lt;br /&gt;
&amp;lt;properties&amp;gt;&lt;br /&gt;
name=name for reference&lt;br /&gt;
texture=set the texture (don&#039;t use PNG extension)&lt;br /&gt;
addtexture=add a texture (again, no PNG extension)&lt;br /&gt;
notextures=don&#039;t use textures.&lt;br /&gt;
notexcolor=don&#039;t apply the color to the texture&lt;br /&gt;
notexalpha=don&#039;t use the texture&#039;s alpha channel&lt;br /&gt;
texmat=specify a texture matrix. -1 for no texture matrix.&lt;br /&gt;
dyncol=specify a dynamic color. -1 for no dynamic color.&lt;br /&gt;
ambient=ambient color&lt;br /&gt;
diffuse=diffuse (main) color&lt;br /&gt;
color=synonym for diffuse&lt;br /&gt;
specular=specular color&lt;br /&gt;
emission=emission color&lt;br /&gt;
shininess=shiny!&lt;br /&gt;
resetmat=restore default values&lt;br /&gt;
&amp;lt;/properties&amp;gt;&lt;br /&gt;
To actually apply a texture, you must use some sort of reference in an object, like so:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 meshbox&lt;br /&gt;
  position 0 0 10&lt;br /&gt;
  rotation 0&lt;br /&gt;
  size 10 10 5&lt;br /&gt;
  matref example_material&lt;br /&gt;
 end&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Magic Material Names==&lt;br /&gt;
===General===&lt;br /&gt;
[[GroundMaterial]]&lt;br /&gt;
===Skybox===&lt;br /&gt;
[[LeftSkyboxMaterial]]&lt;br /&gt;
[[RightSkyboxMaterial]]&lt;br /&gt;
[[FrontSkyboxMaterial]]&lt;br /&gt;
[[BackSkyboxMaterial]]&lt;br /&gt;
[[TopSkyboxMaterial]]&lt;br /&gt;
[[BottomSkyboxMaterial]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Materials were added in [[BZFlag 2.0.0]].&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
Materials are supported in [[Blender]] with [[BZWTools]], [[pyBZEdit]], and [[Wings3D]] with the [[BZW Exporter for Wings3D]]. Materials are NOT supported in [[BZEdit]] or [[BZFed]].&lt;br /&gt;
&lt;br /&gt;
[[category:Map_Objects]]&lt;br /&gt;
[[category:Map Making]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Zone&amp;diff=1874</id>
		<title>Talk:Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Zone&amp;diff=1874"/>
		<updated>2007-04-09T01:20:05Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Information flag vs zoneflag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is the difference between &#039;&#039;&#039;zoneflag&#039;&#039;&#039; and &#039;&#039;&#039;flag&#039;&#039;&#039;? I do not understand from this description. Is there a difference? I am assuming so since there are two different options. [[User:DonnyBaker|DonnyBaker]] 21:10, 23 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Umm, I assume that &#039;&#039;&#039;zoneflag&#039;&#039;&#039; guarantee that there will be x number of x flag in that zone at any time. &#039;&#039;&#039;Flag&#039;&#039;&#039; probably just says that if there are any of x flag, they may spawn in there or they might not. Sorta confusing. Might want to get that double checked. In the old wiki it says, &amp;quot;Zone flag - Actually generates each flag listed w/in this zone (add ,n for quantity)&amp;quot; and for &amp;quot;Flag - where flag may spawn&amp;quot;. [[User:Tanner|Tanner]] 15:54, 24 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:See what I put there now. Basically, flag says what kind of flags should spawn there (they need to be specified on teh command line) while zoneflag spawns extra flags for the zone. [[User:TD-Linux|TD-Linux]] 21:20, 8 April 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Zone&amp;diff=1873</id>
		<title>Zone</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Zone&amp;diff=1873"/>
		<updated>2007-04-09T01:19:03Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Better separated flag and zoneflag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Zone is a [[BZW]] map structure that is only a rectangular prism area for spawn or flag zones.&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
The code for a zone is as follows:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
  zone &lt;br /&gt;
    name example_zone &lt;br /&gt;
    position 0.0 0.0 0.0&lt;br /&gt;
    size 1.0 1.0 1.0&lt;br /&gt;
    rotation 0.0&lt;br /&gt;
    zoneflag GM,2 OO&lt;br /&gt;
    flag L SW good bad&lt;br /&gt;
    team 0 1 2 3 4&lt;br /&gt;
    safety 1 2 3 4&lt;br /&gt;
  end&lt;br /&gt;
|}&lt;br /&gt;
Valid parameters for the zone are&lt;br /&gt;
*&#039;&#039;&#039;position&#039;&#039;&#039;: Defines the position of the zone in the word (x/y/x)&lt;br /&gt;
*&#039;&#039;&#039;size&#039;&#039;&#039;: Defines the size of the zone (rectangular prism)&lt;br /&gt;
*&#039;&#039;&#039;rotation&#039;&#039;&#039;: Defines a rotation around the Z axis for the box, in degrees.&lt;br /&gt;
*&#039;&#039;&#039;zoneflag&#039;&#039;&#039;: Generates the flags listed inside this zone (adding flag,n for the quantity). The flags will be generated specifically for the zone, regardless of BZFS options.&lt;br /&gt;
*&#039;&#039;&#039;flag&#039;&#039;&#039;: Listed flags will spawn in the zone. The flags need to be specified in the map via BZFS options.&lt;br /&gt;
*&#039;&#039;&#039;team&#039;&#039;&#039;: Team players will spawn (0 = Rogue, 1 = Red, 2 = Green, 3 = Blue, 4 = Purple).&lt;br /&gt;
*&#039;&#039;&#039;saftey&#039;&#039;&#039;: Team flags listed here will fly to the closest safety zone when dropped (0 = Rogue, 1 = Red, 2 = Green, 3 = Blue, 4 = Purple).&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Zones have no appearance in a map other than what they define (ex: flags or tank spawns).&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
The zone object is not supported by any known editors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;br /&gt;
[[Category:Map_Objects]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlag_SVN&amp;diff=1872</id>
		<title>BZFlag SVN</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlag_SVN&amp;diff=1872"/>
		<updated>2007-04-09T01:16:58Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Added instructions for reverting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFlag SVN, is the [http://en.wikipedia.org/wiki/Subversion_(software) Subversion Revision Control System] used by the development team to maintain and store the [[BZFlag Source]] code. The SVN system is hosted by [http://www.sourceforge.net SourceForge] and is accessible by anyone with the proper software. The SVN system replaces the [[BZFlag CVS]] system that was used in the past.&lt;br /&gt;
&lt;br /&gt;
==SVN clients==&lt;br /&gt;
To access the source code via SVN , you will need a SVN client. Most unix/linux type operating systems have the command line SVN client as an installable option. Windows users must download the Windows native [http://subversion.tigris.org/servlets/ProjectDocumentList?folderID=91 SVN command line utility] or a third party SVN client, such as [http://tortoisesvn.tigris.org/ the Tortoise Graphical SVN Client] (highly recommended). SVN is also available to Windows users via [http://cygwin.com/ Cygwin] with SVN and other common Devel tools selected during installation.&lt;br /&gt;
&lt;br /&gt;
==Geting code from SVN Access==&lt;br /&gt;
===Command line===&lt;br /&gt;
The simplest way to get the bzflag source code is to use the URL for the current ( or TRUNK ) bzflag module.&lt;br /&gt;
&lt;br /&gt;
 $ svn co &amp;lt;nowiki&amp;gt;https://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzflag&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This will get you the current bzflag source code for the development version.&lt;br /&gt;
&lt;br /&gt;
If you want the cvs code for the 2.0.x compatable version use the URL&lt;br /&gt;
&lt;br /&gt;
 $ svn co &amp;lt;nowiki&amp;gt;https://bzflag.svn.sourceforge.net/svnroot/bzflag/branches/v2_0branch/bzflag&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you wish to get all of our source code in one step, you can get the entire repository with the command.&lt;br /&gt;
&lt;br /&gt;
 $ svn co &amp;lt;nowiki&amp;gt;https://bzflag.svn.sourceforge.net/svnroot/bzflag&amp;lt;/nowiki&amp;gt; bzflag&lt;br /&gt;
&lt;br /&gt;
This will get all modules, branches, tags, and subdirs. Beware! This is a very large amount of data (make sure you have at least 2.7 GB of disk space available) and will take a while and will be rather useless, as it is the code for every version of bzflag. Most users will only need the code for one specific version.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;best&#039;&#039;&#039; way, is to only get the subdir for the module you are interested in. This is much more efficient and suitable for most users. The most common module to get is the bzlag module, as it is the actual game.&lt;br /&gt;
&lt;br /&gt;
Please see the sections below for more information about the URLs to use for branches and modules.&lt;br /&gt;
&lt;br /&gt;
===TortoiseSVN===&lt;br /&gt;
&lt;br /&gt;
Windows users that use the Tortoise Graphical SVN Client simply enter the URL of the SVN path they wish to check out in the field marked &#039;&#039;URL of repository&#039;&#039;. For the current version of all modules simply use the /trunk path. Note, if you want your code to be checked out into a new folder, be sure to enter that folder name in the &#039;&#039;Checkout directory&#039;&#039; field.&lt;br /&gt;
&lt;br /&gt;
If you wish to get only a single module subdir, or a revision, simply use the URL specified in the sections below.&lt;br /&gt;
&lt;br /&gt;
==Commiting Code to SVN==&lt;br /&gt;
&lt;br /&gt;
Project developers that need write access to the source code to make changes ( or [[commits]] ) need to provide their sourceforge username and password when doing a SVN commit. A sourceforge account is required for developer access, as well as approval from a project administrator.&lt;br /&gt;
&lt;br /&gt;
===Command Line===&lt;br /&gt;
Using the command&lt;br /&gt;
  svn commit&lt;br /&gt;
in a directory that has code changes will commit any changed code back to the repository. The svn client will prompt you for your username and password.&lt;br /&gt;
&lt;br /&gt;
===TortoiseSVN===&lt;br /&gt;
Windows users that use the Tortoise Graphical SVN Client can simply choose the SVN commit item, and enter their username and password when prompted.&lt;br /&gt;
&lt;br /&gt;
==Updating code from SVN to the current version==&lt;br /&gt;
&lt;br /&gt;
===Command Line===&lt;br /&gt;
Using the command&lt;br /&gt;
   svn up&lt;br /&gt;
in the directory that has checked out code will cause subversion to update that code to the current version for that branch.&lt;br /&gt;
&lt;br /&gt;
===TortoiseSVN===&lt;br /&gt;
Windows users that use the Tortoise Graphical SVN Client can simply choose the SVN update item from their right click menus.&lt;br /&gt;
&lt;br /&gt;
==Reverting local code to the server&#039;s version==&lt;br /&gt;
&lt;br /&gt;
===Command Line===&lt;br /&gt;
Using the command&lt;br /&gt;
  svn revert&lt;br /&gt;
  svn up&lt;br /&gt;
in the directory that has checked out code will cause subversion to set flags on all modified local files, then update the code to match the code on the server. NOTE: This has the effect of wiping out all local changes, so use with caution!&lt;br /&gt;
&lt;br /&gt;
===TortoiseSVN===&lt;br /&gt;
There is probably a button for it somewhere.&lt;br /&gt;
&lt;br /&gt;
==Module sub directories==&lt;br /&gt;
&lt;br /&gt;
The source code in SVN is broken up into a number of modules for ease of use and management. When requesting the source code from the SVN system a sub-directory may be specified to limit the code that is accessed.&lt;br /&gt;
&lt;br /&gt;
The current SVN modules are:&lt;br /&gt;
*bzflag : The main module that includes the game [[client]], [[BZFS|server]], [[plug-ins]], and [[BZAdmin]].&lt;br /&gt;
*admin : The [[Master Ban]] list&lt;br /&gt;
*bzedit : The linux version of the BZFlag map editor [[BZEdit]]&lt;br /&gt;
*bzeditw32 : The windows version of the BZFlag map editor [[BZEditWin32]]&lt;br /&gt;
*web : The main website at http://www.bzflag.org&lt;br /&gt;
*db : Files related to the website http://my.bzflag.org and the [[Global Registration]] system.&lt;br /&gt;
*pybzflag : an abandoned python implementation of BZFlag&lt;br /&gt;
&lt;br /&gt;
to get the current version of a module, you would add &lt;br /&gt;
  /trunk/MODULE_NAME&lt;br /&gt;
after the normal SVN URL.&lt;br /&gt;
&lt;br /&gt;
so to get the current version of just the bzflag module, the URL would be&lt;br /&gt;
&lt;br /&gt;
  &amp;lt;nowiki&amp;gt;https://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzflag/&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the command line&lt;br /&gt;
&lt;br /&gt;
 $ svn co &amp;lt;nowiki&amp;gt;https://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzflag&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Branches==&lt;br /&gt;
Branches in subversion are simply subfolders.&lt;br /&gt;
All branches are in the /branches subdirectory that if off the root level of the SVN tree.&lt;br /&gt;
they can be viewed here, http://bzflag.svn.sourceforge.net/viewvc/bzflag/branches/&lt;br /&gt;
To get the code in a branch, you simply use the branch URL in your svn client.&lt;br /&gt;
&lt;br /&gt;
To get the 2.0.x branch of the BZFlag module, you&#039;d use the following URL.&lt;br /&gt;
   https://bzflag.svn.sourceforge.net/svnroot/bzflag/branches/v2_0branch/bzflag/&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[BZFlag Version Numbers]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
[http://sourceforge.net/svn/?group_id=3248 SourceForge SVN Access page]&lt;br /&gt;
&lt;br /&gt;
[http://bzflag.svn.sourceforge.net/viewvc/bzflag/ BZFlag SVN Tree]&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Compiling]]&lt;br /&gt;
[[Category:Versions]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Known_Cheats&amp;diff=1871</id>
		<title>Known Cheats</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Known_Cheats&amp;diff=1871"/>
		<updated>2007-04-09T01:08:34Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: +{{Old}}&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old}}&lt;br /&gt;
Cheats performed on BZFlag are usually made by modifying your client. A great deal of power is invested in the client program, and therefore the client may cheat in every way from creating invincible tanks, to invisibility, to super killing. If you have seen any cheats, have performed them yourself, or have noticed a hole in the source, please add it here.&lt;br /&gt;
&lt;br /&gt;
== List of Known Cheats ==&lt;br /&gt;
&lt;br /&gt;
NOTE: Some of these cheats have been prevented in the current version of BZFlag. This list needs to be updated.&lt;br /&gt;
&lt;br /&gt;
A cheater may:&lt;br /&gt;
&lt;br /&gt;
* fly without Wings.&lt;br /&gt;
* shoot teammates without blowing them up.&lt;br /&gt;
* spawn with a flag (usually Guided Missile or Genocide, but can be anything).&lt;br /&gt;
* get any flag on demand (people get the exact flag they need to escape from you!).&lt;br /&gt;
* respond differently to gravity.&lt;br /&gt;
* move at a different rate (usually faster).&lt;br /&gt;
* shoot bullets that travel at a different rate (usually faster).&lt;br /&gt;
* hold multiple flags (such as shockwave, cloak, and stealth).&lt;br /&gt;
* fire multiple shots simultaneously (i.e. firing spreads of shots at once).&lt;br /&gt;
* cover the field with SW blasts.&lt;br /&gt;
* not respond to bad flags.&lt;br /&gt;
* move and pickup flags while paused.&lt;br /&gt;
* shoot other tanks while paused.&lt;br /&gt;
* instantaneous travel to a new location.&lt;br /&gt;
* lock on to other players with flags other than Guided Missile (or no flag at all).&lt;br /&gt;
* grab a new flag when passing through a teleporter (when no flag exists).&lt;br /&gt;
* double jump.&lt;br /&gt;
* shoot bullets which cannot be seen on radar or in the HUD.&lt;br /&gt;
* cause the bullets of other tanks to explode prematurely.&lt;br /&gt;
* be completely invincible.&lt;br /&gt;
* be partially invincible, repelling everything but some particular flags (often SW is chosen).&lt;br /&gt;
* drive outside of the playing area.&lt;br /&gt;
* produce abnormally large shockwave blasts.&lt;br /&gt;
* &amp;quot;drag &#039;n drop&amp;quot;, moving from any location to any other at any speed.&lt;br /&gt;
* be zoned, but yet still shoot tanks that are not zoned.&lt;br /&gt;
* instantly kill everyone else.&lt;br /&gt;
* move backwards through buildings with the Oscillation Overthruster.&lt;br /&gt;
* produce abnormally long laser blasts (in terms of length and time).&lt;br /&gt;
* move through buildings without Oscillation Overthruster.&lt;br /&gt;
* jump back briefly to avoid a bullet then return to where you were (&amp;quot;network jitter&amp;quot;).&lt;br /&gt;
* promote themselves to server administrator and give large bans and kicks.&lt;br /&gt;
* be completely invisible (or faded) without cloaking.&lt;br /&gt;
* change variables without polling successfully or being an admin &lt;br /&gt;
&lt;br /&gt;
== Subtle Cheats ==&lt;br /&gt;
All the cheats listed above are &amp;quot;blatant&amp;quot; cheats in that they are easy to spot. There is a whole class of &amp;quot;subtle cheats&amp;quot; which are nearly impossible to spot. Please refer to the [[Subtle Cheats]] page.&lt;br /&gt;
&lt;br /&gt;
[[Category:Server Security]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_List&amp;diff=1870</id>
		<title>Flag List</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_List&amp;diff=1870"/>
		<updated>2007-04-09T01:04:59Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: New antidote flag section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mergefrom|FlagCode}}&lt;br /&gt;
&amp;lt;h1&amp;gt;What are flags?&amp;lt;/h1&amp;gt;&lt;br /&gt;
Flags are, well, flags.  [[Tank|Tanks]] pick up a flag by driving over it.  In general there are good and bad superflags, which change the behavior of the tank or weapon, and team flags.  They are one of the key factors how to kill the other tanks.&lt;br /&gt;
&lt;br /&gt;
