Search found 1264 matches
- Tue Jul 27, 2010 4:40 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Re: Calling all Map Makers: The Collaborator 2010
I think I've got everybody right... The grid is now full! If there is still a demand I will expand again, but for now, i'll leave it. Besides, i'm running out of colors from the visible spectrum. Please let me know if there are problems. If you can't see the full image click here http://a.imageshack...
- Sat Jul 24, 2010 4:47 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Re: Calling all Map Makers: The Collaborator 2010
That's a very good idea, ahs3. Everyone please label all of your materials, groups, physics, texmats, dyncols and teleporters with your callsign.
- Sat Jul 24, 2010 1:59 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Re: Calling all Map Makers: The Collaborator 2010
Okay, i've tried to accommodate everybody, and I have added a section to the right for more squares! if anybody would like more just say. mrapple: you are correct with the coordinates. They are as laid out on the diagram. The new section does not alter the old section in any way!! sigonasr2: I have ...
- Fri Jul 23, 2010 1:28 am
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Re: Calling all Map Makers: The Collaborator 2010
Jumping, Rico, -ms to be decided. Probably 3 or 4.
- Fri Jul 23, 2010 12:34 am
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Re: Calling all Map Makers: The Collaborator 2010
Bambino: yeah, that's what I was planning on doing. And you've raised a good point about licensing. I plan to publish a help file on the server, among other things, to accredit the various map makers. Currently there is no deadline; I am going to be pretty busy over the coming weeks, so it'll be pre...
- Thu Jul 22, 2010 11:19 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Re: Calling all Map Makers: The Collaborator 2010
Updated the map with all the current 'rented' space. There's still more to go, so anybody else. Even if you just want to do one square, that's fine. Just a quick point - If all the squares get used up and there continues to be demand for map makers, i'll add more around the edges. Also - try to keep...
- Thu Jul 22, 2010 10:00 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Re: Calling all Map Makers: The Collaborator 2010
Yes, and yes. You can use teleporters - although make sure that you know where they are going in the map, because they are hard to move around later as they can't be put in group definitions. And if you want you can negotiate linking with other players.
- Thu Jul 22, 2010 8:51 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Re: Calling all Map Makers: The Collaborator 2010
Bambino, that's fine. I may extend the world if blocks are in high demand. as you know, with a bit of wizardry, worlds don't have to be square
- Thu Jul 22, 2010 7:19 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Re: Calling all Map Makers: The Collaborator 2010
Okay guys, thanks for the great response. Here's what i've come up with. It'll be this or a variation of this. I've laid out a grid below that splits a standard worldsize 400 map into 64 equal squares. Each of those squares is 100x100 units - or worldsize 50. I propose each of the map makers that wa...
- Thu Jul 22, 2010 5:49 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Re: Calling all Map Makers: The Collaborator 2010
I thought it might be cool letting people make one any size (say, under 200*200), and then fitting them all together later. That way, they don't all have to be square and stuff... But that might make things a little complicated. Perhaps if I do a map split into 9 or 16 squares and people can choose ...
- Thu Jul 22, 2010 4:22 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Re: Calling all Map Makers: The Collaborator 2010
I'm thinking i'd rather see loads of smaller size submissions in one map, than four large ones... But we'll see what people think.
- Thu Jul 22, 2010 2:42 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 46478
Calling all Map Makers: The Collaborator 2010
Hey all. I've been off the mapmaking scene for a very long while now, so I thought i'd bring back an old project to just have a bit of fun with this summer. Those of you that have been around long enough may remember the collaborators. The original was made by Ducatiwannbe, Dutchrai, The Purple Panz...
- Tue Jul 06, 2010 9:39 pm
- Forum: Enhancements
- Topic: multi layer textures
- Replies: 5
- Views: 2867
Re: multi layer textures
But never possible with server-side scripts, scripts embedded in map files?trepan wrote:Available in 2.99.x via lua client-side scripts.
- Tue Jul 06, 2010 6:28 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: BZFlag wont open
- Replies: 2
- Views: 1039
Re: BZFlag wont open
To fully uninstall BZFlag, you'll need to delete the folder ~/Library/Application Support/BZFlag along with the BZFlag application. (That's in the library in your home folder)
- Fri Jul 02, 2010 7:59 pm
- Forum: Enhancements
- Topic: multi layer textures
- Replies: 5
- Views: 2867
Re: multi layer textures
An interesting point. I am unsure of how easy that is to achieve though.
Similarly, I would like to see the ability to 'tier' textures, so that if one texture doesn't load (e.g. it is blocked), it displays another.
Similarly, I would like to see the ability to 'tier' textures, so that if one texture doesn't load (e.g. it is blocked), it displays another.
- Thu Jun 10, 2010 5:07 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Using the Xbox 360 controller triggers
- Replies: 6
- Views: 2948
Re: Using the Xbox 360 controller triggers
Looks like there is a hard coded limit of 10 joystick buttons in the game. That explains a lot. I was attempting to map a PS3 controller the other day and was meeting strange issues whereby only some buttons would be recognised some of the time - I realise that was probably due to me meeting the 10...
- Fri May 21, 2010 2:41 am
- Forum: Map releases
- Topic: Lunch
- Replies: 6
- Views: 2741
Re: Lunch
Nice map; good to see a well thought out old-school style map.
It's running at spazzy.planet-mofo.com:4848 with your suggested settings.
It's running at spazzy.planet-mofo.com:4848 with your suggested settings.
- Sun May 16, 2010 9:53 pm
- Forum: Enhancements
- Topic: Spawnkilling Prevention
- Replies: 10
- Views: 3842
Re: Spawnkilling Prevention
That wouldn't be great spawn-kill prevention, as most use SW to take out the whole base - and SW can kill zoned tanks.Cobra_Fast wrote:maybe not make them invincible but zoned (like PZ after you drove through a tele).
- Thu May 13, 2010 4:26 am
- Forum: Screenshots & Artwork
- Topic: Artwork Refresh for BZFlag
- Replies: 47
- Views: 28745
Re: Artwork Refresh for BZFlag
In the case of 'LuaWorld' and 'LuaRules', I assume that there will be an on/off client option for 'LuaWorld', much like there is for Fog in the current client? But there won't be an on/off for 'LuaRules', as stated above. Would I be right in assuming that the same code that could be loaded into LuaW...
- Mon May 10, 2010 12:51 am
- Forum: General Discussion
- Topic: Clans and use of the List Server
- Replies: 6
- Views: 2591
Re: Clans and use of the List Server
Wow, so much fuss over nothing. You got banned from one server. One server out of three hundred. That server was probably running HiX, too, which is running on about 30 other servers.
Get over yourself. Go and play somewhere else.
Get over yourself. Go and play somewhere else.
- Mon Apr 26, 2010 12:08 am
- Forum: General Map Making Discussions
- Topic: mappers competiton number 1
- Replies: 25
- Views: 8132
Re: mappers competiton number 1
This is Earthling. It is a BZFlag 3.0 map, and it will not work with current 2.0.x versions of the server. It is a three-team CTF for red, green and blue. I have included all of those options in the map file, so you should be able to start it fine without a conf. I think all of the textures are host...
- Fri Apr 23, 2010 8:00 pm
- Forum: Enhancements
- Topic: Explicit Content
- Replies: 7
- Views: 2496
Re: Explicit Content
And anyway, in the case of Planet MoFo, we say that we allow swearing and the like in our server message. I think, for the most part, people get 'offended' because they feel they should be offended - the "oh, please, think of the children" school of thought. People are rarely actually pers...
- Wed Apr 14, 2010 4:25 am
- Forum: Map Editors
- Topic: Editor Highlight Codes
- Replies: 17
- Views: 22863
Re: Editor Highlight Codes
I made one that I use with Smultron for mac, made it a couple of years ago.
(Licensed public domain)
Looks like this:
http://img693.imageshack.us/img693/5340 ... ghting.jpg
(Licensed public domain)
Looks like this:
http://img693.imageshack.us/img693/5340 ... ghting.jpg
- Thu Apr 08, 2010 12:07 pm
- Forum: Help: Map Making
- Topic: Making object invisible
- Replies: 4
- Views: 1889
Re: Making object invisible
noradar only works for users using the 'Fast' and 'Enchanced' modes of the radar.
- Wed Apr 07, 2010 8:21 pm
- Forum: Players
- Topic: what server can you kick butt at?
- Replies: 201
- Views: 96583
Re: what server can you kick butt at?
Such modesty!huttymuncher wrote:any of my maps, I am the king