Search found 112 matches

by tainn
Tue Mar 19, 2019 12:14 am
Forum: Enhancements
Topic: Multiline map comments
Replies: 5
Views: 70

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: 4
Views: 48

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: 4
Views: 48

Re: Hollows

Thank you, Bertman!
by tainn
Sun Mar 17, 2019 4:44 pm
Forum: Map releases
Topic: Hollows
Replies: 4
Views: 48

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: 595

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: 110

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: 80

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: 69

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: 92

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: 729

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: 131

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: 3
Views: 70

Re: No-death Streak

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

Until then this thread has a meaning.
by tainn
Thu Feb 28, 2019 11:25 pm
Forum: Leagues: General Discussion
Topic: Sniping League
Replies: 23
Views: 509

Re: Sniping League

You are assuming that one person will be able to cap while the whole enemy team is hunting them and that the teammates won't help this person, which is highly unlikely. The cap will likely fail in such a scenario already. And let's assume the person succeeds in capping. The entire team is then spawn...
by tainn
Thu Feb 28, 2019 11:17 pm
Forum: Leagues: General Discussion
Topic: Sniping League
Replies: 23
Views: 509

Re: Sniping League

Apologies, I didn't mean to come off as snarky. Then again, I still don't see an issue. Spawn kills such as that are present on almost every leagues map already and are a part of the tactics, most notably on ducati. Utilizing such a tactic also has its own drawbacks. First off, it means that the per...
by tainn
Thu Feb 28, 2019 11:11 pm
Forum: Bugs and Problems
Topic: zone flag where flag dont go back
Replies: 7
Views: 131

Re: zone flag where flag dont go back

Which flags (team flags or WG) are you trying to send back to the zone specified and when? If you are trying to send back the team flags, you have already set everything you could without plugins: zone name zf_red position -300 -5 15 size 1 1 1 safety 1 end zone name zf_blue position -300 5 15 size ...
by tainn
Thu Feb 28, 2019 10:57 pm
Forum: Leagues: General Discussion
Topic: Sniping League
Replies: 23
Views: 509

Re: Sniping League

Excuse me, but I still don't see your point. If one person took your team flag and two of his teammates successfully negated your attempt to retrieve the flag, that means that their coordination and teamwork was good while yours wasn't. That is the essence of CTF, you can't do everything alone. Also...
by tainn
Thu Feb 28, 2019 10:48 pm
Forum: Screenshots & Artwork
Topic: No-death Streak
Replies: 3
Views: 70

No-death Streak

Inspired by the 101 community screenshot sharing thread, this one takes a similar approach with a different goal. How many kills can you perform before being killed for the first time? Share your swiftest moments! Guidelines Kills must be gained against other players and not against bots Have the sc...
by tainn
Thu Feb 28, 2019 10:35 pm
Forum: Leagues: General Discussion
Topic: Sniping League
Replies: 23
Views: 509

Re: Sniping League

Some of the flagged maps can already have matches played on, they aren't necessarily laser sniping maps. I don't see any issue with potential camping or spawn killing. As long as the map is symmetrical and both teams start off with the same conditions, everything else can be utilized as a strategy. ...
by tainn
Wed Feb 27, 2019 12:23 am
Forum: Works In Progress
Topic: Obstacle Course :: Collaborative Project
Replies: 14
Views: 331

Re: Obstacle Course :: Collaborative Project

New part available in the attachments. Relatively simple-to-complete obstacle, with the possibility of clearing it faster by performing a precise jump onto the transparent roof. Can consume time if not executed accurately, though. Hey dude. :D Hey, we talked in-game! If you wish to participate, besi...
by tainn
Mon Feb 25, 2019 6:10 pm
Forum: Enhancements
Topic: Eighth dimension cleanup/removal
Replies: 9
Views: 230

Re: Eighth dimension cleanup/removal

I agree that OO and PZ visually differing from drivethrough would be nice, if possible.
by tainn
Mon Feb 25, 2019 8:54 am
Forum: Enhancements
Topic: Eighth dimension cleanup/removal
Replies: 9
Views: 230

Re: Eighth dimension cleanup/removal

On the other hand, I drive through it frequently enough to not consciously see the triangles anymore, just what is happening outside of the object.

The triangles only appear in objects without the drivethrough property, so it shouldn't be too hard to copy the display from one to the other as well.
by tainn
Sun Feb 24, 2019 7:54 pm
Forum: General Discussion
Topic: bzflag graphics improvements?
Replies: 8
Views: 216

Re: bzflag graphics improvements?

I should note that there are players right now who do use old hardware and appreciate the game performing so well in consideration to what they can or are willing to afford. Likewise, some map makers such as ahs3 and myself are thinking of that same matter as well, usually taking some actions to kee...
by tainn
Sun Feb 24, 2019 4:05 pm
Forum: General Discussion
Topic: bzflag graphics improvements?
Replies: 8
Views: 216

Re: bzflag graphics improvements?

Dirt Rally 2.0 is using the EGO engine and is made by Codemasters which features around 400 employees; not all worked on this single entry, of course, but the point remains that they are being paid full-time for what they do. Bzflag hosts only a few active developers, all of which work on this proje...
by tainn
Thu Feb 21, 2019 5:05 pm
Forum: General Discussion
Topic: bzflag graphics improvements?
Replies: 8
Views: 216

Re: bzflag graphics improvements?

Can you elaborate on what could be improved? Objects can be created using various designer programs and then exported in ways that are compatible with bz, many of which are explained in topics here on the forums. These objects can then have various materials appended to them in order to have them pr...
by tainn
Tue Feb 19, 2019 2:14 pm
Forum: Map releases
Topic: Apotheosis
Replies: 3
Views: 123

Re: Apotheosis

As a follow-up to the OP, this map is best played using the 'Fast Sorted' radar style, not 'Enhanced', since the main floor level is actually elevated a bit from the default ground, resulting in the Enhanced radar style not displaying a lot of objects. The radar style can be changed at will by going...