Search found 140 matches

by Tedius
Sun Nov 04, 2007 6:02 pm
Forum: Help: Server Setup and Administration
Topic: osx server ? !
Replies: 3
Views: 2318

Your problem is in the -public argument in your conf.conf. You will want quotes around it. -public "gamercolin's server" If everything else is right, you should be good to go. To create admins ingame, uncomment and supply a txt file for -groupdb and -userdb. The groupdb.txt is a file you'll have to ...
by Tedius
Sat Nov 03, 2007 8:27 pm
Forum: Map releases
Topic: Adventure in the hills rabbit hunt
Replies: 31
Views: 10153

I've found that navigating over non-level terrain is an under-developed skill with most bzflaggers. Another place where this skill can be practiced is Louman's Alpine Adventure. I will add it to the list of essential skills that every bzflagger should develop.
by Tedius
Wed Oct 31, 2007 7:35 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Setup for iMac
Replies: 11
Views: 3923

only got one button on your mouse? There only *appears* to be one mouse button. Go to Applications>System Preferences>Keyboard and Mouse. You'll find that there are more things your mouse can do than you've ever imagined possible. Edit: Also, even while you have mouse confined in the window, you sh...
by Tedius
Wed Oct 31, 2007 2:04 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Setup for iMac
Replies: 11
Views: 3923

There is no app-switching when BZ is in Full Screen Mode. To get out of Full Screen press F1, and then hit Command(apple)-Tab. Of course you can also hit F9, F10, and F11, for cooler ways to switch programs. As for creating an executable, your bash script should probably work just as in Linux, Termi...
by Tedius
Tue Oct 30, 2007 7:55 pm
Forum: Map Editors
Topic: Model Tool Updates
Replies: 28
Views: 23069

very sloppy automatic vertex decimation for LOD. He just skips every other corner in further LODs. (As opposed to modeltool's correct method, I don't mean to hijack the thread, but I want to clear up the misconception about my baby. dI-machine does not include any decimation, sloppy or otherwise. I...
by Tedius
Fri Oct 26, 2007 1:54 am
Forum: Help: Map Making
Topic: Stopping flags from going through ceilings
Replies: 10
Views: 3296

You should be able add the death physics driver to the roof, as long as you don't actually intend for tanks to be up there. I have not yet found an easy way to make flag "unsafe" zones in places where I also want tanks to be able to travel.

http://my.bzflag.org/w/Physics
by Tedius
Fri Oct 26, 2007 1:34 am
Forum: Prefabs and Map Objects
Topic: drawInfo animation goes 3D (Pacman!)
Replies: 4
Views: 3974

I'm surprised you didn't say anything about my coding conventions ;) http://my.bzflag.org/bb/viewtopic.php?p=116265#116265 I worked on it a bit more, made it smoother, smaller, and more efficient. I do custom pacmen too, let me know if you want me to make him bigger or smaller or change his turning ...
by Tedius
Thu Oct 25, 2007 3:34 am
Forum: Prefabs and Map Objects
Topic: drawInfo animation goes 3D (Pacman!)
Replies: 4
Views: 3974

drawInfo animation goes 3D (Pacman!)

Here is an animated Pacman using the same technique of dynamic colors in Optic Delusion's "Running Deer".

chomp chomp chomp... boloolooloo bip bip
by Tedius
Mon Oct 22, 2007 1:46 am
Forum: Prefabs and Map Objects
Topic: Drawinfo Multi-Cell Animation (running deer)
Replies: 6
Views: 5746

It looks great to me. With del's permission, I added 2 deer to "The Most Dangerous Game" tedius.dyndns.org:5172. They are kind of hard to spot if you don't know where to look. One hint: Stand just on the south side of the river in the far east, facing north and wait. For better or worse, I took out ...
by Tedius
Fri Oct 19, 2007 12:46 pm
Forum: Enhancements
Topic: Multiple Keyboard Speed Variable Keys
Replies: 7
Views: 3138

I think this is a great idea, I would be one that would use it. It needs to be kept simple, I think 3 key bindings would be enough %100, %50, %25. It would be a real pain to have to cycle through the number of speeds with a single key. Also, a %100 percent key would solve another problem, that is, n...
by Tedius
Mon Oct 08, 2007 3:21 am
Forum: Map Editors
Topic: obj-to-drawinfo converter DI_machine_beta 0.3
Replies: 39
Views: 22474

And here is the latest version of the dIMachine, for anyone that is still interested. Sphere and extents are calculated (check my math) and there is improved material support. Thanks Optic Delusion, anomaly, Tanner, JeffM and everyone else that has helped with the details. Let us know if the script ...
by Tedius
Wed Oct 03, 2007 1:19 pm
Forum: Help: Map Making
Topic: Program assisted map making vs writing by hand
Replies: 6
Views: 2305

The game speed (I think you are referring to framerate, (press 't')) should be taken into consideration by anyone making maps. A well made modeled map, like those of Louman's, can often be more efficient than one made in BZEdit or by hand. In general I don't think simply adding textures will slow do...
by Tedius
Tue Oct 02, 2007 4:15 pm
Forum: Map Editors
Topic: obj-to-drawinfo converter DI_machine_beta 0.3
Replies: 39
Views: 22474