Only one flag at a time may be carried and can usually be dropped by pressing the spacebar or middle mouse key (MMK).  Except where a map has been configured to make you hold a &amp;quot;bad&amp;quot; superflag for a certain length of time before being automatically dropped.  Some maps feature &amp;quot;antidote flags&amp;quot;, which appear randomly in yellow as soon as you pick up a bad flag.  Driving over the antidote flag will cause the bad flag to be dropped and the antidote flags to disappear.  Some maps have the feature that shooting another tank will cause a carried bad flag to be dropped.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t see the flags on the playing field and/or on the radar?  It&#039;s possible that the map doesn&#039;t have any flags but it&#039;s more likely that you&#039;ve accidentally switched them off in your excited playing of the game!  The default key to toggle flags on/off on the [[radar]] is &#039;&#039;&#039;h&#039;&#039;&#039;, and in the [[HUD]] is &#039;&#039;&#039;j&#039;&#039;&#039;.  Try pressing the appropriate key and see what happens!&lt;br /&gt;
&lt;br /&gt;
== Team Flags ==&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Red Team  || R*&lt;br /&gt;
|-&lt;br /&gt;
| Blue Team  || B*&lt;br /&gt;
|-&lt;br /&gt;
| Green Team  || G*&lt;br /&gt;
|-&lt;br /&gt;
| Purple Team  || P*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Team flags are supplied by the server in the [[CTF|capture-the-flag]] style game.  While at least one player is on a team, that team&#039;s flag is in the game. When captured, the flag is returned to the team&#039;s [[base]]. If the flag is dropped in a bad place, it is moved to a safety position.  Bad places are on top of a building or on an enemy team base.  The flag can be dropped on a team base only by a player from a third team; for example, when a blue player drops the red flag on the green base.&lt;br /&gt;
&lt;br /&gt;
A team flag is captured when a tank drops an enemy flag onto its own base or when a tank takes its flag onto an enemy base, even if there&#039;s no one playing on that team.  You must be on the ground to capture a flag.&lt;br /&gt;
       &lt;br /&gt;
== Good superflags ==&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| High Speed  || V ||  Boosts top speed by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Turn  || QT ||  Boosts turn rate by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Agility  || A ||  Improves the dodging capabilities of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| Oscillation Overthruster  || OO ||  Lets the tank go through buildings. You cannot back up in or into a building, nor can you shoot while inside.&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Fire  || F ||  Increases shot speed and decreases range and reload delay.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun  || MG ||  Increases shot speed and dramatically decreases range and reload delay.&lt;br /&gt;
|-&lt;br /&gt;
| Guided Missile  || GM ||  Shots guide themselves when locked on. The missile can be retargeted at any time during its flight (with the right mouse button). This allows the player some control over the missile steering.&lt;br /&gt;
|-&lt;br /&gt;
| Laser  || L ||  Shoots a laser, with effectively infinite speed and range. Just point and shoot. The binoculars are handy for lining up distant targets. The downside (you knew it was coming) is that the reload time is doubled.&lt;br /&gt;
|-&lt;br /&gt;
| Ricochet  || R ||  Shots bounce off walls. It is exceptionally easy to kill yourself with this flag.&lt;br /&gt;
|-&lt;br /&gt;
| Super Bullet  || SB ||  Shots can go through buildings (possibly destroying a tank with the oscillation overthruster flag) and can also destroy (phantom) zoned tanks.&lt;br /&gt;
|-&lt;br /&gt;
| Stealth  || ST ||  Tank becomes invisible on radar but is still visible out-the-window.&lt;br /&gt;
|-&lt;br /&gt;
| Cloaking  || CL ||  Tank becomes invisible out-the-window but is still visible on radar.&lt;br /&gt;
|-&lt;br /&gt;
| Invisible Bullet  || IB ||  Shots are invisible on radar (except your own). They are visible out-the-window. Sort of stealth for shots.&lt;br /&gt;
|-&lt;br /&gt;
| Tiny  || T ||  Tank becomes much smaller and harder to hit. You must get quite close).&lt;br /&gt;
|-&lt;br /&gt;
| Shock Wave  || SW ||  Tank does not fire shells. Instead it sends out a shock wave in all directions. Any tank caught in the wave is destroyed (including tanks on or in buildings).&lt;br /&gt;
|-&lt;br /&gt;
| Phantom Zone  || PZ ||  Driving through a teleporter phantom zones the tank. A zoned tank cannot shoot, but can drive through buildings and cannot be destroyed except by a Super Bullet or a Shock Wave (or if the teams flag is captured).&lt;br /&gt;
|-&lt;br /&gt;
| Genocide  || G ||  Destroying any tank on a team destroys every player on that team.&lt;br /&gt;
|-&lt;br /&gt;
| Jumping  || JP ||  Allows the tank to jump. You cannot steer while in the air.&lt;br /&gt;
|-&lt;br /&gt;
| Identify  || ID ||  Displays the identity of the closest flag in the vicinity.&lt;br /&gt;
|-&lt;br /&gt;
| Masquerade  || MQ ||  Your tank looks like a teammate when viewed out of the window. Bullets, radar and targeting reveal your true identity.&lt;br /&gt;
|-&lt;br /&gt;
| Burrow  || BU ||  Your tank burrows into the ground up to your muzzle, making you impervious to normal shots, as they sail above you. However your tank controls become sluggish (with the default server settings), your radar view is reduced and anyone, no matter what flag they have, can crush you like a beetle.&lt;br /&gt;
|-&lt;br /&gt;
| Seer  || SE ||  Gives you the ability to see Stealthed, Cloaked and Masqueraded tanks as normal, as well as Invisible Bullets.&lt;br /&gt;
|-&lt;br /&gt;
| Thief  || TH ||  Tank is small and fast, when you shoot an opponent, he is not killed, but instead, you steal his flag.&lt;br /&gt;
|-&lt;br /&gt;
| Useless  || US ||  It is useless!&lt;br /&gt;
|-&lt;br /&gt;
| Wings  || WG ||  Tank can drive around in the air, and may be able to jump multiple times. This can be useful when jumping or falling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bad superflags ==&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Colorblindness  || CB ||  Prevents tank from seeing any team information about other tanks. You have to be careful to avoid shooting teammates.&lt;br /&gt;
|-&lt;br /&gt;
| Momentum  || M ||  Gives the tank a lot of inertia.&lt;br /&gt;
|-&lt;br /&gt;
| Blindness  || B ||  Blanks the out-the-window view. The radar still works. It is effectively impossible to detect any tank with Stealth; shooting a Stealth with Blindness is the stuff legends are made of.&lt;br /&gt;
|-&lt;br /&gt;
| Jamming  || JM ||  Disables the radar but you can still see.&lt;br /&gt;
|-&lt;br /&gt;
| Wide Angle  || WA ||  Gives the tank a fish eye lens that&lt;br /&gt;
|-&lt;br /&gt;
| No Jumping  || NJ ||  Tank is not allowed to jump.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger Happy  || TR ||  Tank cannot stop shooting. Watch out for that richochet.&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Controls  || RC ||  Tank driving controls are reversed from their usual behavior.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Antidote Flag ==&lt;br /&gt;
The antidote flag is not really a flag, though it appears like one. It is rarely used, and is only useful on servers with bad flags. When it is enabled and a player picks up a bad flag, their client randomly places a yellow antidote flag on the map. Upon touching the flag, the player instantly drops their bad flag.&lt;br /&gt;
&lt;br /&gt;
The antidote flag is not a real flag because its location is determined by the client, it is not seen by other clients, it can be &#039;picked up&#039; when carrying a flag, and instantly disspears when &#039;picked up&#039;.&lt;br /&gt;
&lt;br /&gt;
==Flag Ideas==&lt;br /&gt;
See [[Flag Ideas]] page&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_List&amp;diff=1869</id>
		<title>Flag List</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_List&amp;diff=1869"/>
		<updated>2007-04-09T00:59:35Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Added table to &amp;#039;Team Flags&amp;#039; section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mergefrom|FlagCode}}&lt;br /&gt;
&amp;lt;h1&amp;gt;What are flags?&amp;lt;/h1&amp;gt;&lt;br /&gt;
Flags are, well, flags.  [[Tank|Tanks]] pick up a flag by driving over it.  In general there are good and bad superflags, which change the behavior of the tank or weapon, and team flags.  They are one of the key factors how to kill the other tanks.&lt;br /&gt;
&lt;br /&gt;
Only one flag at a time may be carried and can usually be dropped by pressing the spacebar or middle mouse key (MMK).  Except where a map has been configured to make you hold a &amp;quot;bad&amp;quot; superflag for a certain length of time before being automatically dropped.  Some maps feature &amp;quot;antidote flags&amp;quot;, which appear randomly in yellow as soon as you pick up a bad flag.  Driving over the antidote flag will cause the bad flag to be dropped and the antidote flags to disappear.  Some maps have the feature that shooting another tank will cause a carried bad flag to be dropped.&lt;br /&gt;
&lt;br /&gt;
Can&#039;t see the flags on the playing field and/or on the radar?  It&#039;s possible that the map doesn&#039;t have any flags but it&#039;s more likely that you&#039;ve accidentally switched them off in your excited playing of the game!  The default key to toggle flags on/off on the [[radar]] is &#039;&#039;&#039;h&#039;&#039;&#039;, and in the [[HUD]] is &#039;&#039;&#039;j&#039;&#039;&#039;.  Try pressing the appropriate key and see what happens!&lt;br /&gt;
&lt;br /&gt;
== Team Flags ==&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| Red Team  || R*&lt;br /&gt;
|-&lt;br /&gt;
| Blue Team  || B*&lt;br /&gt;
|-&lt;br /&gt;
| Green Team  || G*&lt;br /&gt;
|-&lt;br /&gt;
| Purple Team  || P*&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Team flags are supplied by the server in the [[CTF|capture-the-flag]] style game.  While at least one player is on a team, that team&#039;s flag is in the game. When captured, the flag is returned to the team&#039;s [[base]]. If the flag is dropped in a bad place, it is moved to a safety position.  Bad places are on top of a building or on an enemy team base.  The flag can be dropped on a team base only by a player from a third team; for example, when a blue player drops the red flag on the green base.&lt;br /&gt;
&lt;br /&gt;
A team flag is captured when a tank drops an enemy flag onto its own base or when a tank takes its flag onto an enemy base, even if there&#039;s no one playing on that team.  You must be on the ground to capture a flag.&lt;br /&gt;
       &lt;br /&gt;
== Good superflags ==&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| High Speed  || V ||  Boosts top speed by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Quick Turn  || QT ||  Boosts turn rate by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| Agility  || A ||  Improves the dodging capabilities of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| Oscillation Overthruster  || OO ||  Lets the tank go through buildings. You cannot back up in or into a building, nor can you shoot while inside.&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Fire  || F ||  Increases shot speed and decreases range and reload delay.&lt;br /&gt;
|-&lt;br /&gt;
| Machine Gun  || MG ||  Increases shot speed and dramatically decreases range and reload delay.&lt;br /&gt;
|-&lt;br /&gt;
| Guided Missile  || GM ||  Shots guide themselves when locked on. The missile can be retargeted at any time during its flight (with the right mouse button). This allows the player some control over the missile steering.&lt;br /&gt;
|-&lt;br /&gt;
| Laser  || L ||  Shoots a laser, with effectively infinite speed and range. Just point and shoot. The binoculars are handy for lining up distant targets. The downside (you knew it was coming) is that the reload time is doubled.&lt;br /&gt;
|-&lt;br /&gt;
| Ricochet  || R ||  Shots bounce off walls. It is exceptionally easy to kill yourself with this flag.&lt;br /&gt;
|-&lt;br /&gt;
| Super Bullet  || SB ||  Shots can go through buildings (possibly destroying a tank with the oscillation overthruster flag) and can also destroy (phantom) zoned tanks.&lt;br /&gt;
|-&lt;br /&gt;
| Stealth  || ST ||  Tank becomes invisible on radar but is still visible out-the-window.&lt;br /&gt;
|-&lt;br /&gt;
| Cloaking  || CL ||  Tank becomes invisible out-the-window but is still visible on radar.&lt;br /&gt;
|-&lt;br /&gt;
| Invisible Bullet  || IB ||  Shots are invisible on radar (except your own). They are visible out-the-window. Sort of stealth for shots.&lt;br /&gt;
|-&lt;br /&gt;
| Tiny  || T ||  Tank becomes much smaller and harder to hit. You must get quite close).&lt;br /&gt;
|-&lt;br /&gt;
| Shock Wave  || SW ||  Tank does not fire shells. Instead it sends out a shock wave in all directions. Any tank caught in the wave is destroyed (including tanks on or in buildings).&lt;br /&gt;
|-&lt;br /&gt;
| Phantom Zone  || PZ ||  Driving through a teleporter phantom zones the tank. A zoned tank cannot shoot, but can drive through buildings and cannot be destroyed except by a Super Bullet or a Shock Wave (or if the teams flag is captured).&lt;br /&gt;
|-&lt;br /&gt;
| Genocide  || G ||  Destroying any tank on a team destroys every player on that team.&lt;br /&gt;
|-&lt;br /&gt;
| Jumping  || JP ||  Allows the tank to jump. You cannot steer while in the air.&lt;br /&gt;
|-&lt;br /&gt;
| Identify  || ID ||  Displays the identity of the closest flag in the vicinity.&lt;br /&gt;
|-&lt;br /&gt;
| Masquerade  || MQ ||  Your tank looks like a teammate when viewed out of the window. Bullets, radar and targeting reveal your true identity.&lt;br /&gt;
|-&lt;br /&gt;
| Burrow  || BU ||  Your tank burrows into the ground up to your muzzle, making you impervious to normal shots, as they sail above you. However your tank controls become sluggish (with the default server settings), your radar view is reduced and anyone, no matter what flag they have, can crush you like a beetle.&lt;br /&gt;
|-&lt;br /&gt;
| Seer  || SE ||  Gives you the ability to see Stealthed, Cloaked and Masqueraded tanks as normal, as well as Invisible Bullets.&lt;br /&gt;
|-&lt;br /&gt;
| Thief  || TH ||  Tank is small and fast, when you shoot an opponent, he is not killed, but instead, you steal his flag.&lt;br /&gt;
|-&lt;br /&gt;
| Useless  || US ||  It is useless!&lt;br /&gt;
|-&lt;br /&gt;
| Wings  || WG ||  Tank can drive around in the air, and may be able to jump multiple times. This can be useful when jumping or falling.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bad superflags ==&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Flag&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Abbr&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Colorblindness  || CB ||  Prevents tank from seeing any team information about other tanks. You have to be careful to avoid shooting teammates.&lt;br /&gt;
|-&lt;br /&gt;
| Momentum  || M ||  Gives the tank a lot of inertia.&lt;br /&gt;
|-&lt;br /&gt;
| Blindness  || B ||  Blanks the out-the-window view. The radar still works. It is effectively impossible to detect any tank with Stealth; shooting a Stealth with Blindness is the stuff legends are made of.&lt;br /&gt;
|-&lt;br /&gt;
| Jamming  || JM ||  Disables the radar but you can still see.&lt;br /&gt;
|-&lt;br /&gt;
| Wide Angle  || WA ||  Gives the tank a fish eye lens that&lt;br /&gt;
|-&lt;br /&gt;
| No Jumping  || NJ ||  Tank is not allowed to jump.&lt;br /&gt;
|-&lt;br /&gt;
| Trigger Happy  || TR ||  Tank cannot stop shooting. Watch out for that richochet.&lt;br /&gt;
|-&lt;br /&gt;
| Reverse Controls  || RC ||  Tank driving controls are reversed from their usual behavior.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Flag Ideas==&lt;br /&gt;
See [[Flag Ideas]] page&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Flag_List&amp;diff=1868</id>
		<title>Talk:Flag List</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Flag_List&amp;diff=1868"/>
		<updated>2007-04-09T00:55:48Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Forgot signature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A distinction should be made between superflags and flags that are not super. G, SW, GM, ST, L, WG, SB, BU should be considered Super, the others not.  [[User:Hannibal]]&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think flags should be spread across different pages; not sure if that&#039;s what is being suggested?  The line between super flags and bad flags isn&#039;t clear.  What about CL?  Probably super too (gives you an advantage).  But what about PZ?  It&#039;s good in that it reduces the number of ways you can be killed.  But it&#039;s bad because you can&#039;t kill anyone while you hold it.  And US?  Is it neutral? Or bad - you wasted time picking it up!  GM isn&#039;t so brilliant, you can&#039;t lock it at close range.  BU usually slows you down and reduces the radar range.  What about team flags?  Whether a flag is labelled super or bad or whatever doesn&#039;t really matter.  Just describe how it affects the tank carrying it and adjust your playing to suit. [[User:Mr Burns|Mr Burns]] 04:08, 4 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think all white flags are called Super Flags. Those flags are then in 2 categories good or bad. All good flags have weaknesses, and that is by design. Useless is the real fence rider as to whether it is good or bad. I could argue it either way so, maybe, it and the Team Flags are neutral as they do nothing to/for the tank. [[User:DonnyBaker|DonnyBaker]] 09:54, 4 April 2007 (EDT)&lt;br /&gt;
:I agree with this, I always have thought Super Flags == White Flags. [[User:TD-Linux|TD-Linux]] 20:55, 8 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
No, I was suggesting a seperate category, in the chart and general page info, for superflags.  I was under the impression that &#039;flags&#039; was the term for all the white ones.  I believe on the GU non-league HiX, it advertises &#039;no superflags&#039; but Tiny, V, A, etc. were on the map. Maybe I&#039;m mistaken about this, though.  A clear definition of superflag seems to be in order, but that may be hard.  I tend to draw the line at wether a player with the given flag can dominate a game, if not, its just a good flag.  [[Hannibal]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Flag_List&amp;diff=1867</id>
