Search found 48 matches
- Sat Sep 11, 2010 12:10 am
- Forum: Help: Map Making
- Topic: Code not working
- Replies: 12
- Views: 3546
Re: Code not working
I started a server correctly, and then I couldn't make another after I fixed a problem with the map. hmm, the only reason I can think of for that is that you didn't stop the previous server. You can try checking with activity monitor as I described above. To stop a server you should go to the termi...
- Fri Sep 10, 2010 2:35 am
- Forum: Help: Map Making
- Topic: Code not working
- Replies: 12
- Views: 3546
Re: Code not working
Hi, To check it "bzfs" is already running: Go to the utilities folder and open activity monitor, in the upper right corner of the activity monitor window there should be a search field type in "bzfs". If it's already running it should appear in the list select it and press "...
- Sat Sep 04, 2010 10:58 pm
- Forum: Help: Map Making
- Topic: Water Death
- Replies: 5
- Views: 2199
Re: Water Death
Also, another thing a lot of mapmakers tend to do is make the Water non-lethal and drivethrough , but then give the the floor beneath the water a death tag . This avoids the odd feeling of bouncing off the surface of the water when you die, by letting you "sink" underwater, and then explo...
- Sat Aug 14, 2010 11:30 pm
- Forum: General Map Making Discussions
- Topic: 2010 Collaborator Submissions
- Replies: 97
- Views: 41685
Re: 2010 Collaborator Submissions
Here's my entry,
If there are any problems I'm always somewhere.
If there are any problems I'm always somewhere.
- Fri Jul 23, 2010 3:17 am
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 45736
Re: Calling all Map Makers: The Collaborator 2010
I have a suggestion if you run out of map space and you have more people interested. Just give people say a 100 unit height allowance, then a tank can jump what, 15 units high? Then say at like 120 units heigh, make a mesh that is 0.1 units thick and make the bottom clear and the top of the mesh th...
- Thu Jul 22, 2010 10:20 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 45736
Re: Calling all Map Makers: The Collaborator 2010
It would be good if the map grid you posted earlier had world coords on it,that way people would know the coords of there tiles.Spazzy McGee wrote:although make sure that you know where they are going in the map
- Thu Jul 22, 2010 9:56 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 45736
Re: Calling all Map Makers: The Collaborator 2010
Are we allowed to use textures and teleporters?
And I assume that the map will have jumping, richo and flags?
And I assume that the map will have jumping, richo and flags?
- Thu Jul 22, 2010 7:41 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 45736
Re: Calling all Map Makers: The Collaborator 2010
Enter me on these squares.
F6,F7,F8
G6,G8
H6,H7,H8
F6,F7,F8
G6,G8
H6,H7,H8
- Thu Jul 22, 2010 5:31 pm
- Forum: General Map Making Discussions
- Topic: Calling all Map Makers: The Collaborator 2010
- Replies: 116
- Views: 45736
Re: Calling all Map Makers: The Collaborator 2010
I'm always ready to make a map, so count me in.
I think you need some sort of a layout grid so people can choose which section they want to make.
Because if all the entrees are maps designed for the center the ones placed on the outside may have cutoff features/inaccessible areas.
I think you need some sort of a layout grid so people can choose which section they want to make.
Because if all the entrees are maps designed for the center the ones placed on the outside may have cutoff features/inaccessible areas.
- Sat Jun 19, 2010 4:03 am
- Forum: Map releases
- Topic: CubeB - CTF map
- Replies: 4
- Views: 1782
Re: CubeB - CTF map
Thanks
- Fri Jun 18, 2010 12:16 am
- Forum: Map releases
- Topic: CubeB - CTF map
- Replies: 4
- Views: 1782
CubeB - CTF map
CubeB is a old style CTF map with 3 shots and ricochets.
There are several random flags scattered across the field but there are no GM or L flags.
Flags droped over pyramids return to the center.
Licence is CC,
http://creativecommons.org/licenses/by-sa/3.0/
There are several random flags scattered across the field but there are no GM or L flags.
Flags droped over pyramids return to the center.
Licence is CC,
http://creativecommons.org/licenses/by-sa/3.0/
- Thu May 20, 2010 11:32 pm
- Forum: Map releases
- Topic: Lunch
- Replies: 6
- Views: 2719
Re: Lunch
@Ragnarok: The topic title is Lunch so I'd assume its called Lunch.
@dhouthoo:
Very nice map.
PS, It's generally recommended that map submissions/posts have a screen shot attached so people can see what they're downloading.
@dhouthoo:
Very nice map.
PS, It's generally recommended that map submissions/posts have a screen shot attached so people can see what they're downloading.
Re: Tank Size
Or maybe he wants a plugin that increases a tanks size depending on its score.mrapple wrote:No darkid, it's a joke...
- Thu Apr 22, 2010 10:17 pm
- Forum: Map releases
- Topic: Rampart wars - CTF map
- Replies: 5
- Views: 1874
Re: Rampart wars - CTF map
Didn't think about that.
