Search found 154 matches
- Wed May 25, 2011 8:05 am
- Forum: Help: Map Making
- Topic: Links arent working.
- Replies: 11
- Views: 3669
Re: Links arent working.
You'd better try to make one working pair of teleporters to understand how they work. Your links missing sides of the teles (:b for back :f for front). I also guess teles should have unique names which you are refering to in links sections. teleporter name Teleporter1 position 310.5 21.5 0 rotation ...
- Wed May 25, 2011 7:49 am
- Forum: Help: Map Making
- Topic: Links arent working.
- Replies: 11
- Views: 3669
Re: Links arent working.
what is your code for links (and maybe teles)?
- Wed May 25, 2011 6:01 am
- Forum: General Discussion
- Topic: Help with bzrobots "how to run it?"
- Replies: 5
- Views: 1804
Re: Help with bzrobots "how to run it?"
>supposing, can i edit "autopilot.cxx" Of course you can if you have the right skills. >make a server without any players and then connect to the server in other 2 PC in bzflag (with those autopilots) and run autopilot ? Can that work ? :D ? Yes, and all it can be done with one pc (a serve...
- Tue May 24, 2011 5:19 pm
- Forum: General Discussion
- Topic: Help with bzrobots "how to run it?"
- Replies: 5
- Views: 1804
Re: Help with bzrobots "how to run it?"
all this stuff about bzrobots and its API deals with bots in bzflag 3.0 (which in some sense doesn't exists right now). In bzflag 2.0.x (which you have) there are no regular server-side bots. Indeed in 2.0.x there are two kind of robots --- solo bots (you have them with bzflag -solo NumberOfBots com...
- Mon May 16, 2011 5:29 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: How to join a game as rogue?
- Replies: 1
- Views: 1109
Re: How to join a game as rogue?
Join Game -> Team -> Rogue
use arrows to scroll teams to join. Note, that there is maybe no rogues allowed on a particular server.
use arrows to scroll teams to join. Note, that there is maybe no rogues allowed on a particular server.
- Sun May 15, 2011 5:17 am
- Forum: Map releases
- Topic: map ideas
- Replies: 11
- Views: 4246
Re: map ideas
Obstacle courses / races are always welcome. Maybe HTF with shooting? As for other types --- the map should provide action. Not too large so players could meet fast in a battle. Personally I don't like indoor maps, lots of corridors. I prefer rather open spaces, just like most of the bz maps. Maybe ...
- Thu May 05, 2011 8:29 am
- Forum: Help: Source Code / Compiling / Development
- Topic: Compile 32 bit bzflag on 64 bit ubuntu.
- Replies: 9
- Views: 3232
Re: Compile 32 bit bzflag on 64 bit ubuntu.
I was hinted that you can limit fps to ~30 in bzflag options --- just turn on energy saver. Now I can use jumpers and kill snipers. However it's not very comfortable, it says my fps is 28 but it feels like < 20. Fortunately there is a variable fpsLimit. Just add in the config file the next string: s...
- Thu May 05, 2011 4:41 am
- Forum: Help: Source Code / Compiling / Development
- Topic: Compile 32 bit bzflag on 64 bit ubuntu.
- Replies: 9
- Views: 3232
Re: Compile 32 bit bzflag on 64 bit ubuntu.
Oh, thank you, now I know the problems are not caused by 64 bits. What's your framerate? Those last issues are also cause by high frame rates. At high framerates like over 200 FPS, tanks start getting holes in the hitboxes so they're slightly harder to hit, but they jump lower and bounce off walls l...
- Wed May 04, 2011 5:03 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Compile 32 bit bzflag on 64 bit ubuntu.
- Replies: 9
- Views: 3232
Re: Compile 32 bit bzflag on 64 bit ubuntu.
Why would you want to do that? As far as I know, there are fewer issues with 64-bit builds of BZFlag than there are with 32-bit, specifically with the collision system. I thought so, however now I have some doubts. First I must say that 64 and 32 bit versions I tried on different machines and diffe...
- Wed May 04, 2011 12:12 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Compile 32 bit bzflag on 64 bit ubuntu.
- Replies: 9
- Views: 3232
Compile 32 bit bzflag on 64 bit ubuntu.
How can I do this?
- Fri Apr 29, 2011 5:50 pm
- Forum: Ducati League Discussion
- Topic: the position of the legue
- Replies: 12
- Views: 5194
Re: the position of the legue
http://list.bzflag.org/bzflag.html
Just look at the yearly graph. I remember it was quite the same a year ago (maybe a bit better). The declining rate should be increasing. In a two years it may drop to 50 players a day.
Just look at the yearly graph. I remember it was quite the same a year ago (maybe a bit better). The declining rate should be increasing. In a two years it may drop to 50 players a day.