		<title>Talk:Flag List</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Flag_List&amp;diff=1867"/>
		<updated>2007-04-09T00:54:33Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Super Flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A distinction should be made between superflags and flags that are not super. G, SW, GM, ST, L, WG, SB, BU should be considered Super, the others not.  [[User:Hannibal]]&lt;br /&gt;
&lt;br /&gt;
I don&#039;t think flags should be spread across different pages; not sure if that&#039;s what is being suggested?  The line between super flags and bad flags isn&#039;t clear.  What about CL?  Probably super too (gives you an advantage).  But what about PZ?  It&#039;s good in that it reduces the number of ways you can be killed.  But it&#039;s bad because you can&#039;t kill anyone while you hold it.  And US?  Is it neutral? Or bad - you wasted time picking it up!  GM isn&#039;t so brilliant, you can&#039;t lock it at close range.  BU usually slows you down and reduces the radar range.  What about team flags?  Whether a flag is labelled super or bad or whatever doesn&#039;t really matter.  Just describe how it affects the tank carrying it and adjust your playing to suit. [[User:Mr Burns|Mr Burns]] 04:08, 4 April 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I think all white flags are called Super Flags. Those flags are then in 2 categories good or bad. All good flags have weaknesses, and that is by design. Useless is the real fence rider as to whether it is good or bad. I could argue it either way so, maybe, it and the Team Flags are neutral as they do nothing to/for the tank. [[User:DonnyBaker|DonnyBaker]] 09:54, 4 April 2007 (EDT)&lt;br /&gt;
:I agree with this, I always have thought Super Flags == White Flags.&lt;br /&gt;
&lt;br /&gt;
No, I was suggesting a seperate category, in the chart and general page info, for superflags.  I was under the impression that &#039;flags&#039; was the term for all the white ones.  I believe on the GU non-league HiX, it advertises &#039;no superflags&#039; but Tiny, V, A, etc. were on the map. Maybe I&#039;m mistaken about this, though.  A clear definition of superflag seems to be in order, but that may be hard.  I tend to draw the line at wether a player with the given flag can dominate a game, if not, its just a good flag.  [[Hannibal]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFX&amp;diff=1866</id>
		<title>BZFX</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFX&amp;diff=1866"/>
		<updated>2007-04-09T00:13:10Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: More fixing of the first section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://bzfx.net/ BZFX] is a BZFlag server network. It is owned and operated by [[User:A_Meteorite|A Meteorite]].&lt;br /&gt;
&lt;br /&gt;
= Why another server network? =&lt;br /&gt;
&lt;br /&gt;
[[User:A_Meteorite|A Meteorite]], the founder of the network, believed that he could do it better than the large server networks currently in existence. He is developing proprietary software to operate the network.&lt;br /&gt;
&lt;br /&gt;
= Contact =&lt;br /&gt;
&lt;br /&gt;
To contact BZFX directly, you should go to the [irc://irc.freenode.net/#bzfx #bzfx channel] on IRC Freenode.&lt;br /&gt;
&lt;br /&gt;
If you have been reprimanded by a BZFX administrator, and have a problem with it, &#039;&#039;&#039;contact that administrator first&#039;&#039;&#039;. Issues can almost always be resolved, but if it can not be, BZFX&#039;s owner, A Meteorite, will be contacted. If you need to contact A Meteorite for a reason other than administration issues, see [[User:A_Meteorite|his user page]].&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
BZFX was started in early-2006 by [[User:A_Meteorite|A Meteorite]]. The exact date when BZFX started hosting servers is unknown, but the [http://bzfx.net/ BZFX domain] was registered May 29, 2006 which makes it the official birthday of BZFX.&lt;br /&gt;
&lt;br /&gt;
= Rules =&lt;br /&gt;
&lt;br /&gt;
* No cussing or swearing. This includes abbreviations. Basically if the FCC won&#039;t allow it (except for a few other words), BZFX won&#039;t allow it.&lt;br /&gt;
* No [[Team_Kill|teamkilling]]. This includes capturing your own team&#039;s flag. The only exception to this is if the current game style is [[HoldTheFlag|HTF]].&lt;br /&gt;
* No cheating. This is defined as any source modification to your BZFlag client that gives you an advantage others do not have. Features available in [[BZFlag_SVN|BZFlag&#039;s SVN]] that are not in stable binary releases do not apply.&lt;br /&gt;
* &amp;quot;Wall walking&amp;quot; is considered cheating. Wall walking is using artificial means to go through walls or other objects not intended to go through.&lt;br /&gt;
* Use common sense, don&#039;t come to BZFX just to make irritate other players or ruin the general atmosphere.&lt;br /&gt;
&lt;br /&gt;
Players that do not abide by these rules will be dealt with immediately. Possible punishments include muting, [[Kick|kicking]], and [[Ban|banning]].&lt;br /&gt;
&lt;br /&gt;
All chat is logged at BZFX servers.&lt;br /&gt;
&lt;br /&gt;
If you have been reprimanded for breaking a rule, and would like to contact someone about it, the server owner wishes that you contact the administrator that did the reparations directly.&lt;br /&gt;
&lt;br /&gt;
== Groups ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BZFX.hAdmin&#039;&#039;&#039; (Head Admin): The highest group of BZFX, but basically BZFX.Admin [[Server_Permissions|permissions]] wise. It is used for more of a politically correct standpoint. Contains server owners (not map owners), developers, and otherwise large-scale contributors.&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Admin&#039;&#039;&#039;: The second highest group of BZFX. Contains administrators that have been on-board with BZFX for a long time and those who have shown an extraordinary commitment to BZFX.&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Cop&#039;&#039;&#039;: The mainstream group, but certainly not the least group. Our new cops go here until they have more experience with BZFX&#039;s ways. People who are valuable, but do not admin as much, may also go here.&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Hidden&#039;&#039;&#039;: A hidden admin group. It is used to catch people who may otherwise act differently if they see an administrator logged into the server.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
This needs to become a category, if anything.&lt;br /&gt;
== Current Staff ==&lt;br /&gt;
&lt;br /&gt;
Below is the current administration staff of BZFX listed in no particular order:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BZFX.hAdmin&#039;&#039;&#039; (Head Admin):&lt;br /&gt;
** A Meteorite&lt;br /&gt;
** tadd&lt;br /&gt;
** daniel_jackson&lt;br /&gt;
** Win Xp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Admin&#039;&#039;&#039;:&lt;br /&gt;
** BinarySpike&lt;br /&gt;
** boofhead&lt;br /&gt;
** Cedric.&lt;br /&gt;
** ducatiwannabe&lt;br /&gt;
** Dumbledore&lt;br /&gt;
** Evil Bob&lt;br /&gt;
** Flutterby&lt;br /&gt;
** High Karate Kitty&lt;br /&gt;
** Lady K&lt;br /&gt;
** Rio_Dj_Narrow&lt;br /&gt;
** Sky King&lt;br /&gt;
** SportChick&lt;br /&gt;
** TD-Linux&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Cop&#039;&#039;&#039;:&lt;br /&gt;
** BIYA&lt;br /&gt;
** brad2901&lt;br /&gt;
** dartman&lt;br /&gt;
** elem3nt&lt;br /&gt;
** G5 Serenity Again&lt;br /&gt;
** Genosse Dark Lord&lt;br /&gt;
** Matt?&lt;br /&gt;
** Rover Blaster&lt;br /&gt;
** SilverFox&lt;br /&gt;
** Slayer++&lt;br /&gt;
** Theme97&lt;br /&gt;
** Think_Different&lt;br /&gt;
** USS Enterprise&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Hidden&#039;&#039;&#039;:&lt;br /&gt;
** BZFX does not reveal these members&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFX&amp;diff=1865</id>
		<title>BZFX</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFX&amp;diff=1865"/>
		<updated>2007-04-08T23:43:39Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Took out unnecessary parts, though they now need a bit of reorganization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://bzfx.net/ BZFX] is a BZFlag server network. It is owned and operated by [[User:A_Meteorite|A Meteorite]].&lt;br /&gt;
&lt;br /&gt;
= Why another server network? =&lt;br /&gt;
&lt;br /&gt;
[[User:A_Meteorite|A Meteorite]] believed that no well-created and managed unified BZFlag server network existed. He believed he could do it better, and others have believed in him and BZFX. Since BZFX has been founded and taken off, several pieces of software has been in development for the higher furthering of BZFlag servers.&lt;br /&gt;
&lt;br /&gt;
= Contact =&lt;br /&gt;
&lt;br /&gt;
To contact BZFX directly, you should go to the [irc://irc.freenode.net/#bzfx #bzfx channel] on IRC Freenode.&lt;br /&gt;
&lt;br /&gt;
If you have been reprimanded by a BZFX administrator, and have a problem with it, &#039;&#039;&#039;contact that administrator first&#039;&#039;&#039;. Issues can almost always be resolved, but if it can not be, BZFX&#039;s owner, A Meteorite, will be contacted. If you need to contact A Meteorite for a reason other than administration issues, see [[User:A_Meteorite|his user page]].&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
BZFX was started in early-2006 by [[User:A_Meteorite|A Meteorite]]. The exact date when BZFX started hosting servers is unknown, but the [http://bzfx.net/ BZFX domain] was registered May 29, 2006 which makes it the official birthday of BZFX.&lt;br /&gt;
&lt;br /&gt;
= Rules =&lt;br /&gt;
&lt;br /&gt;
BZFX&#039;s rules are strictly enforced. They are not hard to abide by, and that&#039;s all BZFX asks of it&#039;s players.&lt;br /&gt;
&lt;br /&gt;
* No cussing or swearing. This includes abbreviations. Basically if the FCC won&#039;t allow it (except for a few other words), BZFX won&#039;t allow it.&lt;br /&gt;
* No [[Team_Kill|teamkilling]]. This includes capturing your own team&#039;s flag. The only exception to this is if the current game style is [[HoldTheFlag|HTF]].&lt;br /&gt;
* No cheating. This is defined as any source modification to your BZFlag client that gives you an advantage others do not have. Features available in [[BZFlag_SVN|BZFlag&#039;s SVN]] that are not in stable binary releases do not apply.&lt;br /&gt;
* &amp;quot;Wall walking&amp;quot; is considered cheating. Wall walking is using artificial means to go through walls or other objects not intended to go through.&lt;br /&gt;
* Use common sense, don&#039;t come to BZFX just to make irritate other players or ruin the general atmosphere.&lt;br /&gt;
&lt;br /&gt;
Players that do not abide by these rules will be dealt with immediately. Possible punishments include muting, [[Kick|kicking]], and [[Ban|banning]].&lt;br /&gt;
&lt;br /&gt;
All chat is logged at BZFX servers.&lt;br /&gt;
&lt;br /&gt;
If you have been reprimanded for breaking a rule, and would like to contact someone about it, the server owner wishes that you contact the administrator that did the reparations directly.&lt;br /&gt;
&lt;br /&gt;
== Groups ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BZFX.hAdmin&#039;&#039;&#039; (Head Admin): The highest group of BZFX, but basically BZFX.Admin [[Server_Permissions|permissions]] wise. It is used for more of a politically correct standpoint. Contains server owners (not map owners), developers, and otherwise large-scale contributors.&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Admin&#039;&#039;&#039;: The second highest group of BZFX. Contains administrators that have been on-board with BZFX for a long time and those who have shown an extraordinary commitment to BZFX.&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Cop&#039;&#039;&#039;: The mainstream group, but certainly not the least group. Our new cops go here until they have more experience with BZFX&#039;s ways. People who are valuable, but do not admin as much, may also go here.&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Hidden&#039;&#039;&#039;: A hidden admin group. It is used to catch people who may otherwise act differently if they see an administrator logged into the server.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
This needs to become a category, if anything.&lt;br /&gt;
== Current Staff ==&lt;br /&gt;
&lt;br /&gt;
Below is the current administration staff of BZFX listed in no particular order:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BZFX.hAdmin&#039;&#039;&#039; (Head Admin):&lt;br /&gt;
** A Meteorite&lt;br /&gt;
** tadd&lt;br /&gt;
** daniel_jackson&lt;br /&gt;
** Win Xp&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Admin&#039;&#039;&#039;:&lt;br /&gt;
** BinarySpike&lt;br /&gt;
** boofhead&lt;br /&gt;
** Cedric.&lt;br /&gt;
** ducatiwannabe&lt;br /&gt;
** Dumbledore&lt;br /&gt;
** Evil Bob&lt;br /&gt;
** Flutterby&lt;br /&gt;
** High Karate Kitty&lt;br /&gt;
** Lady K&lt;br /&gt;
** Rio_Dj_Narrow&lt;br /&gt;
** Sky King&lt;br /&gt;
** SportChick&lt;br /&gt;
** TD-Linux&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Cop&#039;&#039;&#039;:&lt;br /&gt;
** BIYA&lt;br /&gt;
** brad2901&lt;br /&gt;
** dartman&lt;br /&gt;
** elem3nt&lt;br /&gt;
** G5 Serenity Again&lt;br /&gt;
** Genosse Dark Lord&lt;br /&gt;
** Matt?&lt;br /&gt;
** Rover Blaster&lt;br /&gt;
** SilverFox&lt;br /&gt;
** Slayer++&lt;br /&gt;
** Theme97&lt;br /&gt;
** Think_Different&lt;br /&gt;
** USS Enterprise&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BZFX.Hidden&#039;&#039;&#039;:&lt;br /&gt;
** BZFX does not reveal these members&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Main_Page&amp;diff=1707</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Main_Page&amp;diff=1707"/>
		<updated>2007-04-01T19:21:11Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Much improved.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__[[Image:Wzflag.png|center]]&lt;br /&gt;
{|style=&amp;quot;width:100%;margin-top:+.7em;background-color:#fcfcfc;border:1px solid #ccc&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:56%;color:#000&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;width:280px;border:solid 0px;background:none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:280px;text-align:center;white-space:nowrap;color:#000&amp;quot; |&lt;br /&gt;
[[Image:Bzflag-48x48.png|left]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%;border:none;margin: 0;padding:.1em;color:#000&amp;quot;&amp;gt;Welcome to the WZFlag Wiki,&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em;font-size: 95%&amp;quot;&amp;gt;The source for community information on most things related to WZFlag!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%;border:none;margin: 0;padding:.1em;color:#000&amp;quot;&amp;gt;The WZFlag Wiki motto: [[BZFlagWiki:Be_bold|&#039;&#039;&#039;Be Bold!!&#039;&#039;&#039;]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%;text-align:center;font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles available&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&amp;lt;!-- Portals Follow --&amp;gt;&lt;br /&gt;
|style=&amp;quot;width:15%;font-size:95%&amp;quot;|&lt;br /&gt;
[[Image:Bzflag-48x48.png|right]]&lt;br /&gt;
*[http://my.bzflag.org/bb The Forums]&lt;br /&gt;
*[http://my.bzflag.org WZFlag Stats]&lt;br /&gt;
*[http://sourceforge.net/projects/bzflag/ WZFlag on SourceForge]&lt;br /&gt;
&amp;lt;!--*&#039;&#039;&#039;[[Portal:List of portals|All&amp;amp;nbsp;portals]]&#039;&#039;&#039;--&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Welcome to the newly launched WZFlag Wiki. The number of articles is growing, but there is much more to do. The hope of this site is to draw together all of the great information about WZFlag and WZFlag related items that is currently scattered in many different places. Bringing all of this information together will make it easier for people to understand and answer all of the questions they have about running a server (options, permissions, set-up, etc.), configuring their client, coding plug-ins, compiling the source code, and anything else they can think of. All are welcome to contribute and may edit most pages. With everyone&#039;s help we can make this site a great resource to the WZFlag community. Please remember the WZFlag Wiki&#039;s new motto, [[BZFlagWiki:Be_bold|&#039;&#039;&#039;Be Bold&#039;&#039;&#039;]] (click the link for a full explanation of the motto), when editing articles.&lt;br /&gt;
&lt;br /&gt;
If you are unsure of how to edit or add pages, there is always a link to the [[Help:Contents|&#039;&#039;&#039;Help&#039;&#039;&#039;]] section on the links to the left no matter where you are on the site. Don&#039;t be shy; give editing the site a try and be proud of your contributions! You can edit whether or not you have an account created. The advantage of having an account is that you will be credited with the contribution on the &#039;&#039;History&#039;&#039; link/tab of the page.&lt;br /&gt;
&lt;br /&gt;
==Google Summer of Code 2007==&lt;br /&gt;
WZFlag is a participating mentor organization in the [http://code.google.com/soc/ Google Summer of Code] this year.  What this basically amounts to is that if you are a full-time student and 18+ years old, and your application is accepted, Google will pay you to write code for WZFlag.  Prospective students are encouraged to submit project proposals that are in line with our &#039;&#039;&#039;[[Google Summer of Code|goals]]&#039;&#039;&#039; for this summer, though proposals for other [[Ideas]] will be considered.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
[[Getting Help]]&lt;br /&gt;
&lt;br /&gt;
==Areas of Interest==&lt;br /&gt;
*[[:Category:Client|Client]]&lt;br /&gt;
*[[:Category:Compiling|Compiling]]&lt;br /&gt;
*[[:Category:Concepts|Concepts]]&lt;br /&gt;
*[[:Category:Development|Development]]&lt;br /&gt;
*[[:Category:Gameplay|Gameplay]]&lt;br /&gt;
*[[:Category:Installing|Installing]]&lt;br /&gt;
*[[:Category:Map Making|Map Making]]&lt;br /&gt;
*[[:Category:Maps|Maps]]&lt;br /&gt;
*[[:Category:Plug-Ins|Plug-ins]]&lt;br /&gt;
*[[Releases]]&lt;br /&gt;