Map file in first post updated.
Map file in first post updated.
- Thu Apr 22, 2010 3:19 am
- Forum: Map releases
- Topic: Rampart wars - CTF map
- Replies: 5
- Views: 1874
Re: Rampart wars - CTF map
Another map update.
Modified spawn zones.
Removed MG. (it was acting buggy)
Modified spawn zones.
Removed MG. (it was acting buggy)
- Wed Apr 21, 2010 12:43 am
- Forum: Map releases
- Topic: Rampart wars - CTF map
- Replies: 5
- Views: 1874
Re: Rampart wars - CTF map
Map update,
The spawn zone for the red team wasn't set up properly, this should fix it.
The spawn zone for the red team wasn't set up properly, this should fix it.
- Sat Apr 17, 2010 8:20 pm
- Forum: Map releases
- Topic: Rampart wars - CTF map
- Replies: 5
- Views: 1874
Rampart wars - CTF map
Rampart wars is 5 shot red vs green CTF map. The bases are separated by three huge walls with GM sniping platforms. There are several random flags scattered across the map, with the specifications for some flag modified to make them more/less powerful. Flags that are dropped over pyramids are return...
- Tue Apr 13, 2010 8:59 pm
- Forum: General Discussion
- Topic: Best Map Software
- Replies: 13
- Views: 4584
Re: Best Map Software
That really depends on what operating system you'r on.
I use a mac and I design the base layout of my maps in iBZEdit, then I open it in TextWrangler and finish editing it.
And if I need a mesh I design it in Wings 3D which is a simple to use 3D modeling tool and can export .bzw files.
I use a mac and I design the base layout of my maps in iBZEdit, then I open it in TextWrangler and finish editing it.
And if I need a mesh I design it in Wings 3D which is a simple to use 3D modeling tool and can export .bzw files.
- Fri Apr 09, 2010 1:55 am
- Forum: General Map Making Discussions
- Topic: mappers competiton number 1
- Replies: 25
- Views: 8057
Re: mappers competiton number 1
I'm entering my Trigonometry map, It should be bug free but if you find one PM me. Description: Trigonometry is a ducati style, three team no jumping map surrounded by water. CC License. http://creativecommons.org/licenses/by-sa/3.0/ Image: http://mcspider.files.wordpress.com/2010/04/trigonometry.jp...
- Wed Apr 07, 2010 11:12 pm
- Forum: Help: Server Setup and Administration
- Topic: Record And Replay
- Replies: 23
- Views: 5217
Re: Record And Replay
does anybody know why my anonsay plugin won't work??? annoSay uses /asay command not the /say command. read here: http://theme.freehostia.com/bzflag/plugins/#anonSay And it only removes the SERVER: as far as I know. I don't know what the other plugin is called that removes the senders name at the e...
- Wed Apr 07, 2010 9:19 pm
- Forum: Help: Map Making
- Topic: Making object invisible
- Replies: 4
- Views: 1882
Re: Making object invisible
Invisible as in you can't see it on the screen or, you as in you can't see it on the radar?
When I start the above code block it's invisible on the radar but I can still see it on the screen.
If you want to make it invisible on the screen add this to the material:
color 1 1 1 0
When I start the above code block it's invisible on the radar but I can still see it on the screen.
If you want to make it invisible on the screen add this to the material:
color 1 1 1 0
- Fri Jan 22, 2010 6:13 am
- Forum: Help: Map Making
- Topic: Horizontal Teleporters
- Replies: 6
- Views: 2297
Re: Horizontal Teleporters
You need correct links When I started your map file it outputted this: linkdefs: link linkdefs: addSrc /cylinder8:telefront linkdefs: addDst normaltele linkdefs: end linkdefs: link linkdefs: addSrc /cylinder8:teleback linkdefs: addDst normaltele linkdefs: end LinkSrcIDs: linkSrc 0: /normaltele:b lin...
- Thu Jan 07, 2010 10:58 pm
- Forum: Screenshots & Artwork
- Topic: Composite Screenshot
- Replies: 6
- Views: 2517
Re: Composite Screenshot
I'm on a Mac so I just did command + shift + 3 for the screenshots then I spliced them together in Adobe PhotoShop.
- Sun Dec 27, 2009 4:59 am
- Forum: Screenshots & Artwork
- Topic: Composite Screenshot
- Replies: 6
- Views: 2517
- Sat Dec 05, 2009 11:13 pm
- Forum: Map releases
- Topic: SMD FFA
- Replies: 2
- Views: 1066
SMD FFA
A Circuit board styled map with jumping, richo and good flags.
Most of the good flags have been upped, like TH has a little more range, and GM has 0.1 deg more turn angle.
License is CC.
http://creativecommons.org/licenses/by-sa/3.0/
Most of the good flags have been upped, like TH has a little more range, and GM has 0.1 deg more turn angle.
License is CC.
http://creativecommons.org/licenses/by-sa/3.0/