Search found 480 matches

by Teppic
Sun Feb 03, 2008 4:26 pm
Forum: Help: Map Making
Topic: Attachments Used as Textures
Replies: 11
Views: 4020

JeffM wrote:it will be a change to the default access file.
So, to get textures from 'other' hosts you will have to alter it, just as you do now?

Just out of interest, why is it so restricted by default, are there some crafted png's around that cause buffer overflows?
by Teppic
Sun Feb 03, 2008 4:23 pm
Forum: Help: Map Making
Topic: respawn inside of building
Replies: 8
Views: 3626

Can't read, redundant post with no delete button.....

EDIT:Maybe I'm not as useless as previously summised, do you ever spawn outside of the zone entirely?
by Teppic
Thu Jan 31, 2008 10:44 pm
Forum: Help: Server Setup and Administration
Topic: Service for map makers
Replies: 3
Views: 2568

It's stable enough now that you don't need a password to upload anymore, just go here and upload your map. You can also use the built in config generator instead of having to craft one before hand.
by Teppic
Wed Jan 30, 2008 11:15 pm
Forum: Help: Server Setup and Administration
Topic: Service for map makers
Replies: 3
Views: 2568

Isn't the config file computer-specific? One could put all the options in the map file anyway... yes, once it's uploaded server related stuff is stripped out and replaced to use the localmachine And when you say they would be "hosted live"...does that mean I upload the map, and BAM it's h...
by Teppic
Wed Jan 30, 2008 10:46 pm
Forum: Help: Server Setup and Administration
Topic: Service for map makers
Replies: 3
Views: 2568

Service for map makers

I used to run an upload service where you could upload maps via ftp to a specific folder, then they would be included on a rotation on my bzfs server. I think someone uploaded a map once... Anyhow, I have stopped using ftp, and have resurrected the old idea in a much simpler form. You log in to a we...
by Teppic
Sat Jan 12, 2008 11:21 am
Forum: Help: Tactics and Playstyles
Topic: Your definition of a good player.
Replies: 65
Views: 33341

whodaman? wrote:2. players that constantly use "lag","jitter" or "luck" as an excuse for losing
On the flipside, if I send someone a 'ns' for a good kill and they send back a 'luck' they kudos for admitting it.
by Teppic
Sat Jan 12, 2008 10:35 am
Forum: Help: Tactics and Playstyles
Topic: Your definition of a good player.
Replies: 65
Views: 33341

2. Depends on certain powerful flags; flag-shops. That is one of my pet hates, though you do need to practice with the powerful flags before they are 'powerful'. I generally play CTF servers, so a good player is someone who is mindfull of what the rest of the game is doing with regards to flags and...
by Teppic
Sat Jan 12, 2008 12:35 am
Forum: Help: Map Making
Topic: Image in bzw.
Replies: 17
Views: 6753

material name example_material texture filename # set working texture # - non-interlaced PNG # - http:// or ftp:// hyperlinks can be used (no spaces) # - BZFlag default texture names can be used (.png not required) end meshbox ("top" | "bottom" | "inside" | "outsid...
by Teppic
Wed Jan 09, 2008 10:30 pm
Forum: General Map Making Discussions
Topic: Wings3D vs Blender
Replies: 15
Views: 10051

So you make your maps with no text level manipulation? Because that is what I had in mind with that method. Yeah, that was what I had in mind when writing it, I've only ever done text edit after export on one map, and that was before I wrote the exporter. That isn't all that impressive though when ...
by Teppic
Wed Jan 09, 2008 8:28 pm
Forum: General Map Making Discussions
Topic: Wings3D vs Blender
Replies: 15
Views: 10051