*[[:Category:Server|Server]]&lt;br /&gt;
*[[:Category:Support|Support]]&lt;br /&gt;
*[[:Category:Tactics|Tactics]]&lt;br /&gt;
*[[Versions]]&lt;br /&gt;
&lt;br /&gt;
==Things To Do==&lt;br /&gt;
*[[:Category:Stubs|Stubs]]&lt;br /&gt;
*[[:Special:Wantedpages|Wanted pages (links, but no page,yet...)]]&lt;br /&gt;
*[[:Category:Items to be merged|Pages to merge]]&lt;br /&gt;
*[[:Category:Old|Pages with old info]]&lt;br /&gt;
*[[:Category:Inaccurate|Inaccurate Pages]]&lt;br /&gt;
*[[:Category:Pending Deletions|Pending Deletions]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=File:Wzflag.png&amp;diff=1706</id>
		<title>File:Wzflag.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=File:Wzflag.png&amp;diff=1706"/>
		<updated>2007-04-01T19:17:52Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: The new temporary BZFlag banner.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The new temporary BZFlag banner.&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Different_Mouse_Settings&amp;diff=1422</id>
		<title>Different Mouse Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Different_Mouse_Settings&amp;diff=1422"/>
		<updated>2007-03-21T00:29:55Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: +inaccurate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{inaccurate}}&lt;br /&gt;
The cursor movement controls the [[Tank]] which is controlled by the operating system the game runs on. The driver are giving different setup possibilities. This article covers some parts of those.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The acceleration of your tank is controlled by moving the cursor in the little box on the [[HUD]]. This determines how fast the cursor is moving on the screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Different Mousebox Sizes==&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Mousebox size&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Cons&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Big Mousebox&lt;br /&gt;
|Driver has more precise control over the tank. Good for climbing on buildings and avoiding falling from buildings.&lt;br /&gt;
|The cursor takes longer to travel around the whole box. This leads to the tank accelerating slower into the next direction =&amp;gt; you can dodge bullets, but with |great difficulty and effort&lt;br /&gt;
|-&lt;br /&gt;
|Little Mousebox&lt;br /&gt;
| It enables you to dodge bullets with much less movement, therefore more quickly.&lt;br /&gt;
|It is also much easier to accidentally fall down from buildings.&lt;br /&gt;
|-&lt;br /&gt;
|Middle Mousebox Size&lt;br /&gt;
|A happy- medium of precision and reaction speed. Can be used to dodge bullets relatively well. Falling down from buildings is much rarer than when using a miniscule mousebox&lt;br /&gt;
|You end up getting neither the absolute control nor the best reaction time.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Different Cursor Settings ==&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Cursor movement&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Cons&#039;&#039;&#039; &lt;br /&gt;
| {{Hl3}} |&#039;&#039;&#039;Good Mousebox in combination&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fast Cursor&lt;br /&gt;
|Very good to dodge bullets.&lt;br /&gt;
|Risky to drive around on buildings.&lt;br /&gt;
|Big or middle mousebox. Only use a small mousebox if you don&#039;t jump often.&lt;br /&gt;
|-&lt;br /&gt;
|Slow Cursor&lt;br /&gt;
|Good for doing complicated jumps.&lt;br /&gt;
|Hard to dodge incoming bullets.&lt;br /&gt;
|Small or middle mousebox. A big mousebox is suicide!&lt;br /&gt;
|-&lt;br /&gt;
|Middle Cursor Speed&lt;br /&gt;
|Can be used to dodge much incoming bullets. Driving on buildings is not dangerous.&lt;br /&gt;
|Occasionally you can&#039;t dodge or fall down from a building.&lt;br /&gt;
|Big, middle and small mouseboxes can be used.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Platform differences ==&lt;br /&gt;
&lt;br /&gt;
=== Cursor Speed ===&lt;br /&gt;
Speed is a linear factor added to your cursor movement. The cursor is constantly faster/slower.&lt;br /&gt;
&lt;br /&gt;
=== Cursor Acceleration ===&lt;br /&gt;
Acceleration is a multiplier to your cursor movement. High impact to cursor movement when moving the mouse fast, slow impact when moving the mouse slower.&lt;br /&gt;
&lt;br /&gt;
=== I&#039;m on Mac OS X - Others seem to have an advantage ===&lt;br /&gt;
&lt;br /&gt;
The only real advantage they have is the agility flag, that is because on other platforms mouse drivers use speed instead of acceleration. The resulting change is that they Find it easier to drive a straight line and then jump with the agility flag so that they can escape easier. With mouse acceleration you gain some other advantages against the player with mouse speed, like you will always be able to react quicker than them and can move more precisely when you move your cursor slower.&lt;br /&gt;
&lt;br /&gt;
Macs use mouse acceleration because it is better than mouse speed - a lot of people say it is strange simply because they are not used to it. Driving on the different platforms is really a rather big difference.&lt;br /&gt;
&lt;br /&gt;
All that talk about acceleration and speed may sound strange to you - with drivers like [http://plentycom.jp/en/steermouse/ SteerMouse] and [http://www.usboverdrive.com/ USBOverdrive] you can quickly get a feeling for the difference.&lt;br /&gt;
&lt;br /&gt;
A good mousepad (more important than the mouse itself!) and a nice mouse change a lot but the cost needs to be considered.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;br /&gt;
[[Category:Client]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Different_Mouse_Settings&amp;diff=1421</id>
		<title>Talk:Different Mouse Settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Different_Mouse_Settings&amp;diff=1421"/>
		<updated>2007-03-21T00:29:13Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Mac OS X?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is with the whole thing on Mac OS X, which claims only Mac OS X uses &#039;mouse acceleration&#039;. In fact, Windoze has for a very long time, as has X11. And the terms aren&#039;t very accurate anyway, it seems - anyone know about what is being talked about here? Is this old stuff from the old wiki? [[User:TD-Linux|TD-Linux]] 20:29, 20 March 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFS_Command_Line_Options&amp;diff=1400</id>
		<title>BZFS Command Line Options</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFS_Command_Line_Options&amp;diff=1400"/>
		<updated>2007-03-19T21:20:48Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Random grammar, format, ws fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFS supports a number of command line options that let you set the various modes and parameters for the game. &lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Any command line option can be passed to BZFS in the command line, or placed in a text file passed in with the -conf parameter.&lt;br /&gt;
&lt;br /&gt;
==Config files==&lt;br /&gt;
A [[Sample conf|config file]] is simply a text file with a list of command line options, one per line. This file can be the parameter to the -conf command line option. BZFS will load all options in the config file as if they had been passed in as runtime options.&lt;br /&gt;
&lt;br /&gt;
==The Options==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-a&#039;&#039;&#039; &#039;&#039;linear angular&#039;&#039;&lt;br /&gt;
Sets the maximum linear and angular accelerations. The units are somewhat arbitrary so you&#039;ll have to experiment to find suitable values. Positive values will set limits to the acceleration and lower they are, greater is the inertia. Zero or negative values disable acceleration limits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-admsg&#039;&#039;&#039; &#039;&#039;message&#039;&#039;&lt;br /&gt;
Define a message which will be broadcast to all players every 15 minutes. This option can be used multiple times to define a multi-line message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-advertise&#039;&#039;&#039; &#039;&#039;groupname,groupname,...&#039;&#039;&lt;br /&gt;
Allows control of who can see this server on the server list. Use -advertise NONE to make a private server (no one will see the server, but global logins can be used). The default, if-advertise is not specified, is to alloweveryone to see the server. Otherwise, your server will only be listed to members of the groups which you specify with -advertise.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ban&#039;&#039;&#039; &#039;&#039;ip{,ip}*&#039;&#039; &lt;br /&gt;
Prohibits connections from the listed IP addresses. Trailing 255 bytes are treated as mask bytes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-banfile&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Specifies the name of a file where bzfs will store the banlist. It will load the banlist from this file when it starts (if the file exists), and write the banlist back to the file when someone gets banned or unbanned. If this option isn&#039;t given the banlist will not be saved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-c&#039;&#039;&#039;&lt;br /&gt;
Enables the capture-the-flag style game. By default this allocates one team flag per team. This can be modified see &#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;team&#039;&#039;. By default, the free-for-all style is used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cache&#039;&#039;&#039; &#039;&#039;worldCacheURL&#039;&#039;&lt;br /&gt;
Specifies the URL for the world cache file. This is a binary file that clients will attempt to download before getting the world from the bzfs server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cacheout&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Save the currently specified world into a binary cache file and exit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-conf&#039;&#039;&#039; &#039;&#039;configfilename&#039;&#039;&lt;br /&gt;
Specifies the name of a configuration file to be used to set all of the bzfs options, rather than setting them on the command line.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-cr&#039;&#039;&#039;&lt;br /&gt;
Enables the capture-the-flag style game with random map. You can optionally specify a building density by providing a number (default is 5). One team flag per team is provided, but more can be added thru &#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;team&#039;&#039;.By default, the free-for-all style is used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-d&#039;&#039;&#039;&lt;br /&gt;
Increase debugging level. If more &#039;&#039;&#039;-d&#039;&#039;&#039; is given, more debugging info is obtained.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-density&#039;&#039;&#039; &#039;&#039;num&#039;&#039;&lt;br /&gt;
Specify density for buildings, i.e. the higher the integer number, the more buildings you will get. This applies to automatically generated maps only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-disableBots&#039;&#039;&#039;&lt;br /&gt;
Prevent clients from using the ROGER autopilot or from using robots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+f&#039;&#039;&#039; &#039;&#039;{good|bad|teamflag-id}[{count}]&#039;&#039;&lt;br /&gt;
Forces the existence of the given flag. If specified multiple times for the same flag-id, then that many flags will appear. The good argument is equivalent to specifying &#039;&#039;&#039;+f&#039;&#039;&#039; once for each kind of good flag. Same goes for the bad argument. The teamflag-id must match one of the predefined [[FlagCode|Flag Codes]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-fb&#039;&#039;&#039;&lt;br /&gt;
Allow flags on box buildings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterCallsigns&#039;&#039;&#039;&lt;br /&gt;
Turn on the filtering of callsigns and email addresses. Callsigns and addresses are compared against bad words provided via &#039;&#039;&#039;-badwords&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterChat&#039;&#039;&#039;&lt;br /&gt;
Turn on the filtering of chat messages. Messages that contain words listed via a &#039;&#039;&#039;-badwords&#039;&#039;&#039; file are replaced with !@#$%^&amp;amp;* characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-filterSimple&#039;&#039;&#039;&lt;br /&gt;
By default, all filtering is aggressive, matching much more than what is strictly listed in a &#039;&#039;&#039;-badwords&#039;&#039;&#039; file for convenience.Providing this option will make the &#039;&#039;&#039;-filterCallsigns&#039;&#039;&#039; and &#039;&#039;&#039;-filterChat&#039;&#039;&#039; comparisons exact match only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-g&#039;&#039;&#039;&lt;br /&gt;
Quit after serving one game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-groupdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load groups from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-h&#039;&#039;&#039;&lt;br /&gt;
Buildings are given random heights.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-handicap&#039;&#039;&#039;&lt;br /&gt;
Players are given a handicap advantage based on their ability in relation to the other players. Handicapped players will have faster tanks and shots. The handicap is determined by the player&#039;s score in relation to other players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-help&#039;&#039;&#039;&lt;br /&gt;
Shows a help page and lists all the valid flag id&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-helpmsg&#039;&#039;&#039; &#039;&#039;file name&#039;&#039;&lt;br /&gt;
Create a help message accessible by /help name, which prints the contents of file. Restricted to 10 lines per help message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-i&#039;&#039;&#039; &#039;&#039;interface&#039;&#039;&lt;br /&gt;
Server will listen for and respond to &#039;&#039;pings&#039;&#039; (sent via broadcast) on the given interface. Clients use this to find active servers on the network. This is the TCP/UDP/IP address the server will listen on.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-j&#039;&#039;&#039;&lt;br /&gt;
Allows jumping.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-lagdrop&#039;&#039;&#039; &#039;&#039;warn-count&#039;&#039;&lt;br /&gt;
Kicks players after warn-count lag warnings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-lagwarn&#039;&#039;&#039; &#039;&#039;time/ms&#039;&#039;&lt;br /&gt;
Send warnings to players that lag more than time. A single value sets the total number of players allowed. Five comma separated values set the maximum for each team. If a count is left blank then no limit is set for that team, except for the limit on the total number of players. Both forms may be provided.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-mps&#039;&#039;&#039; &#039;&#039;max-score&#039;&#039;&lt;br /&gt;
Sets a maximum score for individual players. The first player to reach this score is declared the winner and the game is over.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ms &#039;&#039;shots&#039;&#039;&lt;br /&gt;
Allows up to shots simultaneous shots for each player. This is 1 by default.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-mts&#039;&#039;&#039; &#039;&#039;max-score&#039;&#039;&lt;br /&gt;
Sets a maximum score for teams. The first team to reach this score is declared the winner and the game is over.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-noMasterBanlist&#039;&#039;&#039;&lt;br /&gt;
Server will not attempt to load the [[Master Ban]] list from the internet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-p&#039;&#039;&#039; &#039;&#039;port&#039;&#039;&lt;br /&gt;
Listen for game connections on port instead of the default port.Use &#039;&#039;&#039;-help&#039;&#039;&#039; to print the default port, or use &#039;&#039;&#039;-d&#039;&#039;&#039; debug printing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-passdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load passwords from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-passwd&#039;&#039;&#039; &#039;&#039;password&#039;&#039;&lt;br /&gt;
Specify a server administrator password for use in remote administration such as /kick, /ban, /mute, etc messages.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-pidfile&#039;&#039;&#039; &#039;&#039;filename&#039;&#039;&lt;br /&gt;
Specify a file where the server will write its process ID so it may be used for remote administration.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-poll&#039;&#039;&#039; &#039;&#039;variable=value&#039;&#039;&lt;br /&gt;
Configure several aspects of the in-game polling system&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 &#039;&#039;&#039;banTime&#039;&#039;&#039;&lt;br /&gt;
  default number of minutes player should be banned (unspecified, the default is 300)&lt;br /&gt;
 &#039;&#039;&#039;vetoTime&#039;&#039;&#039;&lt;br /&gt;
  max seconds authorized user has to abort poll(default is 20)&lt;br /&gt;
 &#039;&#039;&#039;votePercentage&#039;&#039;&#039;&lt;br /&gt;
  percentage of players required to affirm a poll (unspecified, the default is 50.1%)&lt;br /&gt;
 &#039;&#039;&#039;voteRepeatTime&#039;&#039;&#039;&lt;br /&gt;
  minimum seconds required before a player may description. By default, a server will&lt;br /&gt;
  respond to broadcast queries, allowing clients to find servers running on the&lt;br /&gt;
  standard port on the local subnet.The &#039;&#039;&#039;-public&#039;&#039;&#039; option causes the server to register&lt;br /&gt;
  itself with a list server, which clients can query to get a list of bzfs servers.&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;-publicaddr&#039;&#039;&#039; &#039;&#039;address[:port]&#039;&#039;&lt;br /&gt;
Advertise this server with the given address and port. Only has an effect when used with &#039;&#039;&#039;-public&#039;&#039;&#039;. Normally a server advertises itself at the local address and port. Some servers are not accessible from the internet at this address (for example servers behind a firewall using Network Address Translation). Use this option to specify the address and/or port that internet users should use to access this server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-publiclist&#039;&#039;&#039; &#039;&#039;url&#039;&#039;&lt;br /&gt;
