Search found 11 matches

by KTL
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...
by KTL
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...
by KTL
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...
by KTL
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.
by KTL
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...
by KTL
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...
by KTL
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.
by KTL
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.
by KTL
Tue Jun 24, 2008 8:40 pm
Forum: Map Editors
Topic: Automatically convert old maps to well-textured mesh-maps
Replies: 4
Views: 3448

They are much less popular now but some of them have been very important. One of the reasons why they are less popular now is their look. This script tries to do something about that. The work that has been put in those old maps should not be wasted.
by KTL
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/
by KTL
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...