Search found 131 matches

by tainn
Sat May 18, 2019 7:08 pm
Forum: Leagues: General Discussion
Topic: Thoughts on competitive/league play
Replies: 8
Views: 241

Re: Thoughts on competitive/league play

It is precisely the relatively low amount of active playerbase and overall activity that makes flexibility in league matches currently possible. This flexibility manifests in the form of adaptable FMs, where for example, if one player leaves mid-game, another player that has been waiting as an obser...
by tainn
Sun May 12, 2019 5:37 pm
Forum: Enhancements
Topic: In-tank Death Animation
Replies: 1
Views: 51

In-tank Death Animation

Currently, the in-tank death 'jump' animation is based around the _gravity server setting. I propose changing its duration to what the _explodeTime server setting declares instead, as it is essentially the one that effects the respawn time. It may just be personal preference, but I find it quite ann...
by tainn
Sun May 12, 2019 3:45 pm
Forum: Screenshots & Artwork
Topic: 101
Replies: 306
Views: 83772

Re: 101

Rubato FFA
by tainn
Sun May 12, 2019 7:57 am
Forum: Help: Setup / Hardware / Performance Issues
Topic: Setup issues
Replies: 2
Views: 63

Re: Setup issues

All of the issues you have described disappear with experience. At that point, they become the elementary principles upon which the game is effectively played; namely looking at the argument of a tank spinning in the air if you jump while turning. However, it is true that the game is not exactly beg...
by tainn
Fri May 10, 2019 3:32 pm
Forum: Fansites
Topic: BZList is returning
Replies: 3
Views: 97

Re: BZList is returning

Something I wanted these list and log sites to do for a while now, was keep a log of callsigns that played on certain maps, at least for the last 48 hours or so. Strayer's has something very close to it, showing activity per team in the last 24 hours on a graph, but doesn't log the callsigns, at lea...
by tainn
Tue Apr 30, 2019 5:35 pm
Forum: Leagues: General Discussion
Topic: Thoughts on competitive/league play
Replies: 8
Views: 241

Re: Thoughts on competitive/league play

I don't mind ideas like these, but I would personally prioritize expanding the league's reach on flagged maps as well before going out of my way to perform anything even remotely more complex than posting a message about a FM to Discord and then being a part of said FM. The current (efficient) ways ...
by tainn
Tue Apr 16, 2019 6:05 pm
Forum: Works In Progress
Topic: New Map, No Name Yet
Replies: 5
Views: 434

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: 6
Views: 487

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: 10
Views: 804

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: 1654

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: 688

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: 197

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: 306
Views: 83772

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: 367

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: 553

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: 553

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: 553

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: 168

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: 306
Views: 83772

Re: 101

Whammo world 4.0
by tainn
Tue Mar 19, 2019 12:14 am
Forum: Enhancements
Topic: Multiline map comments
Replies: 7
Views: 748

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: 166

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: 166

Re: Hollows

Thank you, Bertman!
by tainn
Sun Mar 17, 2019 4:44 pm
Forum: Map releases
Topic: Hollows
Replies: 5
Views: 166

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: 814

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: 8
Views: 259

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...