Advertise this server on the list servers listed at url. Only has an effect when used with &#039;&#039;&#039;-public&#039;&#039;&#039;. A built-in url is used by default. The BZFlag clients use the same built-in url so, by default, clients will see public servers automatically. This argument may be provided multiple times to publicize a server to multiple list servers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-q&#039;&#039;&#039;&lt;br /&gt;
If specified, the server will not listen for nor respond to ``pings&#039;&#039;. BZFlag sends out these pings to give the user a list of available servers.This effectively makes the server private, especially if the &#039;&#039;&#039;-p&#039;&#039;&#039; option is also used.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+r&#039;&#039;&#039;&lt;br /&gt;
Makes most shots ricochet. Super bullets, shock waves, and guided missiles do not.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-rabbit&#039;&#039;&#039; &#039;&#039;[score|killer|random]&#039;&#039;&lt;br /&gt;
Enables the rabbit-hunt style game. By default, the free-for-all style is used. You must specify the algorithm used to pick a new rabbit when the old one dies. The score algorithm uses a modified wins/(wins+losses) score and picks the top scoring player to be the new rabbit. The killer algorithm specifies a reverse tag game where whomever kills the rabbit becomes the new rabbit. The random algorithm randomly picks a new rabbit without regard to score. (The score algorithm is the original behavior.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-recbuf&#039;&#039;&#039; &#039;&#039;size&#039;&#039;&lt;br /&gt;
Start with the recording buffer active, with the specified size (in megabytes).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-recbufonly&#039;&#039;&#039;&lt;br /&gt;
Disable recording straight to files&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-reportfile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-requireudp&#039;&#039;&#039;&lt;br /&gt;
Require clients to use parallel UDP. If players fire before opening a UDP channel, kick them off the server.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;+s&#039;&#039;&#039; &#039;&#039;num-flags&#039;&#039;&lt;br /&gt;
The server will have an extra num-flags random super flags available at all times. The &#039;&#039;&#039;-f&#039;&#039;&#039; option can be used to restrict which types of flags will be added. Required flags given by the &#039;&#039;&#039;+f&#039;&#039;&#039; option are not included in the num-flags total.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-s&#039;&#039;&#039; &#039;&#039;num-flags&#039;&#039;&lt;br /&gt;
The server will have up to num-flags random super flags available at any time.The &#039;&#039;&#039;-f&#039;&#039;&#039; option can be used to restrict which types of flags will be added. Required flags given by the &#039;&#039;&#039;+f&#039;&#039;&#039; option are not included in the &#039;&#039;num-flags&#039;&#039; total.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sa&#039;&#039;&#039;&lt;br /&gt;
Antidote flags are provided for players with bad flags.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sb&#039;&#039;&#039;&lt;br /&gt;
Allow spawns on box buildings.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-set&#039;&#039;&#039; &#039;&#039;name value&#039;&#039;&lt;br /&gt;
Set BZDB variable name to value&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sl&#039;&#039;&#039; &#039;&#039;id num&#039;&#039;&lt;br /&gt;
Restrict flag id to num shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-spamtime&#039;&#039;&#039; &#039;&#039;time&#039;&#039; &lt;br /&gt;
Minimum &#039;&#039;time&#039;&#039; between player chat messages that are alike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-spamwarn&#039;&#039;&#039; &#039;&#039;warnLimit&#039;&#039;&lt;br /&gt;
Number of warnings a player/spammer gets, who violates &#039;&#039;&#039;-spamtime&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-speedtol&#039;&#039;&#039; &#039;&#039;factor&#039;&#039;&lt;br /&gt;
Override the default speed auto kick factor. The factor should not be less then 1.0. The factor is a multiplier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-srvmsg&#039;&#039;&#039; &#039;&#039;message&#039;&#039;&lt;br /&gt;
Define a server welcome message. This option can be used multiple times to define a multiline message.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-st&#039;&#039;&#039; &#039;&#039;time&#039;&#039;&lt;br /&gt;
Bad flags are automatically dropped after time seconds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-sw&#039;&#039;&#039; &#039;&#039;count&#039;&#039;&lt;br /&gt;
Bad flags are automatically dropped after count wins. Capturing a team flag does not count as a win.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-synctime&#039;&#039;&#039;&lt;br /&gt;
Forces all clients to use the same time of day.T he current time is determined by the server&#039;s clock. This disables the + and - keys on the clients.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-t&#039;&#039;&#039;&lt;br /&gt;
Adds teleporters to the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-timemanual&#039;&#039;&#039; &lt;br /&gt;
The countdown has to be started manually using the /countdown command. This is useful for matches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tk&#039;&#039;&#039;&lt;br /&gt;
Changes the default behavior where a player dies when he kills a teammate. When using this option, he will just get a -1 score penalty for the kill but not be killed in game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tkannounce&#039;&#039;&#039;&lt;br /&gt;
Announces team kills to the admin channel&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-tkkr&#039;&#039;&#039; &#039;&#039;percent&#039;&#039;&lt;br /&gt;
Kicks players whose team killing to normal kill ratio is greater than percent [1-100]. A start up grace period is given to players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-ts&#039;&#039;&#039; &#039;&#039;[micros]&#039;&#039;&lt;br /&gt;
Include timestamp information in DEBUG output useful for logging. If micros is specified, microseconds will be added to the timestamp.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-userdb&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Load group associations from file&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-vars&#039;&#039;&#039; &#039;&#039;file&#039;&#039;&lt;br /&gt;
Loads values for game configurable variables from file. Entries are one per line in the form: set variable value. For a list of variables that are configurable, in the BZFlag client, send a message with /set as the text.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-version&#039;&#039;&#039;&lt;br /&gt;
Prints the version number of the executable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-world&#039;&#039;&#039; &#039;&#039;world-file&#039;&#039;&lt;br /&gt;
Reads a specific BZFlag .bzw world file in [[BZW]] format as the game map.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;-worldsize&#039;&#039;&#039; &#039;&#039;world-size&#039;&#039;&lt;br /&gt;
Changes the size for random maps&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[BZW|BZW world format]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Mesh&amp;diff=1399</id>
		<title>Talk:Mesh</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Mesh&amp;diff=1399"/>
		<updated>2007-03-19T21:10:58Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: drawInfo?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Does anyone have experience on using drawInfo? I would like to add information, but I can&#039;t seem to figure out how it works myself. [[User:TD-Linux|TD-Linux]] 17:10, 19 March 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Template:Inaccurate&amp;diff=1378</id>
		<title>Template:Inaccurate</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Template:Inaccurate&amp;diff=1378"/>
		<updated>2007-03-19T01:46:06Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Made sound a bit better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;width:100%;margin-top:+.7em;background-color:#fcfcfc;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|[[Image:MessedUp.png]]&lt;br /&gt;
||&#039;&#039;This page contains blatant errors, wild inaccuracies, and/or unclear text. Please discuss these errors on the [[Help:Talk page|talk page]] or fix them yourself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Look out for flying tanks.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Inaccurate]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Logging&amp;diff=1377</id>
		<title>Logging</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Logging&amp;diff=1377"/>
		<updated>2007-03-19T01:45:18Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Hmm, I think we need some new templates... none seem to fit well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Inaccurate}}&lt;br /&gt;
= INTRO =&lt;br /&gt;
&lt;br /&gt;
learner is in the process of adding a logging framework that will unify logging across all of the bzflag binaries.  This raises the need for some discussion and agreement on default logging message types, logging categories, default formats for those messages and categories, and how logging is to be specified in general.  This file intends to serve as a RFC as well as a draft specification for what will get implemented.  You are welcome to make contributions but please denote your changes with your irc name, if you would.  Write in plain english (even if broken) and try to be clear.. :)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Overview:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We are logging MESSAGES.  Those MESSAGES are comprised of %atoms.  %atoms may be comprised of other %atoms.&lt;br /&gt;
&lt;br /&gt;
MESSAGES may be grouped into categories_of_messages.  categories_of_messages may be comprised of other_categories_of_messages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 CHAT =&amp;gt; &amp;quot;%timestamp %player: %message&amp;quot;          example: &amp;quot;2004-11-05T08:15:30-05:00 chestal: guten tag&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 TEAM_CHAT =&amp;gt; &amp;quot;%timestamp [TEAM] %player (%team): %message&amp;quot;         example: &amp;quot;2004-11-05T00:15:39+05:00 [TEAM] bzg (green): hello&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 public_messages =&amp;gt; CHAT TEAM_CHAT&lt;br /&gt;
&lt;br /&gt;
 chat_messages =&amp;gt; public_messages ADMIN_CHAT PRIVATE_CHAT&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slightly Longer Overview:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Logging is comprised of messages of various types such as notification that a player fired a shot, that someone picked up a flag, that someone joined the server, that a network packet was lost, and much more.  Each log message type is denoted below in uppercase (e.g. ADMIN_CHAT) and contains various identifiable components like player names, time stamps, shot IDs, and more.  These identifiable components are called message &#039;atoms&#039; and are designated with a % prefix optionally wrapped in curly braces (e.g. %timestamp, %{flag}, %player).  Atoms themselves may be comprised of other atoms (e.g. %timestamp might be a combination of &amp;quot;%year %month %day %hour:%minute:%second&amp;quot;) -- and yes, someone has already mentioned they should probably be called molecules but stick with the metaphor -- they are still succint message units from a formatting perspective.  ;-) Finally and additionally, the various messages may be grouped together according to various categories like chatting, player actions, networking, and more.  Message groups are designated by a underscore-separated lowercase word (e.g. chat_messages and debug_messages) and like atoms, you may have groups that are comprised of other groups (and messages that belong to multiple groups).&lt;br /&gt;
&lt;br /&gt;
This specification intends to describe the types of messages, a default grouping of the various categories, and a list of all the message atoms possible.  It should also suggest the user-interface for how the logging format is to be specified (user menus, command line options, etc).&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= NEEDS =&lt;br /&gt;
&lt;br /&gt;
The basic needs that are considered useful (even if already implemented in some fashion) are as follows:&lt;br /&gt;
&lt;br /&gt;
 1. server logging&lt;br /&gt;
 2. client chat logging&lt;br /&gt;
 3. debug logging for developers&lt;br /&gt;
 4. ability to have separate logs for separate categories of messages&lt;br /&gt;
 5. multi-server logs&lt;br /&gt;
 6. time-stamping &lt;br /&gt;
 7. multiple message types with specified formats&lt;br /&gt;
 8. &lt;br /&gt;
&lt;br /&gt;
= MESSAGE TYPES =&lt;br /&gt;
&lt;br /&gt;
There are a variety of default logging categories that can be grouped a variety of ways.  Some of the major groups of messages are separated out below.  At a fundamental level, though, they are simply all just individual message types:&lt;br /&gt;
&lt;br /&gt;
== Chat (chat_messages) ==&lt;br /&gt;
&lt;br /&gt;
=== public chat (CHAT) ===&lt;br /&gt;
This is a message sent to all players from some player&lt;br /&gt;
&lt;br /&gt;
=== private chat (PRIVATE_CHAT) ===&lt;br /&gt;
This is a message sent to a specific player from some player&lt;br /&gt;
&lt;br /&gt;
=== team chat (TEAM_CHAT) ===&lt;br /&gt;
This is a message sent to a specific team from some player&lt;br /&gt;
&lt;br /&gt;
=== admin chat (ADMIN_CHAT) ===&lt;br /&gt;
This is a message sent from a specific player to all players in the ADMIN group or that have the adminMessages permission.&lt;br /&gt;
&lt;br /&gt;
== Player Actions (action_messages) ==&lt;br /&gt;
&lt;br /&gt;
=== Firing a weapon action (firing_messages) ===&lt;br /&gt;
&lt;br /&gt;
==== firing a bullet (SHOOT) ====&lt;br /&gt;
==== firing a guided missile (SHOT_GM) ====&lt;br /&gt;
==== firing a laser (SHOT_L) ====&lt;br /&gt;
==== firing a shock wave (SHOT_SW) ====&lt;br /&gt;
... lot more ...&lt;br /&gt;
&lt;br /&gt;
* Why the difference in tense (shoot/shot) between normal bullets and flags? --DTRemenak&lt;br /&gt;
&lt;br /&gt;
=== Picking up or dropping Flags (flag_message) ===&lt;br /&gt;
&lt;br /&gt;
==== laser (L) ====&lt;br /&gt;
==== guided missle (GM) ====&lt;br /&gt;
==== shock wave (SW) ====&lt;br /&gt;
... lot more ...&lt;br /&gt;
&lt;br /&gt;
== Developer/Debug (debug_messages) ==&lt;br /&gt;
&lt;br /&gt;
=== informational (INFO) ===&lt;br /&gt;
Something informative that is not a trace&lt;br /&gt;
&lt;br /&gt;
=== trace (TRACE) ===&lt;br /&gt;
A message that tells you about run-time values or where the current execution is in the code.&lt;br /&gt;
&lt;br /&gt;
=== warning (WARN) ===&lt;br /&gt;
Caution about some event or status that has occured.&lt;br /&gt;
&lt;br /&gt;
=== error (ERROR) ===&lt;br /&gt;
A fatal or catastrophic exception (that will generally abort the application).&lt;br /&gt;
&lt;br /&gt;
* I&#039;d like to see the ability to have &amp;quot;debug channels&amp;quot; like wine does...e.g. so I could enable just network debug logging when working on net stuff (and leave it turned off when working on other stuff), or just whatever else is relevant.  --DTRemenak&lt;br /&gt;
&lt;br /&gt;
= DEFAULT MESSAGE GROUPS =&lt;br /&gt;
== chat_messages =&amp;gt; CHAT, PRIVATE_CHAT, TEAM_CHAT, ADMIN_CHAT ==&lt;br /&gt;
== debug_messages =&amp;gt; INFO, TRACE, WARN, ERROR ==&lt;br /&gt;
== firing_messages =&amp;gt; SHOOT, SHOT_GM, SHOT_L, SHOT_SW ==&lt;br /&gt;
== flag_messages =&amp;gt; L, GM, SW ==&lt;br /&gt;
== action_messages =&amp;gt; firing_messages, flag_messages ==&lt;br /&gt;
&lt;br /&gt;
= MESSAGE ATOMS =&lt;br /&gt;
&lt;br /&gt;
Message atoms are the individual components of a log that you might want to specify individually somehow.  See the list for ideas of what that means.  The list includes some atoms that are basically combinations of other atoms too (like ISO date/time format).&lt;br /&gt;
&lt;br /&gt;
== logging goo ==&lt;br /&gt;
 1. message type (%level)&lt;br /&gt;
 2. ip address (%ip)&lt;br /&gt;
 3. resolved domain name (%dn)&lt;br /&gt;
&lt;br /&gt;
== time-related ==&lt;br /&gt;
 1. 4 digit year (%year)&lt;br /&gt;
 2. numeric month (%month)&lt;br /&gt;
 3. month name (%Month)&lt;br /&gt;
 4. numeric day (%day)&lt;br /&gt;
 5. day of week name (%Day)&lt;br /&gt;
 6. calendar date (%ymd =&amp;gt; %year %month %day)&lt;br /&gt;
 7. time (%hour %minute %second %subsecond %timezone %utc_offset)&lt;br /&gt;
 8. ISO date/time (%timestamp =&amp;gt; %year-%month-%{day}T%hour:%minute:%second.%subsecond%utc_offset)&lt;br /&gt;
 9. UNIX timestamp (%date =&amp;gt; %Day %Month %day %hour:%minute:%second %timezone %year)&lt;br /&gt;
&lt;br /&gt;
== chat-related ==&lt;br /&gt;
 1. sending player&lt;br /&gt;
 2. recipient player&lt;br /&gt;
 3. recipient group (team/all)&lt;br /&gt;
 4. chat message&lt;br /&gt;
 5. logging of the private/team/admin recipients with the message&lt;br /&gt;
&lt;br /&gt;
== flag-related ==&lt;br /&gt;
 1. flag type&lt;br /&gt;
 2. flag actions (grabbed/dropped/captured/reset/removed)&lt;br /&gt;
&lt;br /&gt;
== player-related ==&lt;br /&gt;
 1. callsign&lt;br /&gt;
 2. email address&lt;br /&gt;
 3. player type (human/robot/observer)&lt;br /&gt;
 4. team&lt;br /&gt;
 5. player actions (connected/quit/kicked/banned/died/spawned)&lt;br /&gt;
&lt;br /&gt;
== map-related ==&lt;br /&gt;
 1. position&lt;br /&gt;
 2. obstacle type&lt;br /&gt;
 3. size/dimension&lt;br /&gt;
&lt;br /&gt;
= SPECIFYING LOGS =&lt;br /&gt;
&lt;br /&gt;
How server operators and players specify logging should be as simple yet potentially flexible as possible, of course.  Players and server ops definately have rather different logging needs, and I (learner) suggest that both client and server have the same mechanism on the command line, yet the client should also have an in-game menu for configuring logging on a basic level.&lt;br /&gt;