- Sat Apr 16, 2011 5:03 am
- Forum: Bugs and Problems
- Topic: help me
- Replies: 7
- Views: 2100
Re: help me
Does 'i' button (instead of r mouse) for spawn work?
- Fri Apr 15, 2011 4:33 am
- Forum: General Discussion
- Topic: Updated version of BZflag?
- Replies: 4
- Views: 1816
Re: Updated version of BZflag?
yes, it should keep them
- Wed Apr 06, 2011 3:44 pm
- Forum: News & Announcements
- Topic: IRC meeting to discuss BZFlag Replacement Project
- Replies: 57
- Views: 47547
Re: IRC meeting to discuss BZFlag Replacement Project
What about using some existing game engine?
By now I think that the replacement undoubtedly should be a 3D tank game.
By now I think that the replacement undoubtedly should be a 3D tank game.
- Sun Mar 06, 2011 5:42 pm
- Forum: Map releases
- Topic: base 23 version 1
- Replies: 12
- Views: 3803
Re: base 23 version 1
I wish I could play bzflag, looks interesting.
- Thu Feb 10, 2011 6:02 pm
- Forum: Help: Tactics and Playstyles
- Topic: Can GM kill ST?
- Replies: 11
- Views: 6942
Re: Can GM kill ST?
But A. a missile is FAT, doesnt need to get as close as a normal bullet, might get tanks that normally are too low to be hit Are you sure about this? I thought GMs have the same characteristics as normal shells as far as hit zones. Hmm, I was sure gm is fatter. From my experience on MW2.3 gm is jus...
- Mon Feb 07, 2011 7:14 pm
- Forum: Help: Map Making
- Topic: Water off the sides looks ugly
- Replies: 5
- Views: 2035
Re: Water off the sides looks ugly
I know two variants: -- set large world size (2 000 or 20 000), keep ground and set ground material the same as your water texture. Maybe with worldsize 20 000 you don't need ground, so just set worldsize 20 000. -- Add SkyDome (a huge sphere with sky texture embracing your map). Also look how other...
- Mon Feb 07, 2011 5:34 pm
- Forum: Help: Map Making
- Topic: Sprites?
- Replies: 6
- Views: 2134
Sprites?
Is there a way to add sprites in a map? Just thought they are faster rendered than textured meshes.
- Thu Feb 03, 2011 7:05 am
- Forum: General Map Making Discussions
- Topic: hot to get flags to group
- Replies: 3
- Views: 2106
Re: hot to get flags to group
If you want just to practice MW there was another server with this map --- simply search Missile War in the server list. It differs from that on bzexcess.com mainly by laser range, but everything else is enough for practice.
- Sun Jan 30, 2011 6:20 am
- Forum: Screenshots & Artwork
- Topic: Delirious City by KTL
- Replies: 16
- Views: 6288
Re: Delirious City by KTL
Yes, the most spectacular map I've seen. I looks like it was made by some script, that could turn every map in something like this. If it wasn't, it still could be.
UPD: Just found some old script by KTL http://my.bzflag.org/bb//viewtopic.php?f=24&t=12703
UPD: Just found some old script by KTL http://my.bzflag.org/bb//viewtopic.php?f=24&t=12703
- Sat Jan 29, 2011 3:56 pm
- Forum: Screenshots & Artwork
- Topic: strange laser colors
- Replies: 15
- Views: 5311
Re: strange laser colors
Tried to set tank textures for lasers:
- Sat Jan 29, 2011 3:37 pm
- Forum: Screenshots & Artwork
- Topic: strange laser colors
- Replies: 15
- Views: 5311
Re: strange laser colors
This laser look is really interesting. I think it's a good idea for the next artwork refresh.
Btw, I've played 1.10 and I liked gm's trail there.
UPD: It seems like laser uses rouge tank texture.
Btw, I've played 1.10 and I liked gm's trail there.
UPD: It seems like laser uses rouge tank texture.
- Fri Jan 28, 2011 11:47 am
- Forum: Screenshots & Artwork
- Topic: Jumping Skillz Impossible - Completed
- Replies: 22
- Views: 7511
Re: Jumping Skillz Impossible - Completed
I still can't imagine why do you do this. Btw, which input devices do you use?
- Thu Jan 27, 2011 4:53 pm
- Forum: Help: Map Making
- Topic: Flags won't spawn on the groud
- Replies: 16
- Views: 4504
Re: Flags won't spawn on the groud
people usually use jumping to drop it high enough.
- Wed Jan 26, 2011 8:52 am
- Forum: Bugs and Problems
- Topic: OO and PZ bug on Delirious City map.
- Replies: 1
- Views: 1375
OO and PZ bug on Delirious City map.
BZFlag client 2.0.16.20100812-DEVEL-linux-gnu-SDL (32-bit version) crashes with "Segmentation fault" on that new super stylish Delirious City map while attempting to drive into buildings with OO or active PZ.