Search found 140 matches

by Tedius
Tue Feb 12, 2008 2:29 pm
Forum: Screenshots & Artwork
Topic: Because I can ( images up the wazzo )
Replies: 18
Views: 7730

The tanks look like they are stationary. Perhaps they need to ignite their flames underneath to become hover tanks?

Very cool.
by Tedius
Sun Feb 10, 2008 11:31 pm
Forum: Help: Map Making
Topic: Getting Caught on Corners
Replies: 5
Views: 2359

You created an inside version of each of each face, which is not usually a problem. However, in your case it masked the real problem in your 6 2 7 3 face which is not the correct order. Here is a fixed version in which I removed all the unnecessary inside faces: mesh name 1 vertex 40 200 0 #0 am I t...
by Tedius
Sat Feb 09, 2008 7:57 pm
Forum: Enhancements
Topic: Some new sounds
Replies: 17
Views: 5973

A Distraction, the problem you're having can be explained by the fact that I posted the sounds in the wrong format, which work fine on some, but not all platforms. I converted them, and replaced the zip file at the top of this thread. also, the good people at bzflagr have offered a place that you ca...
by Tedius
Sat Feb 09, 2008 5:58 pm
Forum: Enhancements
Topic: Some new sounds
Replies: 17
Views: 5973

oops, I forgot a couple of my favorite ones. Let me know what you think of the "flames" sound at the end of the explosion.
by Tedius
Sat Feb 09, 2008 2:48 am
Forum: Enhancements
Topic: Some new sounds
Replies: 17
Views: 5973

Some new sounds

Here are some copyright free, sound samples immunogoblin and I have been working on. These are just a first try, so your feedback would be greatly appreciated. Drop these in your Resources directory (after renaming the original sounds). I have had fun playing bz with these sounds for a while now. It...
by Tedius
Thu Feb 07, 2008 2:45 pm
Forum: News & Announcements
Topic: Indiana University studies BZFlag
Replies: 18
Views: 12436

heh, they should have included how easily people get offended to innocuous statements made by others. :) I can see what you mean, blue tank, but I'm pretty sure what they found surprising was the ability for us to carry on in-depth conversations while doing all the other stuff required for the game ...
by Tedius
Mon Feb 04, 2008 2:55 pm
Forum: Help: Map Making
Topic: respawn inside of building
Replies: 8
Views: 3244

That is some strange behavior, I'm not sure why it is doing that. It seems that the client spawns in-between the cake layers of the bases. I think if you build your cake differently it will solve the problem: box name Base1_2 position 400 0 0 size 100 100 16 rotation 45 outside matref blue top matre...
by Tedius
Wed Jan 30, 2008 1:52 pm
Forum: Players
Topic: How many fps do you get ??? (Frames Per Second)
Replies: 63
Views: 22453

When I was testing my graphics-card-killing map I found that when I got 30-45 fps on the MacBook Pro, a lot of people had under 20fps, (perhaps 20% found it unplayable?). So I aim for 50-60 fps as the minimum when I'm testing maps. Here's a picture of someone playing at my map: http://gizmodo.com/ga...
by Tedius
Sun Jan 27, 2008 1:52 am
Forum: Map Editors
Topic: someone really needs to fix up ibzedit!!!..this is why
Replies: 21
Views: 9038

pfft... me coding stuff.... but yeh i suck wih coding.. but yeh... im not sure wut the problem is... ... is that a prblem? Mapmaking is coding. There are tools that make it a bit easier, but one would be foolish to rely on these tools entirely. so wut am i suppsed to do now =( The next step is to g...
by Tedius
Sat Jan 26, 2008 7:51 pm
Forum: Help: Map Making
Topic: Mesh Help Pls
Replies: 8
Views: 3239

I think you can avoid having to use texcoords if you name the "bottom" vertices of your face first. That is, start in the lower left-hand corner when you create your face. material name wall texture boxwall diffuse 0.68 0.68 0.68 0.68 end define wall mesh vertex -18 51 1 #0 labeling your vertices is...
by Tedius
Mon Jan 21, 2008 1:32 am
Forum: Enhancements
Topic: Sound-scapes and sources
Replies: 8
Views: 2703

Re: Sound-scapes and sources

This is something that I'd love to have implemented. I don't think it would be too complex if we treated the sounds as if they were textures. Include the http link to the sound object or cue in the map file and give the player the option to download the "sound textures." I would also like the option...
by Tedius
Sat Jan 19, 2008 10:36 pm
Forum: Help: Server Setup and Administration
Topic: Servers/Network on MacOS X
Replies: 5
Views: 2414

Its possible that bzfs starts up on its own when you open the Terminal. Another thing that may cause the error is that something else is using that port, though I can't imagine what, or how.