&lt;br /&gt;
== In-Game Menu ==&lt;br /&gt;
&lt;br /&gt;
Since there will still be the command-line interface for rather complicated logging configurations, the in-game menu for logging should be as simple as possible.  I (learner) would propose that there basically be a field to specify a directory (perhaps default to ~/.bzf), and then a variety of checkboxes for what to enable-disable.  The menu could include the following components:&lt;br /&gt;
&lt;br /&gt;
 === input field for a logging directory ===&lt;br /&gt;
 === option for logging in one file, separate by server/join, or separate by type ===&lt;br /&gt;
 === checkbox for logging to the console ===&lt;br /&gt;
 === checkbox for logging everything (toggling it on would enable all below) ===&lt;br /&gt;
 ==== checkbox for join/quit notifications ====&lt;br /&gt;
 ==== checkbox for flag events (captures, pickups, and drops) ====&lt;br /&gt;
 ==== checkbox for kills ====&lt;br /&gt;
 ==== checkbox for pause/nr ====&lt;br /&gt;
 ==== checkbox for logging all chat (toggling on enables all chat types) ====&lt;br /&gt;
 ===== checkbox for public chat =====&lt;br /&gt;
 ===== checkbox for private chat =====&lt;br /&gt;
 ===== checkbox for team/group (would include admin) chat =====&lt;br /&gt;
 ===== checkbox for server chat =====&lt;br /&gt;
&lt;br /&gt;
== Command-line Interface ==&lt;br /&gt;
&lt;br /&gt;
Maybe something like:&lt;br /&gt;
&lt;br /&gt;
=== --logFormat CHAT &amp;quot;%timestamp %user: %message&amp;quot; ===&lt;br /&gt;
=== --logGroup chat_messages CHAT,PRIVATE_CHAT,ADMIN_CHAT,TEAM_CHAT ===&lt;br /&gt;
=== --log chat_messages /var/log/chat.log ===&lt;br /&gt;
=== --log server_messages syslog,local3.info ===&lt;br /&gt;
=== --log debug_messages stdout ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Logging&amp;diff=1376</id>
		<title>Talk:Logging</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Logging&amp;diff=1376"/>
		<updated>2007-03-19T01:43:34Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: ?!?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== LogDetail ==&lt;br /&gt;
Is this a good page for information about the logDetail plugin? -- [[User:CannonBallGuy|CannonBallGuy]] 16:27, 19 February 2007 (EST)&lt;br /&gt;
:How about [[LogDetail]]? ;) Well, it might be good to mention it. This page is really messed up right now and unclear, so I&#039;m adding the Inaccurate thingy to the top. Old might also be appropriate. [[User:TD-Linux|TD-Linux]] 21:43, 18 March 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Spawning&amp;diff=1375</id>
		<title>Spawning</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Spawning&amp;diff=1375"/>
		<updated>2007-03-19T01:39:06Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: General outline, not really a stub because there isn&amp;#039;t much to see ;)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spawning is the act of your [[Tank|tank]] reappearing. This can be caused by two events:&lt;br /&gt;
*Joining a server allows you to spawn immediately.&lt;br /&gt;
*After dying, a delay takes place, after which you may spawn.&lt;br /&gt;
&lt;br /&gt;
Spawn locations are determined by the server, thus they may be modified by plugins such as [[Airspawn]].&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Material&amp;diff=1374</id>
		<title>Material</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Material&amp;diff=1374"/>
		<updated>2007-03-19T01:32:19Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Fixed meshbox link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A material is used in a BZFlag world to define a new look for otherwise regular objects, such as [[Meshbox|meshboxes]].&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
To put a material in your map, first it must be defined:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 material&lt;br /&gt;
  name example_material&lt;br /&gt;
  texture filename  # set the texture (don&#039;t use PNG extension)&lt;br /&gt;
  addtexture filename  # add a texture (again, no PNG extension)&lt;br /&gt;
  notextures  # don&#039;t use textures.&lt;br /&gt;
  notexcolor  # don&#039;t apply the color to the texture&lt;br /&gt;
  notexalpha  # don&#039;t use the texture&#039;s alpha channel&lt;br /&gt;
  texmat -1  # specify a texture matrix. -1 for no texture matrix.&lt;br /&gt;
  dyncol -1  # specify a dynamic color. -1 for no dynamic color.&lt;br /&gt;
  ambient 0.0 0.0 0.0 1.0  # ambient color&lt;br /&gt;
  diffuse 1.0 1.0 1.0 1.0  # diffuse (main) color&lt;br /&gt;
  color 1.0 1.0 1.0 1.0  # synonym for diffuse&lt;br /&gt;
  specular 0.0 0.0 0.0 1.0  # specular color&lt;br /&gt;
  emission 0.0 0.0 0.0 1.0  # emission color&lt;br /&gt;
  shininess 0.0  # shiny!&lt;br /&gt;
  resetmat  # restore default values&lt;br /&gt;
 end&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To actually apply a texture, you must use some sort of reference in an object, like so:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 meshbox&lt;br /&gt;
  position 0 0 10&lt;br /&gt;
  rotation 0&lt;br /&gt;
  size 10 10 5&lt;br /&gt;
  matref example_material&lt;br /&gt;
 end&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Materials were added in [[BZFlag 2.0.0]].&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
Materials are supported in [[Blender]] with [[BZWTools]], [[pyBZEdit]], and [[Wings3D]] with the [[BZW Exporter for Wings3D]]. Materials are NOT supported in [[BZEdit]] or [[BZFed]].&lt;br /&gt;
&lt;br /&gt;
[[category:Map_Objects]]&lt;br /&gt;
[[category:Map Making]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Ideas&amp;diff=1373</id>
		<title>Talk:Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Ideas&amp;diff=1373"/>
		<updated>2007-03-19T01:29:48Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: color-coding?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should ideas that have already be implemented be deleted? This list is getting kinda long. [[User:TD-Linux|TD-Linux]] 21:29, 18 March 2007 (EDT) (date wrong, sorry)&lt;br /&gt;
:Yes, if they have actually been implemented, they should be removed.  We might also think about archiving this page occasionally. Also, [[BZFlagWiki:Sign your posts on talk pages|please sign your comments on talk pages]]. [[User:DTRemenak|DTRemenak]] 18:17, 13 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My other concern is how do we manage these ideas? If they get archived, should some stay here (good ones) and if so what would be the criteria? This page makes me kind of uncomfortable from a management position? I&#039;m not sure a wiki is the best place to gather information like this. [[User:DonnyBaker|DonnyBaker]] 05:44, 14 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:At least an unprotected one. If it was protected and had &amp;quot;real&amp;quot; approved ideas, it would be different. [[User:DonnyBaker|DonnyBaker]] 13:05, 14 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::There&#039;s no point in having a protected ideas page, we have the SF.net trackers, the enhancements forum on bzbb, and so on for that.  I&#039;m not quite sure what the expected usage of this page was when it was created on the old wiki, and the only real use I see for it now is that it allows unstructured collaborative editing (which apparently isn&#039;t used, since everyone seems to sign their ideas...). [[User:DTRemenak|DTRemenak]] 13:12, 14 March 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
I&#039;m working on conversion to a table, and afterward I will remove old ideas and sort them into categories. Perhaps a page dedicated to &amp;quot;rejected ideas&amp;quot; would be a good idea. -L4m3r&lt;br /&gt;
:The table is great! Mabye we should also port over the color-coding system from [[Flag Ideas]]. [[User:TD-Linux|TD-Linux]] 21:29, 18 March 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Template:Old&amp;diff=1345</id>
		<title>Template:Old</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Template:Old&amp;diff=1345"/>
		<updated>2007-03-18T18:03:43Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Changed picture to something more old&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;width:100%;margin-top:+.7em;background-color:#fcfcfc;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|[[Image:BZFlag-1.7d9_thumb.jpg]]&lt;br /&gt;
||&#039;&#039;This page has facts that are stale, obsolete, or grossly outdated. Please update this page with newer information.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:Old]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=File:BZFlag-1.7d9_thumb.jpg&amp;diff=1344</id>
		<title>File:BZFlag-1.7d9 thumb.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=File:BZFlag-1.7d9_thumb.jpg&amp;diff=1344"/>
		<updated>2007-03-18T18:00:19Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Really old bzflag, courtesy Lan.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Really old bzflag, courtesy Lan.&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:2.4_Releases&amp;diff=1317</id>
		<title>Talk:2.4 Releases</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:2.4_Releases&amp;diff=1317"/>
		<updated>2007-03-17T22:43:04Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;They should not be merged, not all versions are released. Releases are just versions that have been published. CVS is not a version. They do link to the same pages, but it&#039;s just a list.&lt;br /&gt;
JeffM.&lt;br /&gt;
:Okay, so Releases really should just be a subcategory of versions. Also, remember the venerable &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;. [[User:TD-Linux|TD-Linux]] 18:43, 17 March 2007 (EDT)&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=2.4_Releases&amp;diff=1278</id>
		<title>2.4 Releases</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=2.4_Releases&amp;diff=1278"/>
		<updated>2007-03-15T21:14:16Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: changed merge box&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mergeto|Versions}}&lt;br /&gt;
Pages related to various releases of BZFlag.&lt;br /&gt;
&lt;br /&gt;
== Articles in category &amp;quot;Releases&amp;quot; ==&lt;br /&gt;
There are currently 32 releases of BZFlag, starting with the earliest.&lt;br /&gt;
&lt;br /&gt;
* [[BZFlag 1.7c-1]]&lt;br /&gt;
* [[BZFlag 1.7c-2]]&lt;br /&gt;
* [[BZFlag 1.7c-2-1]]&lt;br /&gt;
* [[BZFlag 1.7c-2-2]]&lt;br /&gt;
* [[BZFlag 1.7c-2-3]]&lt;br /&gt;
* [[BZFlag 1.7d-1]]&lt;br /&gt;
* [[BZFlag 1.7d-2]]&lt;br /&gt;
* [[BZFlag 1.7d-3]]&lt;br /&gt;
* [[BZFlag 1.7d-4]]&lt;br /&gt;
* [[BZFlag 1.7d-5]]&lt;br /&gt;
* [[BZFlag 1.7d-6]]&lt;br /&gt;
* [[BZFlag 1.7d-7]]&lt;br /&gt;
* [[BZFlag 1.7d-8]]&lt;br /&gt;
* [[BZFlag 1.7d-9]]&lt;br /&gt;
* [[BZFlag 1.7e]]&lt;br /&gt;
* [[BZFlag 1.7e1]]&lt;br /&gt;
* [[BZFlag 1.7e2]]&lt;br /&gt;
* [[BZFlag 1.7e4]]&lt;br /&gt;
* [[BZFlag 1.7e6]]&lt;br /&gt;
* [[BZFlag 1.7g0]]&lt;br /&gt;
* [[BZFlag 1.7g2]]&lt;br /&gt;
* [[BZFlag 1.10.0]]&lt;br /&gt;
* [[BZFlag 1.10.2]]&lt;br /&gt;
* [[BZFlag 1.10.4]]&lt;br /&gt;
* [[BZFlag 1.10.6]]&lt;br /&gt;
* [[BZFlag 1.10.8]]&lt;br /&gt;
* [[BZFlag 2.0.0]]&lt;br /&gt;
* [[BZFlag 2.0.2]]&lt;br /&gt;
* [[BZFlag 2.0.4]]&lt;br /&gt;
* [[BZFlag 2.0.6]]&lt;br /&gt;
* [[BZFlag 2.0.8]]&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Versions&amp;diff=1277</id>
		<title>Versions</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Versions&amp;diff=1277"/>
		<updated>2007-03-15T21:13:36Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: change merge tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mergefrom|Releases}}&lt;br /&gt;
Pages related to various versions of BZFlag.&lt;br /&gt;
&lt;br /&gt;
== Articles in category &amp;quot;Versions&amp;quot; ==&lt;br /&gt;
There are currently 34 open source versions of BZFlag. Versions earlier then 1.7c-X were closed source.&lt;br /&gt;
&lt;br /&gt;
The versions in chronological order are;&lt;br /&gt;
&lt;br /&gt;
* [[BZFlag 1.7c-1]]&lt;br /&gt;
* [[BZFlag 1.7c-2]]&lt;br /&gt;
* [[BZFlag 1.7c-2-1]]&lt;br /&gt;
* [[BZFlag 1.7c-2-2]]&lt;br /&gt;
* [[BZFlag 1.7c-2-3]]&lt;br /&gt;
* [[BZFlag 1.7d-1]]&lt;br /&gt;
* [[BZFlag 1.7d-2]]&lt;br /&gt;
* [[BZFlag 1.7d-3]]&lt;br /&gt;
* [[BZFlag 1.7d-4]]&lt;br /&gt;
* [[BZFlag 1.7d-5]]&lt;br /&gt;
* [[BZFlag 1.7d-6]]&lt;br /&gt;
* [[BZFlag 1.7d-7]]&lt;br /&gt;
* [[BZFlag 1.7d-8]]&lt;br /&gt;
* [[BZFlag 1.7d-9]]&lt;br /&gt;
* [[BZFlag 1.7e]]&lt;br /&gt;
* [[BZFlag 1.7e1]]&lt;br /&gt;
* [[BZFlag 1.7e2]]&lt;br /&gt;
* [[BZFlag 1.7e4]]&lt;br /&gt;
* [[BZFlag 1.7e6]]&lt;br /&gt;
* [[BZFlag 1.7g0]]&lt;br /&gt;
* [[BZFlag 1.7g2]]&lt;br /&gt;
* [[BZFlag 1.10.0]]&lt;br /&gt;
* [[BZFlag 1.10.2]]&lt;br /&gt;
* [[BZFlag 1.10.4]]&lt;br /&gt;
* [[BZFlag 1.10.6]]&lt;br /&gt;
* [[BZFlag 1.10.8]]&lt;br /&gt;
* [[BZFlag 2.0.0]]&lt;br /&gt;
* [[BZFlag 2.0.2]]&lt;br /&gt;
* [[BZFlag 2.0.4]]&lt;br /&gt;
* [[BZFlag 2.0.6]]&lt;br /&gt;
* [[BZFlag 2.0.8]]&lt;br /&gt;
* [[BZFlag 2.0.9]]&lt;br /&gt;
* [[BZFlag 2.2]]&lt;br /&gt;
* [[BZFlag CVS]]&lt;br /&gt;
&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Strong_Authentication&amp;diff=1210</id>
		<title>Strong Authentication</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Strong_Authentication&amp;diff=1210"/>
		<updated>2007-03-14T00:45:03Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: removed unnecessary tables; ws&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;To use strong auhentication on bzflag an infrastructure based on kerberos should be put in place.&lt;br /&gt;
&lt;br /&gt;
kdc: is the kerberos Key Distribution Center, part of the mit-kerberos5 distribution. It should be unique, possibly with a slave configured, and for bzflag to work it should  be configured to serve the realm BZFLAG.ORG . Your system needs to know where KDC is.&lt;br /&gt;
So you should write a /etc/krb5.conf on Unix or krb5.ini on windows, with the following content:&lt;br /&gt;
&lt;br /&gt;
 [realms]&lt;br /&gt;
 BZFLAG.ORG = {&lt;br /&gt;
         kdc = bryjen.bzflag.org&lt;br /&gt;
         admin_server = bryen.bzflag.org&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This is temporary and will be changed whenever we decide on where to put it.&lt;br /&gt;
&lt;br /&gt;
On the kerberos database should be created one principal (kerberos user) for any client and one principal for any server that should participate.&lt;br /&gt;
&lt;br /&gt;
* Server principal name should be #port/publicaddr@BZFLAG.ORG (like 5154/bzflag0.gamesunited.de@BZFLAG.ORG)&lt;br /&gt;
* Client principal name should be clientName@BZFLAG.ORG (like c3po@BZFLAG.ORG)&lt;br /&gt;
&lt;br /&gt;
When starting a public server it will try to authenticate using the value given in -port -publicaddr and -password&lt;br /&gt;
&lt;br /&gt;
When starting a client, it will authenticate to the server if the bzdb variable: username &amp;amp; password are defined (in the bzfs config file). So write the following lines on your config:&lt;br /&gt;
&lt;br /&gt;
 set username yourName&lt;br /&gt;
 &lt;br /&gt;
 set password yourSecret&lt;br /&gt;
&lt;br /&gt;
If credentials are unmatched, you will be still logged as an untrusted user.&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Ideas&amp;diff=1166</id>
		<title>Talk:Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Ideas&amp;diff=1166"/>
		<updated>2007-03-13T22:10:36Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: ?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Should ideas that have already be implemented be deleted? This list is getting kinda long.&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Main_Page&amp;diff=1162</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Main_Page&amp;diff=1162"/>
		<updated>2007-03-13T22:02:59Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Added &amp;#039;Things To Do&amp;#039; for bored wikiholics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:BZflag_2_0_8_Banner.png|center]]&lt;br /&gt;
{|style=&amp;quot;width:100%;margin-top:+.7em;background-color:#fcfcfc;border:1px solid #ccc&amp;quot;&lt;br /&gt;
|style=&amp;quot;width:56%;color:#000&amp;quot;|&lt;br /&gt;
{|style=&amp;quot;width:280px;border:solid 0px;background:none&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:280px;text-align:center;white-space:nowrap;color:#000&amp;quot; |&lt;br /&gt;
[[Image:Bzflag-48x48.png|left]]&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-size:162%;border:none;margin: 0;padding:.1em;color:#000&amp;quot;&amp;gt;Welcome to the BZFlag Wiki,&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;top:+0.2em;font-size: 95%&amp;quot;&amp;gt;The source for community information on most things related to BZFlag!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div id=&amp;quot;articlecount&amp;quot; style=&amp;quot;width:100%;text-align:center;font-size:85%;&amp;quot;&amp;gt;[[Special:Statistics|{{NUMBEROFARTICLES}}]] articles available&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Image:Bzflag-48x48.png|right]]&lt;br /&gt;
*[http://my.bzflag.org/bb The Forums]&lt;br /&gt;
*[http://my.bzflag.org BZFlag Stats]&lt;br /&gt;
*[http://sourceforge.net/projects/bzflag/ BZFlag on SourceForge]&lt;br /&gt;
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Welcome to the newly launched BZFlag Wiki. Currently there are not many articles, but with everyone&#039;s help the volume should grow quickly. The hope of this site is to draw together all of the great information about BZFlag and BZFlag related items that is currently scattered in many different places. Bringing all of this information together will make it easier for people to understand and answer all of the questions they have about running a server (options, permissions, set-up, etc.), configuring their client, coding plug-ins, compiling the source code, and anything else they can think of. All are welcome to contribute and may edit most pages. With everyone&#039;s help we can make this site a great resource to the BZFlag community.&lt;br /&gt;
&lt;br /&gt;
==Google Summer of Code 2007==&lt;br /&gt;
