Search found 125 matches

by tainn
Sat Feb 09, 2019 7:34 pm
Forum: Works In Progress
Topic: Obstacle Course :: Collaborative Project
Replies: 14
Views: 442

Re: Obstacle Course :: Collaborative Project

Here we go; looking forward to collaborating with any and all interested mappers! Bringing back the glory to HTF style maps.

Extra points to all fellow members of the map making by hand squad ;)
by tainn
Sat Feb 09, 2019 7:28 pm
Forum: Leagues: General Discussion
Topic: Sniping League
Replies: 23
Views: 1397

Re: Sniping League

mathiaz wrote:
Sat Feb 09, 2019 5:50 pm
It s a good idea to add map for league match.

I notice a bug with zone flag. Sometimes, flags just drop where player let it, and does nt return to the zone flag. It s a random event ...
Perhaps a bit unrelated to the thread, but which map are you referring to, mathiaz?
by tainn
Sat Feb 09, 2019 12:31 pm
Forum: Map releases
Topic: Pitch-rogue
Replies: 4
Views: 170

Re: Pitch-rogue

Due to a minor bug being found when spawning, the zone attributes have been changed a bit.

The attachment includes an adjusted bzw file.
by tainn
Sat Feb 09, 2019 9:48 am
Forum: Map releases
Topic: Pitch-rogue
Replies: 4
Views: 170

Re: Pitch-rogue

Thank you, Bertman!
by tainn
Sat Feb 09, 2019 12:01 am
Forum: Map releases
Topic: Pitch-rogue
Replies: 4
Views: 170

Pitch-rogue

Rogue-only map titled Pitch-rogue; combination of 'pitch-black' and 'rogue'. Relatively simplistic. No radar. Ricochet in the middle. Attempt at creating rogue color-based neon lights in sheer darkness. The attachments include a screenshot, and a zip that includes the bzw and conf files. License: CC...
by tainn
Wed Feb 06, 2019 10:46 pm
Forum: Leagues: General Discussion
Topic: Sniping League
Replies: 23
Views: 1397

Re: Sniping League

There will likely be a different approach to it all together. I do not know how much I can share, but maps hosted by one person are all already eligible for matches. Likewise, there are no issues for maps posted under the public domain or other viable way. For any other, map owners will likely be co...
by tainn
Tue Feb 05, 2019 10:11 pm
Forum: Leagues: General Discussion
Topic: Sniping League
Replies: 23
Views: 1397

Re: Sniping League

Superflags (random superflags, anyway) introduce an element of chance that gives an advantage to the team that happens to find stronger flags than the other. There is a reason that league maps are typically symmetrical and have no superflags, which is to give the teams equal footing. Imagine introd...
by tainn
Tue Feb 05, 2019 7:31 pm
Forum: Leagues: General Discussion
Topic: Sniping League
Replies: 23
Views: 1397

Re: Sniping League

Yeah, agreed entirely. And while I didn't seem to explicitly mention this in the OP, I also meant this idea solely to exist as an addition and not separation, meaning only a potential extension to the leagues united, not its own league. With our current activity, we truly ought to bring it all into ...
by tainn
Tue Feb 05, 2019 12:09 pm
Forum: Leagues: General Discussion
Topic: Sniping League
Replies: 23
Views: 1397

Sniping League

From our current active playerbase, there are quite a few people that prefer playing on flagged maps over their non-flagged counterparts. However, as it stands right now, leagues are only based around maps with no flags. From the flagged maps, I had most notably heard of people wishing to partake in...
by tainn
Tue Feb 05, 2019 1:22 am
Forum: Screenshots & Artwork
Topic: 101
Replies: 305
Views: 82668

Re: 101

Happened a little while ago, but this one was on ahs3's amazing Piney Grove.

Perhaps I'll post them all from now on, though I prefer not to encourage spam ;)
by tainn
Sun Feb 03, 2019 9:34 pm
Forum: Plug-in Development
Topic: Not all weapons should do 100% damage
Replies: 19
Views: 625

Re: Not all weapons should do 100% damage

I understand the idea, but I do not comprehend why exactly it is needed. A single shot killing a tank is one of the fundamentals of bz. Entire tactics are built around that one fact. It is the core of the game. Some flags having 'more power' than others can be simulated in other ways already, mainly...
by tainn
Sun Feb 03, 2019 8:54 pm
Forum: Plug-in Development
Topic: Not all weapons should do 100% damage
Replies: 19
Views: 625

Re: Not all weapons should do 100% damage

Why would you even want that? If you want to balance or imbalance flag potency, you can do it already by adjusting server variables respective to the flags in question and keeping the idea of a single shot killing a tank.
by tainn
Mon Jan 28, 2019 12:39 am
Forum: Tournaments And Games
Topic: Community event on Troy's server
Replies: 4
Views: 368

