Search found 314 matches

by LouMan
Thu Jun 16, 2005 1:51 am
Forum: Bugs and Problems
Topic: Partial texture downloads?
Replies: 3
Views: 2457

Perhaps it is limited to my system - are you running a Windows client RPG? If so, on which version XP?

Reminds me of another issue - Windows clients download the textures every time you join, rather than storing them locally - another problem that may have been discussed elsewhere...
by LouMan
Wed Jun 15, 2005 11:33 pm
Forum: Bugs and Problems
Topic: Partial texture downloads?
Replies: 3
Views: 2457

Partial texture downloads?

Has anyone other than myself experienced partial texture downloads with the Windows client version 2.0.3b3 - 2.0.3b7? For my LegoLand map, the client will download approximately 80-90% of textures and fail for the rest. If I then run a cache update, the client will then download the remaining textur...
by LouMan
Wed Jun 15, 2005 10:31 pm
Forum: Map releases
Topic: LegoLand Released
Replies: 41
Views: 11042

Revision 1 of LegoLand

Attached is revision 1 of LegoLand. Changes:

1) Fewer WG's (2 instead of 6).
2) Shot limit on GM's.
3) Lego 'piles' scattered in map (see screenshot).

This map is currently running on louman.homelinux.net:5154, but as usual I am looking for someone to host it on a better connection ;)
by LouMan
Tue Jun 14, 2005 2:26 am
Forum: Map releases
Topic: LegoLand Released
Replies: 41
Views: 11042

LegoLand CTF

spldart,

Here is a 3v3 purple vs. blue CTF of the map with the bases on the north/south checkered boxes, per request. I also set GM shot limit to 15, if that helps.

If you need any more help, just let me know.

Thanks again! :)
by LouMan
Mon Jun 13, 2005 11:26 pm
Forum: Map releases
Topic: LegoLand Released
Replies: 41
Views: 11042

CannonBallGuy - are u running on a mac by chance? I have heard that there is a problem with textures downloads on macs...
by LouMan
Mon Jun 13, 2005 11:24 pm
Forum: Map releases
Topic: LegoLand Released
Replies: 41
Views: 11042

spldart, 1) No, I wouldn't mind! Please do! 2) I will work on the CTF version over the next day or two and post it here. 3) The total # of textures is numerous, but they are generally less than 2k each. The total download is something like 80 kb. Slower internet connections should be ok, I think. 4)...
by LouMan
Mon Jun 13, 2005 3:02 am
Forum: Map releases
Topic: LegoLand Released
Replies: 41
Views: 11042

This is true. With the raised bumps for the Legos the poly count on the map would skyrocket and framerate would drop. I tried my best to make a map that is playable, yet somewhat interesting to look at. So far, my framerate has been excellent - I hope the same is true for all that play it.

:)
by LouMan
Sun Jun 12, 2005 4:21 pm
Forum: Map releases
Topic: LegoLand Released
Replies: 41
Views: 11042

LegoLand Released

Attached is the bzw file and 2 screenshots of LegoLand, currently running at louman.homelinux.net:5154. The map is in beta test; please feel free to host.
by LouMan
Sun Jun 12, 2005 2:01 pm
Forum: General Discussion
Topic: IRC chat problems?
Replies: 1
Views: 1169

IRC chat problems?

I am having trouble using IRC chat lately - my web browser only opens the .cgi as a text file. I have never had this problem before - is anyone else experiencing difficulty using IRC? Does anyone know how to remedy this? I have tried accessing the site from 3 different computers with 3 different OS'...
by LouMan
Wed Jun 01, 2005 2:18 am
Forum: Help: Map Making
Topic: mesh drive through floor
Replies: 5
Views: 2060

I found it - you should scale your objects before you shift them: define drive mesh vertex -0.500000 0.500000 0.000000 vertex 0.500000 0.500000 0.000000 vertex 0.500000 -0.500000 0.000000 vertex -0.500000 -0.500000 0.000000 vertex -0.500000 -0.500000 1.000000 vertex -0.500000 0.500000 1.000000 verte...
by LouMan
Wed Jun 01, 2005 1:53 am
Forum: Help: Map Making
Topic: mesh drive through floor
Replies: 5
Views: 2060

Could it be that you are putting the groups before the mesh definition? I have never tried to do it that way - I always define my meshes first and then use the groups after them...
by LouMan
Tue May 31, 2005 5:58 am
Forum: Map releases
Topic: BZ Bowl Released - Beta Version
Replies: 15
Views: 5219

Revision 1 of BZ Bowl

Revision 1 of BZ Bowl is now available and corrected for some minor issues with the Beta release. The new version is attached.
by LouMan
Sun May 29, 2005 4:56 pm
Forum: Map releases
Topic: BZ Bowl Released - Beta Version
Replies: 15
Views: 5219