If accepted as a mentoring organization, BZFlag intends to participate in the [http://code.google.com/soc/ Google Summer of Code] this year.  What this basically amounts to is that if you are a full-time student and 18+ years old, and your application is accepted, Google will pay you to write code for BZFlag.  Prospective students are encouraged to submit project proposals that are in line with our &#039;&#039;&#039;[[Google Summer of Code|goals]]&#039;&#039;&#039; for this summer, though proposals for other [[Ideas]] will be considered.&lt;br /&gt;
&lt;br /&gt;
==General Information==&lt;br /&gt;
[[Getting Help]]&lt;br /&gt;
&lt;br /&gt;
==Areas of Interest==&lt;br /&gt;
*[[:Category:Client|Client]]&lt;br /&gt;
*[[:Category:Compiling|Compiling]]&lt;br /&gt;
*[[:Category:Concepts|Concepts]]&lt;br /&gt;
*[[:Category:Development|Development]]&lt;br /&gt;
*[[:Category:Gameplay|Gameplay]]&lt;br /&gt;
*[[:Category:Installing|Installing]]&lt;br /&gt;
*[[:Category:Map Making|Map Making]]&lt;br /&gt;
*[[:Category:Maps|Maps]]&lt;br /&gt;
*[[:Category:Plug-Ins|Plug-ins]]&lt;br /&gt;
*[[Releases]]&lt;br /&gt;
*[[:Category:Server|Server]]&lt;br /&gt;
*[[:Category:Support|Support]]&lt;br /&gt;
*[[:Category:Tactics|Tactics]]&lt;br /&gt;
*[[Versions]]&lt;br /&gt;
&lt;br /&gt;
==Things To Do==&lt;br /&gt;
*[[:Category:Stubs]]&lt;br /&gt;
*[[:Category:Old]]&lt;br /&gt;
*[[:Category:Inaccruate]]&lt;br /&gt;
*[[:Category:Pending Deletions]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Ideas&amp;diff=1160</id>
		<title>Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Ideas&amp;diff=1160"/>
		<updated>2007-03-13T21:54:46Z</updated>

		<summary type="html">&lt;p&gt;TD-Linux: Old...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Old}}&lt;br /&gt;
Feel free to make changes and updates to this page whenever possible. If you have any questions, feel free to [[Getting Help|ask for help]]. If you wish to make major changes to this page, please warn us ahead of time.&lt;br /&gt;
&lt;br /&gt;
NOTE: These are just possiblilities. We won&#039;t be implementing everything here.&amp;lt;br&amp;gt;&lt;br /&gt;
NOTE: Flag ideas should be placed on [[Flag Ideas]].  Any other ideas can be placed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Is this text below still valid?&#039;&#039; [[User:TD-Linux|TD-Linux]] 17:41, 12 March 2007 (EDT)&amp;lt;br&amp;gt;&lt;br /&gt;
This page has gone through a few changes; people have had troubles with editing this page, so a lot of content is missing.  I will be merging this page with the backup from my webpage soon, and making a new backup.  I will also be going through some E-mails I have received for ideas.&lt;br /&gt;
&lt;br /&gt;
Status may include personal comments by developers.&lt;br /&gt;
&lt;br /&gt;
== Adding ideas ==&lt;br /&gt;
* All ideas should be categorized and should be prefixed with a *.&lt;br /&gt;
* Sign your idea with four tildes: &amp;lt;nowiki&amp;gt;~~~~&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Make sense!&lt;br /&gt;
&lt;br /&gt;
== Ideas include: ==&lt;br /&gt;
* Add support for 5 (or more) button mice Status: Great Idea&lt;br /&gt;
* Sort player list by team Status: Implemented (how?)&lt;br /&gt;
* Make option to show previous players list Status: Idea&lt;br /&gt;
* Anti-cheating measures detecting cheating clients/servers, kicking them out automatically or by vote, etc. I will push to have this implemented in version 1.8. Status: Some anti-cheating measures are in 1.7G2, more work to follow. Great Idea (delete this idea, it&#039;s ancient?)&lt;br /&gt;
* More flags: [[Flag Ideas]]&lt;br /&gt;
* Better network handling Status: Work in progress.&lt;br /&gt;
* Better physics Status: Planning, some changes in CVS.&lt;br /&gt;
* Map editor Status: Windows, Linux and Java2 editors are working, Linux editor in CVS, I want one using BZFlag&#039;s own engine.&lt;br /&gt;
* server-side respawn position Status: Implemented in [[BZFlag 2.0.0]]&lt;br /&gt;
* 2 or 3 teams as well as the current 4 Status: Man, this gotta be old. BZFlag used to only work with 4 teams??&lt;br /&gt;
* Tounament mode Status: Idea (Great Idea?)&lt;br /&gt;
* Ability to define flags allowed / not allowed in world file Status: Idea&lt;br /&gt;
* Materials that don&#039;t allow OO and PZ to go through Status: Would be nice for multilevel worlds made with the new ability to have objects above the ground. (Sounds awesome! [[User:TD-Linux|TD-Linux]] 17:41, 12 March 2007 (EDT))&lt;br /&gt;
* Better robot AI Status: Idea, don&#039;t know if players would like it or not in multiplayer game. Pluggable or scriptable robot AI , maybe? - Code must be restructured first (Server side bots are coming! [[User:TD-Linux|TD-Linux]] 17:41, 12 March 2007 (EDT))&lt;br /&gt;
&lt;br /&gt;
Idea from Spazzy McGee:&lt;br /&gt;
* Option to search for servers in list. It gets really annoying if you want to find a server and you have to go through all the pages, as there are over 10 now. Status: Implemented in [[BZFlag 2.0.4]]&lt;br /&gt;
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One Idea from Trigger Happy Nerd:&lt;br /&gt;
* When you shoot someone on your own team, instead of both of you blowing up, neither is destroyed, and their score goes up one, while your&#039;s goes down one. This would make teamkilling impossible and greatly discourage traitors as well. | But then couldn&#039;t cheaters spawn two clients and ramp up their scores by teamkilling their other login? --YHARG&lt;br /&gt;
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3 Ideas from BearRiver:&lt;br /&gt;
* SELF-DESTRUCT BLAST RADIUS: Self Destruct (delete key) should have a blast radius similar to Shock Wave, perhaps larger.  If you get shot during the self-destruct count down, that should also trigger the same blast.  If I gotta go, I want to take someone with me.  &lt;br /&gt;
* SUPERBALL FLAG: Fires a standard shot that drops with gravity instead of hovering as it goes.  Allows you to target burrow tanks and bounce shots over walls if you fire while jumping.&lt;br /&gt;
* SUPERJUMP FLAG: Doubles the height of your jump.  Requires some skill to use because your a sitting duck on the way down.&lt;br /&gt;
&lt;br /&gt;
Ideas from MORPH:&lt;br /&gt;
* Make ALL server options available from the menus status: Idea&lt;br /&gt;
* Ability to toggle display of player emails (some are so long they mess up the score display) status: Idea&lt;br /&gt;
* Word wrap long messages - they get cut off for those with low-resolution displays status: Done??&lt;br /&gt;
* Improvements to radar: Color-coded bullets, brighter bullets (may have to be larger if already using brightest color), better distinction between blue players and pyramids status: Done&lt;br /&gt;
* Better positioning of tanks status: BZFlag already does this, but the algorithm is bad. Needs work.&lt;br /&gt;
* 3-second (or however long) &#039;invulnerability&#039; for incoming tanks - but they can&#039;t shoot status: Idea.&lt;br /&gt;
* Ability to turn off ricochet for laser flag but allow ricochet for bullets status: Idea Please.. or let them bounce only n times.. OR implement mirror buildings/walls. Should go for some interesting self-kills when combined with the no-radar/bullet bounce idea&#039;s..&lt;br /&gt;
* Smart LockOn for GM - won&#039;t lock on to your teammates (configurable in server) status: Idea. (M. Jetleb -&amp;gt; I don&#039;t like this idea, there should be at least *some* risks to using this weapon. Personally, I think there should be more (not fewer) risks to holding this weapon; I&#039;d like to see the thing overheat and explode (killing the holder) if it&#039;s fired too often in a short period of time)&lt;br /&gt;
* Small jumps status: Idea&lt;br /&gt;
* Differently-shaped teleporters (circles, triangles, etc.) status: Idea, probably low priority&lt;br /&gt;
* 360 degree teleports - hit a spot on the ground or in the air from any direction and you teleport status: Idea&lt;br /&gt;
* Configurable random teleporters - teleports to a different location every time status: Idea&lt;br /&gt;
* Allow different physical properties on top of buildings (momentum, etc.) status: Idea, goes with my &amp;quot;&amp;quot;materials&amp;quot;&amp;quot; idea.&lt;br /&gt;
* Allow higher wall-height around arena (ricochet at higher heights) - or no walls defining the boundaries - just a line. (ricochet only off buildings &amp;amp; pyramids) status: Idea&lt;br /&gt;
* Server option for genocide flag - if you&#039;re killed while you have it, your team dies :^) status: Idea&lt;br /&gt;
* for broadband or LAN connections - voice chat for teams status: Idea, but I really think that you can do this with another service; I&#039;m not sure if being part of BZFlag would be a good idea due to size and bandwidth issues.&lt;br /&gt;
* Separate windows for player messages &amp;amp; server messages status: Good idea.&lt;br /&gt;
* Message log status: Good idea.&lt;br /&gt;
* Serious multithreaded design - shouldn&#039;t lock up interface while looking for servers, or doing anything else. This program is way-unstable on Windows status: We&#039;re working on these problems; many complaints are due to people still using old servers/clients.&lt;br /&gt;
* Ability to configure server to turn somethings off or on depending on number of players - for instance, turn off ricochet after a certain number of players are connected, turn off GM &amp;amp; laser if a certain number of players aren&#039;t playing (GM &amp;amp; Laser with 2 players is kinda ridiculous) status: Idea&lt;br /&gt;
* &#039;Fox &amp;amp; Hound&#039; scenario - highest player automatically becomes own team, all other plays on another team - kill the &#039;fox&#039; (play with highest score). status: Good Idea, I&#039;d like to see more ways to play BZFlag. (bhtooefr: Rabbit is very similar to this)&lt;br /&gt;
* Higher score(s) players lose abilities (bigger tanks, can&#039;t pick up flags, momentum, whatever) status: Idea&lt;br /&gt;
* Some type of BZFlag GUID to ban players who cheat - won&#039;t accept players who disable their GUID, etc. status: What is a GUID??&lt;br /&gt;
---&lt;br /&gt;
Global Unique Identifier, sort of like an IP addrss, but permanent.  Usually a number.  Problem occurs when you loose your GUID (have to reformat your HD, etc.  How do you keep someone from hacking their GUID, or setting up a modified BZFlag server for identity theft, etc.&lt;br /&gt;
---&lt;br /&gt;
* Single/multiple-use flags (or they instantly change type after being used) (configurable on a flag-by-flag basis: e.g. laser &amp;amp; GM one-use only before they drop/disappear) status: Good idea, especially with the more powerful flags.&lt;br /&gt;
* Change graphic format to PNG so new &#039;skins&#039; can be created. Optional use of server-defined skin. Client can use it or not (wouldn&#039;t really matter). status: In CVS for 1.8.&lt;br /&gt;
* Tank avatars (uploadable tank images) - have to think about shapes, though - someone could make a 1x1x1 pixel tank - that would suck - or a tank that looks like a building or pyramid. Clients don&#039;t have to accept downloading of avators (just view other tanks in default mode). Or just s-e-l-e-c-t from a certain number of predefined avatars that could come with the bzflag distribution. Or client provides a URL to download their avatar (saves server bandwidth). status: Idea, but might not be implemented. Requires discussion; we may want to consider making the computer force a minimum size or something similar. *How about uploadable flag graphics?&lt;br /&gt;
* To prevent cheating - the server determines what flags &amp;amp; abilities each tank has (possible?) status: Idea, but seriously being considered. This would also have the advantage of allowing different versions of clients and servers to work together. Yes, it&#039;s possible, but this type of change will mean a change in the network protocols.&lt;br /&gt;
* Send message to an individual, even if they&#039;re not on your team status: done&lt;br /&gt;
* Ability to change elevation of tank barrel &amp;amp; direction of turret (without jumping up or turning tank) (complex interface issues - super-low priority) status: Idea. Turret rotation rejected: The game is too fast for this to be useful, and would probably kill the game. *How about a new gameplay mode? Takes two to tank. One to ride turret, the other drives. KIA switches positions. &amp;quot;Teamplay&amp;quot; but all in one tank.&lt;br /&gt;
* Much better arena design capabilities - bridges over ditches, etc. status: Good idea. This along with some new physics (which I hope to propose soon -Jeremiah), and BZFlag will be much more interesting.&lt;br /&gt;
* Concept of a tank that can take damage without being destroyed immediately - slows down, takes a hit in a tread and turns slowly in whatever direction, etc. status: Good idea, but must be optional (server option). Might be rejected, since BZFlag is, by nature, a fast paced game. *Loses ability to shoot, runs and grabs a restore flag?&lt;br /&gt;
* &#039;Kamikaze&#039; option for players - can take someone out by suicide status: Idea. Server option if implemented.&lt;br /&gt;
* Server option: everyone is radar-stealthed by default unless you get a &#039;radar&#039; flag. You can still see all buildings, pyramids, teleports, and arena walls, though. status: Good idea. Make them use their window. ;)(M. Jetleb -&amp;gt; Given the fairly narrow field of view out the window and the time it takes to turn a tank all the way around for a look-see, I think this could be frustrating. How about everyone starts out with minimum range radar instead and gets longer ranges with an appropriate flag?)&lt;br /&gt;
* Option for above: if you pick up GM or Laser, you&#039;re visible on radar to everyone whether they&#039;ve got a radar flag or not status: Good idea&lt;br /&gt;
* Selectable &#039;ricochet&#039; fire - hold down shift key or something and your bullets won&#039;t ricochet status: Idea.&lt;br /&gt;
* Server option - tanks only have a certain number of times they can jump (gets reset when you get killed) status: Idea.&lt;br /&gt;
* Multiple-shields (server option for shield flags, or can be random - can get hit x number of times) status: Idea&lt;br /&gt;
* Ability to damage or destroy buildings/pyramids/teleporters status: Idea (M. Jetleb - probably a good idea for timed games, where the building can be reset after a reasonable amount of time, but can you imagine what the field would look like for a perpetual game that&#039;s been running for days? There has to be some way to reset this. Also what happens if someone shoots the bottom out of a building? Does the building collapse or just remain suspended? This could get complicated.)&lt;br /&gt;
* Server config to make bullets NOT go through teleporters status: Idea&lt;br /&gt;
* Holographic buildings - can&#039;t see what&#039;s behind them, but can shoot through them (great for the radarless-option above)[M. Jetleb -&amp;gt; how does not being able to see through a building help when you&#039;re radarless?]. Can&#039;t tell the difference on radar between them and regular buildings status: Idea, could be a materials property.&lt;br /&gt;
* SandTraps - tank gets stuck there status: Idea (aren&#039;t there enough incredibly annoying ways for tanks to get stuck on pyramids etc. already? --pediddle)&lt;br /&gt;
* Configurable &#039;radarless&#039; and/or &#039;blind&#039; zones in the arena - can&#039;t see what&#039;s in there on radar or via visuals status: Idea&lt;br /&gt;
* &#039;Fog&#039; area in arena - impairs use of laser status: Idea&lt;br /&gt;
* Connection-quality restrictions - restriction players based on connection quality - if they&#039;re having connection problems, server can drop them (after informing them what&#039;s going on) status: Implemented - also, throttling is implemented; people with high framerates were sending a lot of messages, clogging things up for people with slower connections.&lt;br /&gt;
* Ability for a team to vote to &#039;banish&#039; someone from their team status: Idea&lt;br /&gt;
* dispossition flag. See the tank somewhere else than it realy is: Idea&lt;br /&gt;
* Send message to everyone &#039;but&#039; specified player (crosses team boundaries, or not) (morph) status: Idea. Hmm. Everybody BUT a specified player? [M. Jetleb -&amp;gt; as in: &amp;quot;Let&#039;s all get the GM guy&amp;quot; without the GM guy knowing he&#039;s facing a co-ordinated attack - I like this idea)&lt;br /&gt;
* Non-solid buildings - ability to make tunnels through buildings, etc. status: Idea.&lt;br /&gt;
* Tank collisions - why can tanks drive through each other? Weird. status: Good Idea.&lt;br /&gt;
* When tanks collide - great opportunity to implement tank damage concept, especially if one of them is moving especially fast, or has momentum flag, etc. Can push a tank off a building if your pushing them from their side. status: Idea&lt;br /&gt;
* If a tank explodes right next to another tank, the other tank can be destroyed or get damaged status: Idea&lt;br /&gt;
* Randomly changing arena - buildings grow, shrink, move,&lt;br /&gt;
* Server option: Cause a player to die if they shoot a teammate (accidentally or otherwise). This would discourage team killers and affect strategy (players are more cautious when shooting near teammates). (how about if you die after you kill teammates n times, and n is reset whenever you die. this will protect people who just do it accidently)&lt;br /&gt;
* Server option: Make all good flags (except for ID flag) permanent (i.e. you cannot drop a flag unless you are killed). This discourages flag hunting (for GM flag or whatever) and forces players to play (build skill with?) the first flag they pick up until they die.&lt;br /&gt;
* Server option: Have finite ammo for the GM and Laser.&lt;br /&gt;
* Damage status- getting hit three (3) times kills you.&lt;br /&gt;
* Skins or views- In-tank mode, bumper mode, out-of-cab mode, chase mode.&lt;br /&gt;
* customizable sounds and/or models.&lt;br /&gt;
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Idea from iPod:  items marked with !!! are the ones i want most&lt;br /&gt;
*A usable world editor for mac and windows so that more servers are available.!!!&lt;br /&gt;
*Better Textures on the buildings and pyramids and more variety of structures.&lt;br /&gt;
*Ramps and slopes which tanks can drive up.&lt;br /&gt;
*There should be a game of cops and robbers.  The teams can change after about 10 mins or so.!!!&lt;br /&gt;
