Search found 367 matches

by F687/s
Mon Feb 25, 2008 3:05 am
Forum: Screenshots & Artwork
Topic: random shots mashed together
Replies: 5
Views: 3293

From IRC... [9:57pm] F687s: Row 1: [DW, Badgerking, Badgerking, HiX] [9:58pm] me1: 1,1,0,1 [9:59pm] F687s: Row 2: [Badgerking, HiX, DW, Badgerking] [9:59pm] me1: 1,1,1,1 [9:59pm] F687s: Row 3: [DW, Badgerking, DW, HiX] [10:00pm] F687s: and Row 1, Col 3, is DW [10:01pm] me1: all correct [10:01pm] me1...
by F687/s
Sun Feb 24, 2008 8:44 pm
Forum: Players
Topic: What do you think the bz developers should add to bzflag?
Replies: 11
Views: 3795

Also, just for reference, there IS a way to contact the developers about ideas! - You can post flag ideas on the wiki here. - You can post general game ideas on the wiki here. - If you _need_ to talk to somebody, the devs are available on IRC. Two things to remember. First, be civil, even if they re...
by F687/s
Sun Feb 24, 2008 8:41 pm
Forum: Screenshots & Artwork
Topic: random shots mashed together
Replies: 5
Views: 3293

Do you know what map(s) these were taken on?
by F687/s
Sun Feb 24, 2008 8:32 pm
Forum: Help: Map Making
Topic: teleporter links
Replies: 5
Views: 3118

If it works for you...

However, I would suggest looking at _how_ the teles are linked, in order that you can understand how they work, in case you need to do hand-maintenance. As always, the wiki is your friend.
by F687/s
Sun Feb 24, 2008 1:28 pm
Forum: Help: Map Making
Topic: teleporter links
Replies: 5
Views: 3118

Also, if that doesn't work, try putting the teleporter name in the top, like this.

Code: Select all

teleporter northwest_1
   position -191 340 0
   rotation 45
   size 0.125 10 10
   border 1
end
Try this, if the previous way doesn't work.
by F687/s
Wed Feb 20, 2008 2:33 pm
Forum: General Map Making Discussions
Topic: BZ Basketball
Replies: 4
Views: 3357

Just remember that bases cannot be drivethrough (they're 1.0), so putting the base inside the net may result in the base blocking the bottom of the net, meaning you would have to jump out of the net after scoring. If you're going for (really) classic-style basketball, then you would be just fine.
by F687/s
Wed Feb 20, 2008 2:29 pm
Forum: Leagues: General Discussion
Topic: new server
Replies: 16
Views: 9013

> Two levels, one for the weeker and one for the stronger [A].

But who really wants to get stuck in the B team? That may just make lesser people's interest in the team vanish.
by F687/s
Mon Feb 18, 2008 9:16 pm
Forum: Help: Map Making
Topic: Out not in door things
Replies: 21
Views: 8957

Wait: Do you want to attach a physics driver to the door so that when you enter it, you slide through the door automatically? If so, you will probably need to add another box under it with the physics driver attached to that.
by F687/s
Mon Feb 18, 2008 9:09 pm
Forum: Map releases
Topic: Jefenry's Aztec Ballcourt
Replies: 15
Views: 6938

> Question- What is the maximum number for _maxFlagGrabs? I've heard of a problem with 255 flags on the field, > and was wondering if there is a limit. _maxFlagGrabs only gives you the number of how many times you can pick a flag up before it respawns. It has nothing to do with how many flags are o...
by F687/s
Sat Feb 16, 2008 4:40 pm
Forum: Enhancements
Topic: customizing tanks...
Replies: 6
Views: 2043

until I finish it all ;) Would user-customizable tanks even be a possibility? I could imaging the lag of downloading and rendering each user's own tank would counteract the benefits of having your own personal tank. Then again, maybe players will only get to choose from a list of pre-defined tank m...
by F687/s
Sat Feb 16, 2008 2:09 am
Forum: Help: Setup / Hardware / Performance Issues
Topic: server wont accept players
Replies: 11
Views: 4214

>and for us, (who is playing) it just says "name" joining as a tank from "ip" then "name" siging off from "ip" Is this on a server with a ton of flags? Adding too many flags (technically, more than 255 flags on a map) will cause a player to not be able to spa...
by F687/s
Fri Feb 15, 2008 2:09 pm
Forum: Enhancements
Topic: Sport Mode
Replies: 8
Views: 3363

As far as I know, bullets aren't tracked in 2.0.x, which means there is almost no way (without hacking bzfs) to know where bullets are going to go.
by F687/s
Thu Feb 14, 2008 9:36 pm
Forum: Players
Topic: BZEthics: Observers
Replies: 13
Views: 6424

