Search found 11 matches
- Fri Apr 22, 2011 5:08 pm
- Forum: Fansites
- Topic: General Ranking Between Registered Players
- Replies: 0
- Views: 4553
General Ranking Between Registered Players
http://images.planet-mofo.com/donf/ranking.html * This picture shows the relative strength of players. * When you click on a player you see additional data, among which the basic one-on-one all the other data is derived from. * It is updated every few hours. * It is currently based on data from mof...
- Wed Mar 02, 2011 11:46 pm
- Forum: General Map Making Discussions
- Topic: why some maps will not work on local server?
- Replies: 3
- Views: 2173
Re: why some maps will not work on local server?
Max upload filesize is 1 MB here, the zipped map is 3.5 MB :) For now, look around at http://users.telenet.be/dpf/bzflag/, the delirious_city_2011-01-30.bzw.zip is the one currently running on the server. I will put the pieces properly on the forum later, if they are good enough. (the current fracta...
- Thu Feb 10, 2011 1:15 pm
- Forum: Help: Tactics and Playstyles
- Topic: Can GM kill ST?
- Replies: 11
- Views: 6896
Re: Can GM kill ST?
Gm is still quite good against st. Of course: A. It doesnt lock as against normal tanks B. doesnt ricochet like a bullet C. doesnt go out of the barrel with added tank speed D. doesnt work on targets too close But A. a missile is FAT, doesnt need to get as close as a normal bullet, might get tanks t...
- Wed Feb 09, 2011 12:29 pm
- Forum: Screenshots & Artwork
- Topic: Delirious City by KTL
- Replies: 16
- Views: 6229
Re: Delirious City by KTL
A line in drawinfo corresponds with a opengl "GL_LINE". The thing has no width, the graphics card gives it just enough width to be visible properly, unrelated to how far away it is.
- Tue Feb 01, 2011 9:47 pm
- Forum: Screenshots & Artwork
- Topic: Delirious City by KTL
- Replies: 16
- Views: 6229
Re: Delirious City by KTL
To make such fractals: math and programming. To make a single leaf I iteratively applied 3d-transformation matrices on a vertex in space. One such iteration results in a sequence of a few vertices. But that sequence cant be shown as a line yet because it is raw, ugly. In a second step i gave this se...
- Tue Feb 01, 2011 8:59 pm
- Forum: Screenshots & Artwork
- Topic: Delirious City by KTL
- Replies: 16
- Views: 6229
Re: Delirious City by KTL
This is a simplified bzw with just one line like those of the fractals: options -set _drawMountains 0 -set _skyColor black -set _wallHeight 0 end Material name GroundMaterial color 0.0 0.0 0.0 0.0 end textureMatrix name moving01 shift 0.2 0.0 # u/v freqs fixedshift 0 0 end material name gradient01 t...
- Fri Dec 26, 2008 4:18 am
- Forum: Screenshots & Artwork
- Topic: Aribeth's atlantis revamped
- Replies: 4
- Views: 2284
Aribeth's atlantis revamped
City on fire!
Encountered this map a short while ago and started working on it immediately. There was lots to decorate.
It runs now on 85.158.215.1 port 666 as one out of 4 rotating maps.
Encountered this map a short while ago and started working on it immediately. There was lots to decorate.
It runs now on 85.158.215.1 port 666 as one out of 4 rotating maps.
- Mon Sep 08, 2008 10:57 pm
- Forum: Map Editors
- Topic: Automatically convert old maps to well-textured mesh-maps
- Replies: 4
- Views: 3448
update
Now the script also deals correctly with overlapping faces of pyramids.
- Tue Jun 24, 2008 8:40 pm
- Forum: Map Editors
- Topic: Automatically convert old maps to well-textured mesh-maps
- Replies: 4
- Views: 3448
- Tue Jun 24, 2008 8:21 pm
- Forum: Map Editors
- Topic: Automatically convert old maps to well-textured mesh-maps
- Replies: 4
- Views: 3448
Forgot to mention, I got a collection of old maps here:
http://users.pandora.be/dpf/bz/
http://users.pandora.be/dpf/bz/
- Tue Jun 24, 2008 8:12 pm
- Forum: Map Editors
- Topic: Automatically convert old maps to well-textured mesh-maps
- Replies: 4
- Views: 3448
Automatically convert old maps to well-textured mesh-maps
Simple python script that renovates old maps. Copy paste from the file: # code written by KTL # * skydome and referenced textures coming from Optic Delusion # * referenced hills texture from Blaster Wisconsin # * use this code freely to make life more complicated. # * everyone free to deliver me piz...