Search found 125 matches

by tainn
Tue Apr 16, 2019 6:05 pm
Forum: Works In Progress
Topic: New Map, No Name Yet
Replies: 4
Views: 359

Re: New Map, No Name Yet

Using colored fog as a means of generating the effect of light decrease under water is amazing
by tainn
Sat Apr 13, 2019 9:00 pm
Forum: Map releases
Topic: BZFlag Memories
Replies: 5
Views: 407

Re: BZFlag Memories

I'm really liking the concept; well done!
by tainn
Wed Apr 10, 2019 3:23 pm
Forum: Screenshots & Artwork
Topic: Mockup of new menu
Replies: 9
Views: 702

Re: Mockup of new menu

Personally, I prefer simplicity. As such no border is the first part. Then I would argue that our current menu is perhaps more soothing, at least to me... if anything, I would include the background of the menu presented in the OP and keep everything else as it is. I would like to emphasize, however...
by tainn
Mon Apr 01, 2019 9:05 pm
Forum: News & Announcements
Topic: New BZFlag homepage
Replies: 14
Views: 1086

Re: New BZFlag homepage

Great work by all contributing individuals and especially allejo. The new site and solid documentation is a splendid step forward.
by tainn
Mon Apr 01, 2019 12:03 am
Forum: Plug-in Releases
Topic: April Fools 2019: Experimental Translation Plug-in
Replies: 3
Views: 621

Re: Experimental Translation Plug-in

10100111001 h4x0rz
by tainn
Sun Mar 31, 2019 11:59 pm
Forum: Plug-in Releases
Topic: Dodgeball
Replies: 4
Views: 157

Re: Dodgeball

Thanks for the host, allejo!

Just a heads-up for anyone interested in the gameplay; at least two players per team are necessary for the plugin to take effect. In other words, this is a great occasion for potential hosted events. One of such is planned shortly, but more on that soon!
by tainn
Sat Mar 30, 2019 4:50 pm
Forum: Screenshots & Artwork
Topic: 101
Replies: 305
Views: 82476

Re: 101

Ironside Battlefield, 101 and 175, when all the players left.
by tainn
Thu Mar 28, 2019 10:30 pm
Forum: Map releases
Topic: map generator
Replies: 12
Views: 300

Re: map generator

Nice! I'm in the process of creating a randomly generated forest map with python. If by overview snapshot you mean an in-game screenshot, I would recommend the following; join as an observer, use shift + up/down to move up and down, and ctrl + up/down to change the angle of the view up and down. I w...
by tainn
Sat Mar 23, 2019 6:07 pm
Forum: General Discussion
Topic: bzflag graphics improvements?
Replies: 20
Views: 423

Re: bzflag graphics improvements?

Either 0 0 0 as you mentioned, or -size -size 0, where size is the world size. This way, all shift values/arguments are always positive.
by tainn
Sat Mar 23, 2019 8:09 am
Forum: General Discussion
Topic: bzflag graphics improvements?
Replies: 20
Views: 423

Re: bzflag graphics improvements?

I'll check that as well in that case, as if that doesn't work, then that's likely some redundant collision detection in place. Passable objects could just be generated as such, unless I'm missing some additional functionality they offer here.
by tainn
Fri Mar 22, 2019 11:42 pm
Forum: General Discussion
Topic: bzflag graphics improvements?
Replies: 20
Views: 423

Re: bzflag graphics improvements?

And shootthrough, or simply passable. Assuming shots are also a part of collision detection.
by tainn
Fri Mar 22, 2019 8:10 pm
Forum: Leagues United Discussion
Topic: Roadmap
Replies: 3
Views: 145

Re: Roadmap

Hey iObserve and dw, First and foremost, any kind of thoughts and suggestions regarding the league can always be shared with the league council and the rest of the community; thankfully, the members are flexible and open-minded. As for right now, while certain maps are receiving most of attention an...
by tainn
Fri Mar 22, 2019 4:19 pm
Forum: Screenshots & Artwork
Topic: 101
Replies: 305
Views: 82476

Re: 101

Whammo world 4.0
by tainn
Tue Mar 19, 2019 12:14 am
Forum: Enhancements
Topic: Multiline map comments
Replies: 7
Views: 659