Just because you can give one team an unfair advantage, doesn't mean you should. I don't believe there is a such thing as a "permanent team mate", but if there is, they shouldn't express their affinity during a match they don't directly participate in. You can't always count on the other ...
by F687/s
Thu Feb 14, 2008 2:12 am
Forum: Help: Map Making
Topic: Out not in door things
Replies: 21
Views: 8957

You would have to use a one-sided mesh. If you go to the Mesh wiki page , they have a sample box that you can use. Just make one face passable. Alternatively, paste this into your map (at the top) ONCE. define os mesh name osbox vertex -1 -1 0 #Sorry, Tedius... ;-) vertex 1 -1 0 vertex 1 1 0 vertex ...
by F687/s
Wed Feb 13, 2008 9:56 pm
Forum: Help: Map Making
Topic: water
Replies: 2
Views: 1475

If you want more control over what your water should look like (such as waves, custom textures, custom death effects, water outside of the world walls), you should probably add a death physics driver to a noradar meshbox.
by F687/s
Wed Feb 13, 2008 9:53 pm
Forum: Players
Topic: BZEthics: Observers
Replies: 13
Views: 6424

> Sometimes a teammate joins the Observer team (or even the enemies) and then feeds details to us such > as "ST base"... It depends. On places such as the GU League, where you actually have permanent teammates, this is a very good strategy. Such a "coach" can make or break the t...
by F687/s
Mon Feb 11, 2008 2:32 am
Forum: Enhancements
Topic: Some new sounds
Replies: 17
Views: 7422

Nice sound packs. Very different, take some getting used to, but on-the-whole pretty good. (I wanna say 2.0ish, but that doesn't seem right) Personally, the only flaw I have is the lack of a rico sound. You hear the big electro-phaser, and then the wimpy "Doink!" that follows it. But time ...
by F687/s
Sat Feb 09, 2008 5:39 pm
Forum: Map releases
Topic: ArenaKOTH
Replies: 3
Views: 2176

ArenaKOTH

This is my release of the ArenaKOTH map that I've been working on. The general idea is that there are two teams racing to get to the top of the hill. As the course progresses, the width gets progressively smaller, giving it a more intense race to the top. As this is a King of the Hill map, you will ...
by F687/s
Thu Feb 07, 2008 3:08 am
Forum: Help: Tactics and Playstyles
Topic: Your definition of a good player.
Replies: 65
Views: 33719

> I guess people don't like it because it shows that the person is unskilled with a flag. I see people pick up a > SR flag and drop it, and I'm like "Why would you drop that?" If someone can't take the time to just try > and raise their skill with one flag, like SR or Tiny, all they'll do...
by F687/s
Wed Feb 06, 2008 10:41 pm
Forum: Map releases
Topic: Jefenry's Aztec Ballcourt
Replies: 15
Views: 6938

> how do they climb the wall because im converting SF from another game and its a bit hilly and my friend said that you cant climb hills and what what > Three players per team > Two shots > No superflags > Shots keep their vertical velocity > You can climb the sloping walls If you play it, you can ...
by F687/s
Tue Feb 05, 2008 9:43 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Install on Asus EEE PC
Replies: 1
Views: 1249

Could you post the sources.list for us? Chances are the pools you're pulling packages from doesn't have. You could always build from source, though ;-)

I'm pretty sure the 2.0.10 release candidates have .deb files for your enjoyment, but the stability of said programs are quite low...
by F687/s
Mon Feb 04, 2008 10:00 pm
Forum: Works In Progress
Topic: ArenaKOTH (Iteration 4)
Replies: 4
Views: 2426

Here is ArenaKOTH Iteration 4 "Less is more". This is the most dramatic overhaul this map has seen, and this map makes it more narrow, and simpler (giving it kind of an "Obstacle Course" sort of feel). Unfortunately, some of the textures are (currently) still locally hosted. And,...
by F687/s
Sun Feb 03, 2008 1:58 pm
Forum: Help: Map Making
Topic: Attachments Used as Textures
Replies: 11
Views: 4087

> 3.0 will only accept images from images.bzflag.org. so even if it works now, it won't in the future. Umm, would that be done through the "local denial" access procedures implemented in 2.0, or would that be a core thing that could not be overridden without hacking the client? Just curious
by F687/s
Sun Jan 27, 2008 8:49 pm
Forum: Works In Progress
Topic: ArenaKOTH (Iteration 4)
Replies: 4
Views: 2426

Here is Iteration 3. This version adds some interesting new features, such as spinning jumpy thing, lava, in-air walkways, secret passages, and more. Note that some of the textures are local (for now).

Have fun!
by F687/s
Sun Jan 27, 2008 2:31 pm
Forum: Enhancements
Topic: Sound-scapes and sources
Replies: 8
Views: 3256

> It seems like the most bang for the buck as far as bandwidth, utility, and ease of implementation would > be to incorporate libmodplug: Yes, but you're forgetting that .mod files are basically MIDI files with samples, and many of the music files that are around are either in .mp3, .wav or .ogg . ...