I would try running on a different port (bzfs -p 5156) to see if I still get the error.
by Tedius
Fri Jan 18, 2008 3:37 am
Forum: Screenshots & Artwork
Topic: Don't give Tedius 20 shots
Replies: 12
Views: 5479

heh, thanks guys, I wasn't sure if it would be recognizable. I've been working on the smiley face for some time now. The hardest part was timing the screenshot for just the right moment.

Yep, that was meteorite's laggy test server :)
by Tedius
Fri Jan 18, 2008 12:20 am
Forum: Screenshots & Artwork
Topic: Don't give Tedius 20 shots
Replies: 12
Views: 5479

Don't give Tedius 20 shots

T E D I U S :)

see it?
by Tedius
Thu Jan 10, 2008 4:08 pm
Forum: Development
Topic: Details of audio engine
Replies: 15
Views: 8267

Its a good idea, I'd love to help if you need it. It will be great to have some powerful sounds that sit well when mixed. I think thats where the effort should be concentrated. As for trying to make the mix less chaotic by decreasing the sustain and decay, I think you run the risk of making the game...
by Tedius
Sun Jan 06, 2008 8:50 pm
Forum: General Map Making Discussions
Topic: Map prototyping
Replies: 9
Views: 4750

what they said ^^.

(original post deleted) They beat me to it.
by Tedius
Sat Jan 05, 2008 10:32 pm
Forum: Map releases
Topic: Life On Mars
Replies: 8
Views: 3555

Twice now I've played with some great teammates. We would wait to clear out the middle, then capture and hold it with Wings and Stealth flags. Only when we had control of the middle could we work on our strategy to capture the team flags. It is not an easy map. If you're up for the challenge, and if...
by Tedius
Fri Jan 04, 2008 8:43 pm
Forum: Help: Map Making
Topic: positioning flags on loumans channelcrossing
Replies: 2
Views: 1496

make sure you also have -fb in your options. It allows you to place flags on "buildings"
by Tedius
Mon Dec 17, 2007 5:07 am
Forum: Works In Progress
Topic: Battlefield CTF
Replies: 5
Views: 2553

I like it a lot, it is straightforward and gameplay-centric. I hope people play it. It's a clever use of physics, ah3. I don't think it would hurt to open the sides so that jumpers can play over there if so inclined. Also, I might have passed over it just because of the name. Battlefield CTF sounds ...
by Tedius
Tue Dec 11, 2007 3:16 am
Forum: Help: Map Making
Topic: How do you start making a map?
Replies: 10
Views: 3664

I use a lot of paper. I sketch on blank paper, design on graph-paper and try to have things pretty well planned out before I work on the code itself. Occasionally I'll use blender, but I like to script everything in PHP to create the bzw file. So it takes me about 1.5 seconds to make the map (once t...
by Tedius
Sat Nov 17, 2007 9:12 pm
Forum: Map Editors
Topic: obj-to-drawinfo converter DI_machine_beta 0.3
Replies: 39
Views: 22474

Wow, I just became aware of a mistake in that last version. This one should be right.
by Tedius
Mon Nov 12, 2007 8:06 pm
Forum: Map releases
Topic: Dread Pirate Ryan maps
Replies: 11
Views: 4170

Yes, "Calypso's Wrath" uses my whirlpool, but anomaly's map predates both that map and the movie it is based on.

This is a great map. Anomaly's maps are all well-thought-out, simple, and fun to play on. Just like a Mac.
by Tedius
Fri Nov 09, 2007 11:57 pm
Forum: Bugs and Problems
Topic: Map Bug: Problem with ground plane, meshbox with spin
Replies: 8
Views: 4859

F687/S, you have a 200 unit long box and you are spinning it on the x-axis, like an airplane propellar. Perhaps you'd get the results you expect if you spun it on the z-axis like: spin 45.0 0.0 0.0 1.0 or alternatively, you may find it more easier to use the rotation parameter instead: rotation 45.0
by Tedius
Fri Nov 09, 2007 4:22 pm
Forum: Map Editors
Topic: obj-to-drawinfo converter DI_machine_beta 0.3
Replies: 39
Views: 22474

I wish it had an option to clear the current text out of the current bzw, before exporting, instead of appending. If you type on the command-line: php dImachine.php > yourmap.bzw instead of: php dImachine.php >> yourmap.bzw it will replace your original "yourmap.bzw" instead of appending it. Howeve...
by Tedius
Tue Nov 06, 2007 4:01 am
Forum: Map releases
Topic: Adventure in the hills rabbit hunt
Replies: 31
Views: 10153

PETER wrote:You can edit this map and post it here if you want...
I made a couple of minor changes. I don't know if they would be considered improvements.

I agree with Joe, it is a cool concept.