*BZFlag for mac in seperate data and application files.&lt;br /&gt;
*Weapon extention packs.&lt;br /&gt;
*The ability to choose tanks, but they all die at one shot.  maybe the jump height, speed, turn speed, acceleration, size can be preset. &lt;br /&gt;
*The ability to see what the world is like before connecting to the server.&lt;br /&gt;
*Sounds of tanks moving.&lt;br /&gt;
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One small idea from XPenguin:&lt;br /&gt;
* Have more than one flag to be carried at a time, but no more than two, more than that would almost be unfair to the other players.!!!&lt;br /&gt;
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Idea from JavierMM:&lt;br /&gt;
* Handicap. Allow for bad players yo have better properties than the best players (like velocity), so it&#039;s a more interesting play for everybody. It&#039;ll be server optional and the handicap players are marked in player lists&lt;br /&gt;
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Additional Idea to Handicap from Amoc:&lt;br /&gt;
* Autobalance option. If activated it adds an additional scale factor to the tank wich depends on the score. If the score rises the tank gets bigger and if the score is negative the tank gets smaller then the normal one (The hight of the tank will not be scaled). The strength of the effect should be defined by the server. The tank of an extreme good player will at one point no longer fit trough the teleporters and this will give an additional handicap until his score comes down again.&lt;br /&gt;
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Idea from Robi:&lt;br /&gt;
* Have different tank death scenes for the dying tank point of view. I realize there is some time needed for one to die and respawn, but the jumping effect one sees when killed irritates me to no end! I&#039;d be happier if all faded to black or white or orange and had text across the screen saying &amp;quot;&amp;quot;respawning... please wait&amp;quot;&amp;quot; :) Also, when killed and your tank was moving toward a building, it just falls right thru it until it hits the ground.. wrong physics there! Splatter or tumble or shatter or something :)&lt;br /&gt;
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Idea from Agonizer:&lt;br /&gt;
* A special FFA Game mode &amp;quot;Team by Flags&amp;quot;. This means, same Flag = same Team, so if there is a Tank with Rapid fire, and you pick up Rapid fire, you are automatically handled as Team member (this means, killing the other Tank with Rapid fire will be handled the same way as when killing a team member). YHARG: Funky idea: what about a game mode where teams shared flag abilities? Like, each player on a team&#039;s flag applies to the whole team. This could make for some interesting combos...&lt;br /&gt;
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Idea from NickGrim:&lt;br /&gt;
* Make life trickier for the Rogue Team; with a mix of Rogues and Colored Teams, the Rogues have more targets. This should also change the effect of the Masquerade flag - perhaps your tank is invisible to Rogues (like Cloaking)?&lt;br /&gt;
Ideas from LionsPhil:&lt;br /&gt;
* A server option to make deaths not affect your score unless they were self-inflicted/team (the method used by many online games). This would encourage more aggressive play, because it&#039;s worth going out and blasting. As it is, you&#039;ve got a very good chance by just phantoming/OOing out of the way and keeping you score at zero to stay in the top three places! It would also help fix the rather unfair situation of spawning just below a building on which someone is GM-camping...there&#039;s pretty much no way to escape, so you lose a point.&lt;br /&gt;
* Custom color schemes for rogue players. The turret and body components can be chosen to be one of a predefined set of colors (e.g. red, yellow, black, white, blue, green, purple...). The game prohibits choosing a color scheme that matches a team scheme (e.g. red turret with red body) and the limited set stops someone choosing a shade which is nearly a team color (e.g. 0xFE0000 instead of 0xFF0000) (and also save texture memory, I think).&lt;br /&gt;
* Allow a small decal on the back of the top of the tank. (think Half-Life&#039;s customizable spraypaint). Possibly also apply it to any held flag?&lt;br /&gt;
* Allow ramps in level designs, so tanks can move to certain other platforms without having to jump. This would require adjusting the engine to allow tanks to angle on the ramps. Reduced speed depending on gradient?&lt;br /&gt;
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Idea from K&amp;lt;nowiki&amp;gt;&#039;&amp;lt;/nowiki&amp;gt;limero:&lt;br /&gt;
* What about a radar that only covers visible areas (don&#039;t passing through buildings/pyramids) ? This would leads to more placement tactics).&lt;br /&gt;
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Idea(s) from Yohan:&lt;br /&gt;
* Spread Fire (SF) Flag which fires three shots at the same time.  One on the centerline, the other two angled at a quarter degree along either side of the centerline.&lt;br /&gt;
* World configuration of server options.  Sometimes a map is designed for use with specific flags, or perhaps certain flags could be too powerful and you would want to turn them off.&lt;br /&gt;
* Extending an idea from above regarding teleporters:  Make teleporters configurable so that the map designer decides whether bullets or tanks or both can pass through the teleporter.  Also, an option which changes the angle at which a bullet or tank will pass through a teleporter.  Currently, if a teleporter links back to itself, the shot always returns back at the tank which fired it rather than reflecting.&lt;br /&gt;
* HUD radar.  (We are using this with our local games and love it).&lt;br /&gt;
* Allow ramps and ability of tanks to drive up ramps.  I guess this is a duplicate, but I still like it. (Dragonstar agrees with this too) Please do this!&lt;br /&gt;
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Idea from morfie&lt;br /&gt;
* Add ice as a terrain feature&lt;br /&gt;
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Idea(s) From Dragonstar. Items marked with a !!! are what I want most&lt;br /&gt;
* Server creation option: # of flags holdable at a time&lt;br /&gt;
* Allow custom-made weapons with a Object-Oriented scripting language (sorta like Liero AI uses: http://helios.et.put.poznan.pl/~sskowron/liero/index.html)!!!&lt;br /&gt;
* Custom-made graphics/objects for weapons and levels&lt;br /&gt;
* Triggers in levels!!!&lt;br /&gt;
* Water Terrain&lt;br /&gt;
* Custom Terrains (select a image to tile, slipperyness, etc.)&lt;br /&gt;
More coming later :-)&lt;br /&gt;
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Ideas From Cue:&lt;br /&gt;
* Option to choose different kinds of tanks.  Different tanks could be weighted with different strengths and weaknesses.  (almost like having a default flag).  Would also need some form of health/damage status measurement, not just single hits.  For example, there could be a larger, heavily armored tank that has powerful weapons, but moves slowly, versus a small, light, fast tank which is difficult to hit, but very low armor to protect from hits.  &lt;br /&gt;
* Land mine flag?&lt;br /&gt;
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Ideas from abli:&lt;br /&gt;
* Multiple list servers, in case bzflag.org goes down (as it happened around feb. 15. 2004)&lt;br /&gt;
* Always random respawn. Currently in CTF games first respawn is at own base. This can be abused by leaving and rejoining to get near base. This leave/rejoing trick is considered to be a mild form of cheating by many. Always random respawn would make it useless.&lt;br /&gt;
* Don&#039;t show invidual score in CTF games. This might help teamplay as it reduces the incentive to run around as if it would be FFA.&lt;br /&gt;
* Give points to the player how captures flag in CTF. (Say, around 4 or so) After all, it is often a bigger job than killing someone.&lt;br /&gt;
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Idea from kitchen:&lt;br /&gt;
* volcano (growing red pyramid) that&#039;s death to touch and grows during the course of a round and occasionally gives off &#039;pyroclast flows&#039; aka super bullets.  perhaps red-orange color.&lt;br /&gt;
* multiple (3?) jump stengths mini, normal, max...just the thing to confuse the opponents that expect one and you&#039;re off doing the other. &lt;br /&gt;
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Idea from bhtooefr:&lt;br /&gt;
* J2ME client (allows one to play on a cell phone), would use radar&lt;br /&gt;
* Multi-monitor support (i.e., radar on one screen, window on another, chat/event log on a third)&lt;br /&gt;
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Idea from nsayer:&lt;br /&gt;
* wraparound world - radar remains centered on your current position. Internally, objects leaving the north border reappear to the south, but from the user&#039;s radar / visible perspective, you just see to the horizon. I believe this is how the original Battlezone worked. There are some implications: laser would need a range limit.&lt;br /&gt;
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Idea from rjbs: &lt;br /&gt;
* wireframe mode!  man, this would make the game ten times cooler for nostalgia&lt;br /&gt;
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Idea from Colin:&lt;br /&gt;
* Make a part in bzflag to put up a real server. 1st screen has the flags you want, next page is to find the MAP file that you created on your hard drive, next page pick if you want jumping etc.&lt;br /&gt;
* Have part in BZflag so that you can have bots.&lt;br /&gt;
* Toggle radar and message bar on and off with a key on your keyboard.&lt;br /&gt;
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Idea from Dan: &lt;br /&gt;
* Health, like in a fps. If you get shot from a closer range, you take more damage. When you run out of health, you die. Health pickups in places - not a flag. Although there might be a health generator flag.&lt;br /&gt;
* For above: a &amp;quot;Doctor&amp;quot; flag - shooting someone (similar to thief) either fixes them or, like the above health generator flag, except faster, heals them. Don&#039;t shoot the other team!&lt;br /&gt;
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Idea from pherris:&lt;br /&gt;
* Anti camping. The ability to add &amp;quot;no camping zones&amp;quot; to areas of a map or to the entire map. Campers would be messaged that they&#039;re in a no camping zone, better start moving and have a prescribe number of seconds to move away or die. If a player returns to the same NCZ (no camping zone) and receives x warnings then he&#039;s disconnected. NCZs could be marked by a different color shade from a &amp;quot;normal&amp;quot; spot and could be exempt to a single team (like at their flag base). It&#039;s just a rough idea.&lt;br /&gt;
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Idea from Orca&lt;br /&gt;
* Special &#039;open source&#039; BZFlag version (server and client) which is guaranteed to be compatible with all other BZFlag versions.&lt;br /&gt;
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Idea from Dogbert&lt;br /&gt;
* Trajectory flag and option on servers (Causes bullets to fall (But very slowly)). Bullets will go no lower than standard level, so trajectory is only active if you are jumping, or on a block.&lt;br /&gt;
* Moving blocks, so when people put things like the USS Enterprise at the top of their map, it can move around.&lt;br /&gt;
* Turret mode, If enabled by the server (Can be manditory with automatic grouping). One user drives and the other shoots, Turret mode tanks get double points (But onyl take one from the target). lost double points if killed. Have double ammo, And controllable speed (Max = _tankSpeed * 2 Min = _tankSpeed). Plus it takes 2 shots to kill a turret mode tank. Points gained and lost by turret tanks are divided evenly between the users, Unless the server is all turret mode, in h which case two users are displayed as one.&lt;br /&gt;
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Ideas from YHARG:&lt;br /&gt;
* I&#039;d like to see something more interesting done with the sky... maybe there could be a little ufo (easter egg) that would fly around occasionally? Tux on a ufo! ;)&lt;br /&gt;
* &amp;quot;Super smash bros&amp;quot; style jumping: a server-side option to let tanks jump a second or third time while in the air... changing direction would be possible by jumping with the pointer moved to what direction you&#039;d like to doublejump. The direction change would probably be much less than the maximum tank speed, but maybe that could be a variable too. This would be great for platform maps. and add a way to mix up the classic jump killing that goes on in regular games.&lt;br /&gt;
* Flag decals: Each flag would have a little icon/decal showing it&#039;s type ONLY when held by a player. It&#039;s kind of nice to be able to surprise people with an undercover shockwave, but doesn&#039;t make sense to have to right click (identify) or check the user list to see what flag someone has.&lt;br /&gt;
* Ducati/Freestyle &amp;quot;Roles&amp;quot; mode: Make a game mode where players are presented with a list of flag choices (limitable to a few roles, if wanted) at respawn or connect time, and are forced to use this flag for the remainder of their connection/tank life. This would be really useful in the case of stealth vs. seer, where you could choose to be stealth or seer, but couldn&#039;t switch between them. Another idea would be high speed vs. quick turn. Or steamroller vs. machine gun... Team play would have the interesting effect of people banding together and people with each role on the team. Especially in stealth vs. seer, where a seer team member could warn the team about enemies! There would be no team flags/bases.&lt;br /&gt;
* Background music! : (This can be done with an external media player so it shouldn&#039;t be the heighest priority, It would be nice to be able to control your music from within BzFlag)&lt;br /&gt;
* Teleporter flag: Dropped twice, and makes a temporary teleporte on the map (for a set amount of time)&lt;br /&gt;
* BeamMeUp flag: Tab makes the tank teleport to the highest object directly above it. This would be very useful with high maps, but could encourage camping, and cheating.&lt;br /&gt;
* Tall tank flag: Like obesity, only makes the tank too tall to maneuver under low objects.&lt;br /&gt;
* Triplicate/Duplicate/MagicHat flag: Tank gets one or two bot duplicates whose shots do no damage, spawned where it is. They could possibly be respawned when killed. They would tend to stay near the tank.&lt;br /&gt;
* Sleepwalker Bad Flag: Your tank becomes controlled by a bot. Does not drop until tank is killed. Player&#039;s score is changed by bot&#039;s performance.&lt;br /&gt;
* Shield Flag Changes: Give Shield flag a radius, and draw it like a moving less opaque blue shockwave. Any tanks inside the shield radius would be protected, until the shield got hit a certain number of times.&lt;br /&gt;
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Idea from Efitu:&lt;br /&gt;
* 7 words: user freindly bult-in map editor and viewer.&lt;br /&gt;
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Ideas from Dogbert.&lt;br /&gt;
* More documentation on scripting world weapons.&lt;br /&gt;
* Preset world weapons that can be fired manually by admins from within BzFlag.&lt;br /&gt;
* Regicide flag, kills both the tanks you hit and the tank with the highest score on the same team of the tank you hit (Thus giving double points)&lt;br /&gt;
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Idea from Supermatthew:&lt;br /&gt;
* Tank Turret Rotation sideways and up and down(controlable with a &amp;quot;Point of View&amp;quot; on a joystick and keyboard for those who don&#039;t have joystick with it)&lt;br /&gt;
* Like Efitu&#039;s idea, user freindly built-in map editor and viewer, the current map editor isn&#039;t so good, expesaly when you delete stuff it does weard things.&lt;br /&gt;
* The ability to add texture to blocks like if tou wanted to add a street texture and make a road or a weard wall or whatever.&lt;br /&gt;
* more objects ot build with like a ball and cone and cylender and incline planes (/ or \) that tanks can drive up.&lt;br /&gt;
* Moving objects like a wall that could spin on its X Y or Z axis and chose the point were it spins like 5X, 3Y, 0Z away from its center&lt;br /&gt;
* New game called tag were someone is it and they shoot someone else and there it and ect.&lt;br /&gt;
* Also a new game called &amp;quot;Hide and seek&amp;quot; were everyone is clocked(think thats it, were you don&#039;t see them on radar) except one who is it. he needs to find someone and shoot them then hese cloked and who was shot is not. Also when someone is shot there sent back to Ground zero( 0X, 0Y, 0Z ) so they can&#039;t shoot who ever just shot them.&lt;br /&gt;
* Editable ground hight like hills or something&lt;br /&gt;
* another game called dodge ball were one person can shoot and when someone is hit then they become an observer till the next game and when theres only one person(other than the one whose it) they become it.&lt;br /&gt;
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Idea from TomMatelich:&lt;br /&gt;
* At our company, we instituted a voluntary policy of dropping flags after 1 kill.  Prevents slaughters and keeps things rolling more.  It&#039;d be great to be able to have the game do this for us, plus I&#039;d love to see it turned on at external sites.&lt;br /&gt;
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Ideas from NebNamwen:&lt;br /&gt;
* Server option: default powers -- flag(s) that everyone in the game automatically has (this wouldn&#039;t count as holding a flag).  For example, the current Jumping option would == including Jumping as a default power.&lt;br /&gt;
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[[Category:Development]]&lt;/div&gt;</summary>
		<author><name>TD-Linux</name></author>
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