Re: Multiline map comments

For what's worth, I do encounter cases where I have to (temporarily) remove a section of objects, though I simply use two separate text files to achieve that. Maybe multi-line comments might make that more elegant, though there are simple workarounds now already. I would probably still use the two t...
by tainn
Sun Mar 17, 2019 6:31 pm
Forum: Map releases
Topic: Hollows
Replies: 5
Views: 139

Re: Hollows

Updated the bzw to include the drivethrough argument in all major hollows, as people had to self-destruct when spawning inside them at times. All walls that did not present any issues are still solid. This also results in the possibility of dropping the flag while in the object to send it back to it...
by tainn
Sun Mar 17, 2019 5:28 pm
Forum: Map releases
Topic: Hollows
Replies: 5
Views: 139

Re: Hollows

Thank you, Bertman!
by tainn
Sun Mar 17, 2019 4:44 pm
Forum: Map releases
Topic: Hollows
Replies: 5
Views: 139

Hollows

CTF map titled Hollows. 3 shots, jumping with gravity four times stronger than normal, no rico, no flags. To prevent waiting on the ground upon death, the respawn time is four times shorter. No teamkills, though this could easily change. While the bases are close to each other and tanks initially sp...
by tainn
Sat Mar 16, 2019 4:02 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Can't cycle through player names
Replies: 7
Views: 756

Re: Can't cycle through player names

Name cycling being force-enabled while dead would make life so much easier.
by tainn
Sat Mar 09, 2019 2:49 am
Forum: General Map Making Discussions
Topic: BzEdit
Replies: 5
Views: 165

Re: BzEdit

It would be pretty hard to make a predecessor without going back in time, so only a potential successor might do ;) Active development of BZEdit lasted for around a year and ended around 2002, which is a long time ago. Combined with the fact that most active map makers create maps by hand, not using...
by tainn
Thu Mar 07, 2019 1:11 pm
Forum: Help: Map Making
Topic: meshbox / box & meshbox / teleport links
Replies: 3
Views: 500

Re: meshbox / box & meshbox / teleport links

Both of the issues you are describing are tied to meshboxes; they are annoyingly buggy. The meshbox/box scenario you are describing also applies to meshbox/meshbox. Even though they are of the same height, the tank will get virtually stuck. Teleports are also affected, where one is forced to jump in...
by tainn
Mon Mar 04, 2019 2:14 am
Forum: Works In Progress
Topic: Interstate Warfare CTF
Replies: 2
Views: 175

Re: Interstate Warfare CTF

Definitely giving off some Frogger vibes; looking slick!
by tainn
Sat Mar 02, 2019 9:35 pm
Forum: General Discussion
Topic: Missing everyone
Replies: 3
Views: 135

Re: Missing everyone

Hey Beth, just a heads-up that an event is planned for tomorrow, on Sunday, at 20:00 (8 pm) GMT on some super flagged CTF maps, located at the server bmbz.freemyip.com, port 5198.

There will definitely be quite a few people attending it, so do drop by if you can! :)
by tainn
Sat Mar 02, 2019 3:50 pm
Forum: General Discussion
Topic: Tank intermitently stops moving
Replies: 9
Views: 821

Re: Tank intermitently stops moving

I use Fedora and have no issues, so it is probably not a general systemd issue.

The only thing that would come to mind is that you had a kernel update but not a respective driver update alongside it, which might be messing it up for you.
by tainn
Fri Mar 01, 2019 11:23 am
Forum: Bugs and Problems
Topic: zone flag where flag dont go back
Replies: 7
Views: 518

Re: zone flag where flag dont go back

In the same place that you have the following: -set _shotSpeed 110 -set _tankSpeed 28 -set _wingsJumpCount 20 Insert one more line: -set _maxFlagGrabs 1 This will make the WG flag always zap back to the zone specified, meaning both after a death or a drop. You have also specified a shot limit for WG...
by tainn
Thu Feb 28, 2019 11:29 pm
Forum: Screenshots & Artwork
Topic: No-death Streak
Replies: 4
Views: 189

Re: No-death Streak

If you are willing to actually do it, I'm all ears ;)

Until then this thread has a meaning.