Search found 314 matches

by LouMan
Thu Oct 13, 2005 2:41 am
Forum: Screenshots & Artwork
Topic: Coming soon - hopefully
Replies: 68
Views: 19733

Coming soon - hopefully

Attached is a few screenshots from a map I am working on right now. It's just about finished and will be called "Mystic Valley".
by LouMan
Wed Oct 12, 2005 2:03 am
Forum: Game Releases and Versions
Topic: BZFlag Beta Build 2.0.5b1
Replies: 2
Views: 3216

Fog density setting in .conf file

My issue from previous post is gone, sorry. Anyone know how to delete a post? I can edit, but not delete this one...
by LouMan
Fri Sep 30, 2005 2:00 am
Forum: General Map Making Discussions
Topic: more polygons
Replies: 22
Views: 8546

Okay, I have to ask. drawInfo? What is it and how do I use it? Also, I was blown away by rotating objects in your demo servers :shock: trepan - how in the world was this done? I downloaded the map and saw a few parameters/instructions I had never seen before - corner? extents? angvel? tristrip? lod?...
by LouMan
Fri Sep 23, 2005 3:02 am
Forum: General Discussion
Topic: Great Password-Asker joke.
Replies: 45
Views: 12922

He is also known as dvn or dvnklr. He has been annoying admins for a while now.
by LouMan
Sat Sep 17, 2005 4:07 am
Forum: Screenshots & Artwork
Topic: Laser Hall II
Replies: 4
Views: 2337

Um, not my Laser Mania map - some other map? :wink:
by LouMan
Sat Sep 10, 2005 1:51 am
Forum: Help: Map Making
Topic: Does anybody know....
Replies: 7
Views: 2324

Try this (perhaps): Make building's height 1.0 Set the variable _muzzleHeight to .9 The _muzzleHeight of a tank on the building will then be 1.0 + .9 = 1.9. Since normal _tankHeight = 2.05, a tank on the ground 'should' be hit by tank on building, but not the other way around. I have not tested this...
by LouMan
Fri Sep 09, 2005 2:38 am
Forum: Help: Map Making
Topic: Does anybody know....
Replies: 7
Views: 2324

Standard _muzzleHeight is 1.57. I would guess that box height >= 1.57 wouldn't work.
by LouMan
Mon Sep 05, 2005 3:10 am
Forum: Works In Progress
Topic: TechnoLabs Motherboard Photo(Progress Report)
Replies: 42
Views: 14812

I must say that this looks excellent! Nice job with the textures and keeping the polys at a decent amount. I can't wait to play it! :D
by LouMan
Sun Aug 28, 2005 12:30 am
Forum: Map releases
Topic: Laser Mania
Replies: 15
Views: 5681

Laser Mania Revision 1

Attached is Revision 1 of Laser Mania and a screenshot. Changes include: 1) Ability to go in towers through teleporter in center of map. There are GM's and SW's located next to this center teleporter - hopefully this will draw more players to the middle of the map :wink: 2) Faster, longer shots with...
by LouMan
Wed Aug 24, 2005 11:21 am
Forum: Map releases
Topic: Laser Mania
Replies: 15
Views: 5681

Actually, I've designed it so laser ricos are at a minimum - requires greater skills and aim to kill (I like to think of it is a sniper map). It will probably play a bit slow because of its large size.

BTW - I use a 3D modeler to make my maps.
by LouMan
Wed Aug 24, 2005 5:01 am
Forum: Map releases
Topic: Laser Mania
Replies: 15
Views: 5681

Laser Mania

I have recently put up a new map called "Laser Mania" at louman.homelinux.net:5154. It is a relatively simple map (should keep fps up for everyone) with no texture downloads, and, obviously, all lasers. It is blue vs. red CTF and is a big map (3 km x 3 km). Binoculars will be handy :wink: ...
by LouMan
Tue Aug 23, 2005 2:23 am
Forum: General Discussion
Topic: Need Maps for mmbg.net Server
Replies: 17
Views: 4908

There are also maps at:

http://www.bzflag.at/maps/ :wink:
by LouMan
Sat Aug 13, 2005 7:41 pm
Forum: Screenshots & Artwork
Topic: BZFlag Animation
Replies: 41
Views: 14000

Ok, updated the video for probably the last time. I rendered it at 640x480 (took 5 hours!) and converted to .swf file. As before, the video can be downloaded from:

(removed, sorry)

Warning: it is now about 9 Mb.
by LouMan
Sat Aug 13, 2005 7:02 pm
Forum: Bugs and Problems
Topic: Problems with variables
Replies: 0
Views: 1406

Problems with variables

I have just checked out the latest build of BZFlag through CVS and compiled; I am having problems with a few of the new variables trepan set up. All of the _draw###### variables are not present in my bzfs. Any ideas?