Re: Community event on Troy's server

I would like to extend the gratitude to all participants, and especially the hosts; thank you for organizing and being a part of this event, it is such gatherings that are truly positively impactful.
by tainn
Sat Jan 26, 2019 8:23 pm
Forum: Forum Suggestions, Questions, and Issues
Topic: two hour limit on posting work around - file hosting
Replies: 13
Views: 1426

Re: two hour limit on posting work around - file hosting

There's always the option to contact a forum admin to edit the OP for you if it means that much, though yet again, that doesn't trigger the new post notification, unless then also explicitly posting a new update post. If admins can't be bothered, active mods could be appointed to do this in specific...
by tainn
Sat Jan 26, 2019 5:33 pm
Forum: Forum Suggestions, Questions, and Issues
Topic: two hour limit on posting work around - file hosting
Replies: 13
Views: 1426

Re: two hour limit on posting work around - file hosting

... if a map is still active in the sense that the creator is updating it, there is no such thing as a necrobump, especially if the new post includes news. The necrobump rule doesn't exist to make people's lives miserable and to encourage illogical restrictions, it is there for other cases that are ...
by tainn
Sat Jan 26, 2019 8:00 am
Forum: Forum Suggestions, Questions, and Issues
Topic: two hour limit on posting work around - file hosting
Replies: 13
Views: 1426

Re: two hour limit on posting work around - file hosting

Or just make another post on the map's thread here on the forums. Not editing the OP also notifies about a new post, and these map threads are really not long, so anyone interested in the map would probably read all the posts it has on it, most of which are one-liners anyway. I wouldn't know about y...
by tainn
Fri Jan 25, 2019 9:42 pm
Forum: Forum Suggestions, Questions, and Issues
Topic: two hour limit on posting work around - file hosting
Replies: 13
Views: 1426

Re: two hour limit on posting work around - file hosting

Seems like a lot of talk for something quite unnecessary. If you really want to share a map somewhere externally and just link to the place that you can edit whenever, you can use whatever public site where you can share text, from either a public cloud to pastebin. That is, because ultimately, map ...
by tainn
Thu Jan 24, 2019 12:43 am
Forum: Map releases
Topic: Incoming :: Space Invaders
Replies: 6
Views: 490

Re: Incoming :: Space Invaders

Nice, a teleport fix, that is grand!

Yeah, post edits are limited to 2 hours after the post was made, as far as I know, so all news including major changes have to be in a new post, unfortunately.
by tainn
Wed Jan 23, 2019 4:28 pm
Forum: Plug-in Development
Topic: Object Properties per Team
Replies: 3
Views: 163

Re: Object Properties per Team

I see, in that case the thread is better suited in the Enhancements forum instead, requiring such changes.
by tainn
Wed Jan 23, 2019 12:55 pm
Forum: Plug-in Development
Topic: Object Properties per Team
Replies: 3
Views: 163

Object Properties per Team

It would be really helpful if a plugin were to exist where one could specify an object's properties that would differ per team. For example, a box that could have the drivethrough option applied to it, but for the rabbit team only, for the rabbit to temporarily escape to, or use a shortcut. Or a pyr...
by tainn
Tue Jan 22, 2019 11:30 pm
Forum: Map releases
Topic: Incoming :: Space Invaders
Replies: 6
Views: 490

Re: Incoming :: Space Invaders

Really great map; relatively simple with a fast-paced two-path CTF way.

A lot of fun to play on, and it especially puts the teamwork factor to test when enough players are on it.
by tainn
Sat Jan 19, 2019 2:02 pm
Forum: Enhancements
Topic: Server List question - different version of bzflag
Replies: 9
Views: 407

Re: Server List question - different version of bzflag

Pretty much, though I assume their wording was off.
by tainn
Sat Jan 19, 2019 7:25 am
Forum: Enhancements
Topic: Server List question - different version of bzflag
Replies: 9
Views: 407

Re: Server List question - different version of bzflag

Once a server goes offline, it is anyone's guess when and if it is coming back. So what you would essentially be proposing is for there to be a list that would display all of the servers throughout the history that were online at one point. Maybe filters can be used such as eliminating some servers ...
by tainn
Sat Jan 19, 2019 7:08 am
Forum: General Discussion
Topic: question on different Downloads
Replies: 4
Views: 236

Re: question on different Downloads

Linux, cross-distro.

You will often see Snap and AppImage mentioned alongside Flatpack, all of which have a similar goal in mind but different features.
by tainn
Thu Jan 17, 2019 4:37 pm
Forum: General Discussion
Topic: question on different Downloads
Replies: 4
Views: 236

Re: question on different Downloads

Probably because it is unnecessary.

System installs (such as a rpm install from the fedora repository) also install all the required dependencies, while matters such as tar.gz do not. In other words, a lot of repositories already include bzflag, and getting generic binaries would make little sense.