I uploaded an updated version to the pastebin. It has anomaly's edits as well as support for polygons, which added another level of complexity. It will read Stripe .objf files, but I think a php tristripper would be awesome. We may have a php-bzw class by the time we're finished.
by Tedius
Sat Sep 29, 2007 5:46 pm
Forum: Map Editors
Topic: obj-to-drawinfo converter DI_machine_beta 0.3
Replies: 39
Views: 22474

I noticed that the corner defs start at 1 (one) and they should start at 0 (zero), I think. also the order of corner defs is wrong, it is v/n/t in your code and should be v/t/n The "off by one" thing should be accounted for. Obj files start at one, unlike bzw, so I add a dummy vert, normal, and tex...
by Tedius
Thu Sep 27, 2007 6:01 pm
Forum: Map Editors
Topic: obj-to-drawinfo converter DI_machine_beta 0.3
Replies: 39
Views: 22474

Re: DO NOT use 2 lights..

We know that texcoords are not processing correctly. In the script? I guess a more accurate way to put it is that texcoords have not been tested very thoroughly. They should work, but some have seemed to have trouble with it, and it might not be consistent yet. If you have a textured mesh in .obj f...
by Tedius
Thu Sep 27, 2007 2:10 am
Forum: Map releases
Topic: Ant farm
Replies: 6
Views: 2869

The water is there to keep the ants from escaping, of course.
by Tedius
Thu Sep 27, 2007 2:05 am
Forum: Map Editors
Topic: obj-to-drawinfo converter DI_machine_beta 0.3
Replies: 39
Views: 22474

Thanks zhero for giving the script a go. The script should export normals and texcoords correctly, and does when they are correct in the obj file. For some reason, Wings3d seemed to mess up your normals when it exported the .obj file. I don't know enough about wings to know how to fix this, or if it...
by Tedius
Sun Sep 23, 2007 3:55 am
Forum: Fansites
Topic: BZPod
Replies: 19
Views: 11269

I just listened to it, it was highly entertaining to hear the different people's voices. It would be great if you can make sure there is at least one new voice from the BZFlag ranks each time. (BZedFlag, lol, I'm going to say that from now on.) Try to eliminate the background noise as much as possib...
by Tedius
Sat Sep 15, 2007 1:38 am
Forum: Help: Map Making
Topic: rotating mesh, how?
Replies: 33
Views: 9860

Bumping a week old post for this: The order of vertices(corners) in tristrips and quadstrips are the same, you begin your face counterclockwise and zigzag along the adjacent faces. The corners would be ordered like so: 1 _____ 3 _____ 5 _____ 7 | . . . . . | . . . . . .| . . . . .| | . . . . . | . ....
by Tedius
Fri Sep 14, 2007 4:10 am
Forum: Help: Setup / Hardware / Performance Issues
Topic: Tank First-Person "view" Question
Replies: 2
Views: 1517

Perhaps what you want is Options>Effects Settings>Display Treads ?
by Tedius
Sat Sep 08, 2007 8:27 pm
Forum: Works In Progress
Topic: All that hype
Replies: 14
Views: 5490

We have been working around the clock and now the pre-release alpha version is ready to try at: tedius.dyndns.org:5161 Skate-Park, by Tedius I will soon post a map so that those interested can see how I accomplished the ramps and halfpipes. I am currently running it on NN's bzmaps server so it may g...
by Tedius
Thu Sep 06, 2007 8:15 pm
Forum: Help: Map Making
Topic: rotating mesh, how?
Replies: 33
Views: 9860

I expect if you put the following in the correct place it will not disappear:

Code: Select all

lod #3
         lengthPerPixel 0 
            matref wtf 
               trifan 0 1 8 7 6 5 4 3 2 1 
            end 
      end #lod 3
by Tedius
Thu Sep 06, 2007 3:16 pm
Forum: Help: Map Making
Topic: rotating mesh, how?
Replies: 33
Views: 9860

For what it is worth, here is an example of a simple trifan, that is, all triangles fan out from a single point. Tedius' spinning parasol: material name wtf addtexture http://images.bzflag.org/wtf.png end define parasol meshbox #parasol pole position 0 0 2 size .25 .25 14 end mesh vertex 0 0 15 #0 v...
by Tedius
Wed Sep 05, 2007 2:19 pm
Forum: Help: Map Making
Topic: rotating mesh, how?
Replies: 33
Views: 9860

z[h]ero, before delving too much further into the world of drawinfo, are you sure it is what you are looking for? If it is a flat face that you want spun, a texture matrix applied to the face will do the trick: textureMatrix name example_texmat spin 0.0 # rotation freq center 0.5 0.5 # dynamic u/v c...
by Tedius
Tue Sep 04, 2007 2:21 am
Forum: Works In Progress
Topic: All that hype
Replies: 14
Views: 5490

Unfortunately some pirates and bad guys have distributed some screenshots of a bootlegged copy of the map. Some of you may have already seen them on those shady file-sharing sites or perhaps your coworkers have emailed the screenshots to you. If you have received the following screenshots, please do...