I am running bzfs 2.0.3.20050813-DEVEL-linux-gnu.
by LouMan
Sat Aug 13, 2005 2:43 am
Forum: Prefabs and Map Objects
Topic: WWII Fighter
Replies: 133
Views: 69266

Or you could use world weapons; guided missiles from pylons under the wings would be cool. :)
by LouMan
Fri Aug 12, 2005 8:25 pm
Forum: Screenshots & Artwork
Topic: Metropolis Attack and Defence
Replies: 15
Views: 5995

Very cool! I like the blur effect on the propellers! Nicely done.
by LouMan
Fri Aug 12, 2005 7:26 pm
Forum: Screenshots & Artwork
Topic: BZFlag Animation
Replies: 41
Views: 14000

I reduced the amount of text on the final splash screen for revision 3 of the tank animation (updated on website shown above); hopefully it will now be easier to read in the time allowed. :wink: Any other suggestions for improvement are welcome.
by LouMan
Fri Aug 12, 2005 3:31 am
Forum: Help: Map Making
Topic: Ground Texture
Replies: 19
Views: 4558

When I try to change these variables on my server, I get the message that the variables don't exist. I can see the variables when I run /set, but I can't change them. btw - I can change the variables on Thumper's norang.ca servers, but not on mine - anything recently change with bzfs that might caus...
by LouMan
Fri Aug 12, 2005 3:14 am
Forum: Prefabs and Map Objects
Topic: WWII Fighter
Replies: 133
Views: 69266

btw - LightWave does not export normals either. :( My 'trick' for getting them is to: 1) Export my model from LightWave to a .obj file (contains no normals). 2) Import the newly created .obj file into Wings3D. 3) Select all objects in the model in Wings3D. 4) Use Wings3D's autosmooth function with a...
by LouMan
Fri Aug 12, 2005 2:57 am
Forum: Screenshots & Artwork
Topic: BZFlag Animation
Replies: 41
Views: 14000

This true; I will have to figure out a way to cut some text from the last screen to make it easier to read in the 8 seconds that it is up. Thanks for the feedback. :) I'm finding that this is one of those rather useless projects that has been taking up too much of my time :wink: Not sure why I am ev...
by LouMan
Thu Aug 11, 2005 10:55 pm
Forum: Help: Map Making
Topic: Ground Texture
Replies: 19
Views: 4558

I tried changing the variables _drawGround, etc. to 0 and -1, both to no effect. I just built the latest bzfs (8/11) and I am running client 2.0.3b13.

Am I doing something wrong?
by LouMan
Thu Aug 11, 2005 8:20 pm
Forum: Screenshots & Artwork
Topic: BZFlag Animation
Replies: 41
Views: 14000

Tank Animation Rev 1

I have made some revisions to the animation and posted it to the website below. I have changed the format to .swf (Shockwave) and you will need Shockwave Version 7 or greater to view it. Also, it is best not to view it directly in web browser, but to download and view independently with Shockwave pl...
by LouMan
Thu Aug 11, 2005 2:19 am
Forum: Help: Map Making
Topic: Ground Texture
Replies: 19
Views: 4558

Sorry, as far as I know this is not possible. You can change it locally by just replacing the appropriate .pngs in the BZFlag data directory, but no one else would see the change except you.
by LouMan
Thu Aug 11, 2005 2:12 am
Forum: Help: Map Making
Topic: Ground Texture
Replies: 19
Views: 4558

You cannot change the mountains, clouds or sky (other than skyColor) at this point. I have been told by a little birdie that the next major revision of BZFlag will contain the ability to disable them, though. We will see.
by LouMan
Sun Aug 07, 2005 8:43 am
Forum: Works In Progress
Topic: Coming down the pipe
Replies: 33
Views: 13309

I believe that it was either Quake Arena (1st choice) or Unreal that had this map? In any case, direct import of another game's map? SWEET. Can't wait to play with it! :) Now if we can just find maps that have no inclined playing surfaces in them :wink: