Search found 191 matches

by Joe-Schmoe
Sun Dec 16, 2007 5:54 pm
Forum: Fansites
Topic: The BZFlag Card Game
Replies: 3
Views: 3769

At first I thought it was a kind of strange idea... But reading what you have on the wiki makes me think we have the startings of a pretty cool game 8) I have a few ideas: 1) Each flag gives you a combat bonus. For instance, Stealth has the ability to sneak attack...but it could also give you help i...
by Joe-Schmoe
Fri Dec 14, 2007 3:05 pm
Forum: Enhancements
Topic: Artillery as a flag?Similar to the mortar/fragmentation idea
Replies: 8
Views: 2988

Maybe forward or backward motion could be used to modify the trajectory. So you could accelerate forward to make the shot go higher, or something like that. I think "click and hold" or "click twice" would make the flag too different from the rest of the game. Instead of having SW at the end, maybe i...
by Joe-Schmoe
Thu Dec 13, 2007 11:05 pm
Forum: Help: Map Making
Topic: Shininess
Replies: 6
Views: 2200

I tried values of 1, 1/2, and 120, none of which had any noticeable difference.

Is there something I have to switch on in the client to see shiny stuff?
by Joe-Schmoe
Thu Dec 13, 2007 7:42 pm
Forum: Help: Map Making
Topic: Shininess
Replies: 6
Views: 2200

I'm sorry, I don't know anything about using OpenGL :shock: The link you gave used this as a formula for shininess: CosL + 10 * CosR ^ 10 Is it the "10" that I'm changing? Basically, do higher numbers of shininess = shinier objects? If so what is a reasonable sort of value? I messed around with a co...
by Joe-Schmoe
Thu Dec 13, 2007 6:39 pm
Forum: Help: Map Making
Topic: Shininess
Replies: 6
Views: 2200

Shininess

Hi,

I noticed on the wiki that there's a parameter for "shininess". The only description given was "shiny!".

I want to make something in my map really shiny, but I don't know how. How does it work?
by Joe-Schmoe
Wed Dec 12, 2007 7:09 pm
Forum: Tournaments And Games
Topic: BZSoccer Tournament
Replies: 75
Views: 42701

I can't make Friday, sorry!

I'll show up a couple of hours beforehand, just in case there are enough people online by then already.
by Joe-Schmoe
Wed Dec 12, 2007 6:22 pm
Forum: Help: Map Making
Topic: help with teleporters
Replies: 13
Views: 4769

All you have to do is make a mesh on top of the box. That way there's no bumping, no sealing, and you can go seamlessly from 2.0 objects to other 2.0 objects. You can also keep your textures.

Unless this doesn't work for some reason...
by Joe-Schmoe
Tue Dec 11, 2007 2:17 am
Forum: Works In Progress
Topic: The Fortified Monastery By SirIchBeenCool
Replies: 19
Views: 5852

If the screenies are too big to post, convert them to JPG format. That should fix it.
by Joe-Schmoe
Sun Dec 09, 2007 3:28 am
Forum: Map releases
Topic: Cornered!
Replies: 4
Views: 2176

Cornered!

I've been thinking about this map for a while, but it took me less than 3 hours to actually make it from start to finish. I've heard a lot about maps with "good rico possibilities" lately and I realized that I didn't really know how to incorporate that into a map. I built this map to try and teach m...
by Joe-Schmoe
Wed Dec 05, 2007 9:46 pm
Forum: Help: Map Making
Topic: MeshTransform
Replies: 1
Views: 1108

MeshTransform

Whenever I run a server with my latest map, I get the following error: MeshTransform::Tool::Tool() 2.0.0 inversion bug The most likely cause is a "spin" transformation I haven't seen any problems with the map, and I don't know what's wrong with the spins I'm using. I assume it's okay to have several...
by Joe-Schmoe
Tue Dec 04, 2007 11:17 pm
Forum: Tournaments And Games
Topic: BZSoccer Tournament
Replies: 75
Views: 42701

He can be in two teams at once as long as he's only a sub for one of the teams.
by Joe-Schmoe
Tue Dec 04, 2007 7:34 pm
Forum: Bugs and Problems
Topic: Graphic bug in 2.0.10
Replies: 5
Views: 3541

I had this problem too, the way I fixed it was to press F1 twice each time I started it. That changes the screen to windowed and back again, and when it comes back it's fullscreen.