I actually tried making the Monopoly map, but the modeling of the pieces was getting pretty hairy (especially the dog :wink: ). Also, I couldn't find a good image of the board and the whole thing was looking pretty stinky when I gave up. Perhaps I will retry the map sometime in the future...
by LouMan
Sun May 29, 2005 5:09 am
Forum: Map releases
Topic: BZ Bowl Released - Beta Version
Replies: 15
Views: 5219

BZ Bowl Released - Beta Version

Attached is my latest map, BZ Bowl - running in Beta test on my server (louman.homelinux.net:5154). Please feel free to host this map on other servers, but please give some sort of credit to me in the public server description :wink: Screenshots are also attached.
by LouMan
Mon May 23, 2005 1:07 am
Forum: General Map Making Discussions
Topic: Map making ethics
Replies: 9
Views: 3557

I have posted many of the objects I created (including the lighthouse) under the "Prefabs and Map Objects" forum on this board, and many others can be found there as well. I personally have no problem with anyone using my objects for their maps, so long as credit is given to me for their c...
by LouMan
Mon May 23, 2005 12:47 am
Forum: Help: Map Making
Topic: Tricky jump-through floors
Replies: 6
Views: 2304

You can define a face by four or more vertices, but you must be careful to avoid convcavity. Main Entry: 1con·cave Pronunciation: kän-'kAv, 'kän-" Function: adjective Etymology: Middle English, from Middle French, from Latin concavus, from com- + cavus hollow -- more at CAVE 1 : hollowed or rou...
by LouMan
Sun May 22, 2005 2:05 am
Forum: Help: Map Making
Topic: Tricky jump-through floors
Replies: 6
Views: 2304

Using a meshbox with the drivethrough option makes all 6 sides of the meshbox drivethrough (correct me if I am wrong, anybody). Using a simple mesh that defines all six sides, however, give you the ability to define which "sides" of the box are drivethrough. I made the "under" si...
by LouMan
Mon May 16, 2005 7:36 pm
Forum: Servers: General Discussion
Topic: Rotating Maps
Replies: 7
Views: 2405

Rotating maps

There have been several people that have asked how I set up the rotating maps on my server and I thought it might be helpful to explain exactly how I have done this in this thread. First of all, my servers run on linux (Mandrake with KDE front end) and I use the kalarm application within KDE as a ta...
by LouMan
Fri May 13, 2005 2:09 am
Forum: Help: Map Making
Topic: No Spawning
Replies: 12
Views: 4244

If the drivethrough and invisible box does not prevent player spawns (not sure if it would), you can use zone definitions in your .bzw file to specify exactly where you want players to spawn. For example: zone position 0 0 20 size 10 10 10 team 1 end This would create an area in the center of the ma...
by LouMan
Wed May 11, 2005 8:57 pm
Forum: Help: Map Making
Topic: No Spawning
Replies: 12
Views: 4244

Don't make the trampolines drivethrough, make drivethrough and invisible (color 0 0 0 0) meshboxes, just above the trampolines.

In trepan's example:

meshbox
color 0 0 0 0
drivethrough
pos 0 0 10
size 300 300 0.01
end
by LouMan
Wed May 11, 2005 12:57 am
Forum: Help: Map Making
Topic: No Spawning
Replies: 12
Views: 4244

by LouMan
Tue May 10, 2005 11:42 pm
Forum: Map releases
Topic: Babylon IV Released
Replies: 18
Views: 4508

If you had enough flaps on the wings, you could reach them. They are 3D objects (spheres), textured with .png's of planet surfaces provided by trepan (thx trepan!). If you were to go to them, I'm afraid that they would be a bit boring and ugly up close :( Thank you for the positive comments about th...
by LouMan
Tue May 10, 2005 1:28 am
Forum: Screenshots & Artwork
Topic: Profanity is not advised on my servers - or else!
Replies: 20
Views: 8030

The model was taken from some of the samples provided with my modeler - I only wish I had the modeling and UV mapping skills to create it :(

It is a real object, not really of much use though - other than looking big, bad and scary.
by LouMan
Mon May 09, 2005 7:45 pm
Forum: Map releases
Topic: Babylon IV Released
Replies: 18
Views: 4508

Family, full time job, etc. are all the most important parts of my life - BZFlag is for those sleepless nights I seem to be having lately :(
by LouMan
Mon May 09, 2005 7:41 pm
Forum: Screenshots & Artwork
Topic: Profanity is not advised on my servers - or else!
Replies: 20
Views: 8030

Profanity is not advised on my servers - or else!

If you are considering using profanities, obscenities or derogatory chat on my servers, you may have to deal with UghZan. He is very temperamental and your puny little lasers and guided missiles will only make him more angry. He enjoys squashing tanks with his hooves and has been known to eat tanks ...