Deleting the config file will reset my key mapping, correct?
by Joe-Schmoe
Tue Dec 04, 2007 5:19 pm
Forum: Enhancements
Topic: The Infinite Map Mode
Replies: 10
Views: 3673

As a simpler version, could it be possible to have cyclic boudary conditions? So if you move over the border, you re-enter on the other side? Mathmatically: if x > x_max then x = 0; if x < 0 than x = x_m_max; Same for the y (and z?) directions. Mathmatistions use this trick if the space they are si...
by Joe-Schmoe
Tue Dec 04, 2007 12:27 am
Forum: Screenshots & Artwork
Topic: Quantum foam
Replies: 4
Views: 2826

ducktape has it!

You confine the rain to radius 20, and have rainStart and rainEnd on the same plane as a black mesh.
by Joe-Schmoe
Mon Dec 03, 2007 11:46 pm
Forum: Screenshots & Artwork
Topic: Quantum foam
Replies: 4
Views: 2826

Hint: the only material that I used was diffuse 0 0 0 1.

I coded it by hand.

It's very mesmerizing to watch, but I don't have a program to do animated screen captures.
by Joe-Schmoe
Mon Dec 03, 2007 11:22 pm
Forum: Screenshots & Artwork
Topic: Quantum foam
Replies: 4
Views: 2826

Quantum foam

Took this wile map-making and thought it was interesting :)

Bonus points if you can re-create it!

http://joesmagicgathering.googlepages.com/Noir.JPG
by Joe-Schmoe
Mon Dec 03, 2007 10:53 pm
Forum: Tournaments And Games
Topic: BZSoccer Tournament
Replies: 75
Views: 42701

I'm slightly unsure about the scheduling...we're meant to collaborate to find out when all of our team members can be online, and then find out when the other team can be online, and then post it on the twilight forums, correct?
by Joe-Schmoe
Mon Dec 03, 2007 3:53 pm
Forum: Enhancements
Topic: The Infinite Map Mode
Replies: 10
Views: 3673

Well, the cool part is that people would frequently be teleporting back and forth. It would sort of average out the traffic for both servers.
by Joe-Schmoe
Sun Dec 02, 2007 11:38 pm
Forum: Tournaments And Games
Topic: BZSoccer Tournament
Replies: 75
Views: 42701

Sign me up!

Any team is fine.
by Joe-Schmoe
Sat Dec 01, 2007 3:26 am
Forum: Map releases
Topic: MI6 HQ V1.4
Replies: 10
Views: 4216

Thanks guys! Glad you like it. I have updated the map yet again. *No more SW, SR, or Rico flags. *Added WG and Geno flags. (Geno will be swiftly removed again if it becomes a problem.) *Center object is raised, so you can shoot into the vents. *Changed color of vats. There's also a big red button in...
by Joe-Schmoe
Fri Nov 30, 2007 10:00 pm
Forum: Help: Map Making
Topic: wwzones timedelay
Replies: 2
Views: 1113

That's exactly how I thought it should work, too... I set the repeat to 2 on all of them, and then I took these screenshots. http://joesmagicgathering.googlepages.com/bullets1.JPG <-just stepped into the zone. Note the erratic spacing. http://joesmagicgathering.googlepages.com/bullets2.JPG <-a few s...
by Joe-Schmoe
Fri Nov 30, 2007 6:42 pm
Forum: Help: Map Making
Topic: wwzones timedelay
Replies: 2
Views: 1113

wwzones timedelay

Hi, I am trying to make it so that when a player enters a wwzone, it fires numerous bullets in various different directions. However I also want the bullets to be fired in series, rather than at once. What I have done is placed several wwzones on top of each other, and defined each one with a differ...
by Joe-Schmoe
Fri Nov 30, 2007 3:38 am
Forum: Help: Map Making
Topic: testing maps?
Replies: 6
Views: 2342

Re: testing maps?

can we actually test the maps we make without a server? If so, please tell me. Uh... The process that was described IS a server. Once you do that stuff with the command prompt, you are hosting a local, private server. Don't worry, people from outside can't join. Exactly which phase of this process ...
by Joe-Schmoe
Wed Nov 28, 2007 6:36 pm
Forum: Map releases
Topic: MI6 HQ V1.4
Replies: 10
Views: 4216

I have uploaded an updated version of the map. I made a giant mesh covering the floor with a death physics, anyone who lags through the walls gets killed by it. (It also prevents flags from leaving the system.) I increased the size of the step up to the hallway from the war room. It was a bit tricky...
by Joe-Schmoe
Wed Nov 28, 2007 6:18 pm
Forum: Players
Topic: Do you think CAMPING is "really" bad?
Replies: 67
Views: 25486

There's nothing wrong with camping in and of itself . However if one player is just dominating, then it would be nice if others in that room could have a chance. This is the real problem, it is merely accentuated by camping. Also, if everyone avoids campers, they'll be forced to leave their safe area.