I see. I was under the impression that the blender plugin made it very easy to add teleporters, bases, and other necessary objects. ~ It tries to, but if you look at the bzw man page you'll see that document is huge. The plugins allow you to add all the documented features of the 2.0.4 bzw file for...
by Teppic
Thu Jan 03, 2008 7:04 pm
Forum: Help: Setup / Hardware / Performance Issues
Topic: Everyone Going NR?
Replies: 17
Views: 6560

too much loving wrote:It is possible that your internet connection is unstable and that you temporarily lose connection to the internet. (I have this problem at home)
I get this with my modem too, treat it as an invitation to get really close to that annoying camper, then wait for the connection to re-establish :P
by Teppic
Wed Dec 12, 2007 9:49 pm
Forum: News & Announcements
Topic: HITB to host bzflag conference (again)
Replies: 6
Views: 6786

boresnake wrote:And it's sponsored by the U.S. Army?
Didn't you know, the US army funds BZ development to help groom pilots for the 'Remote VR Tank' project......
by Teppic
Tue Dec 11, 2007 6:28 pm
Forum: Help: Map Making
Topic: BZW Tools - Exporting Problem
Replies: 3
Views: 2029

i got the bundle blender with bzwtools. That's cool, I didn't know if anyone had used it yet.... Also I have the bundle on a virtual machine so i can test it myself too. May I ask where you got the bundle from? EDIT: Erm, you kinda did have the right version, I just hadn't committed the changes her...
by Teppic
Mon Dec 10, 2007 9:57 pm
Forum: Help: Map Making
Topic: How do you start making a map?
Replies: 10
Views: 4170

I start with an image of what the map will look like in my mind, then throw some meshes together to make the shape. From here I start to consider the practical application, mesh scale with respect to tank size, playability etc. At this point a lot of meshes get redesigned with known values for x,y,z...
by Teppic
Thu Dec 06, 2007 10:15 pm
Forum: Help: Map Making
Topic: BZW Tools - Exporting Problem
Replies: 3
Views: 2029

Did you select a mesh in the combo box below the mesh export button?
I may need to update the tutorial, my Blender and Python is borked ATM but I'll try and fix it....

EDIT: What version do you have, there isn't a Mesh Export button in the newest.
by Teppic
Thu Nov 15, 2007 9:00 pm
Forum: Screenshots & Artwork
Topic: I finally folded a tank...
Replies: 7
Views: 4380

Nice work Cupcake
by Teppic
Tue Oct 16, 2007 7:31 pm
Forum: Help: Map Making
Topic: Textures needed
Replies: 8
Views: 4044

Kitchen floor, feel free to colourize it etc...
by Teppic
Sat Oct 06, 2007 6:33 am
Forum: Game Releases and Versions
Topic: BZFlag 2.0.10 Release Candidate 3
Replies: 43
Views: 31503

If you name the ebuild games-action/bzflag-2.0.10rc3.ebuild you don't need the: mv "bzflag-2.0.10rc3" "bzflag-2.0.10_rc3" So you can drop the src_unpack at all If you name the ebuild games-action/bzflag-2.0.10rc3.ebuild you get ebuild bzflag-2.0.10rc3.ebuild digest !!! games-act...
by Teppic
Fri Oct 05, 2007 6:34 pm
Forum: Game Releases and Versions
Topic: BZFlag 2.0.10 Release Candidate 3
Replies: 43
Views: 31503

Ebuild: # Copyright 1999-2006 Gentoo Foundation # Distributed under the terms of the GNU General Public License v2 # $Header: inherit eutils flag-o-matic games DESCRIPTION="OpenGL accelerated 3d tank combat simulator game" HOMEPAGE="http://www.BZFlag.org/" SRC_URI="http://be...
by Teppic
Mon Oct 01, 2007 9:27 pm
Forum: Map Editors
Topic: obj-to-drawinfo converter DI_machine_beta 0.3
Replies: 39
Views: 26739

I've got a fairly simple recursive algorithm for stripping tris written now, it would would work better in PHP than is does now as PHP's recursion limit is much higher. If you want it I'll try and port it.
by Teppic
Sun Sep 30, 2007 1:58 pm
Forum: Map Editors
Topic: obj-to-drawinfo converter DI_machine_beta 0.3
Replies: 39
Views: 26739

The php script is a good starting point for BZWTools to have drawInfo support. Look at modeltool v1.8.1 as well. Unfortunately they deal with the part of the "process" I'm most familiar with. There are 5 parts to the software I'm working on: 1a Read mesh data from .bzw file and put into m...
by Teppic
Sun Sep 30, 2007 8:25 am
Forum: Map Editors
Topic: BZW exporter for blender, Released, complete!
Replies: 35
Views: 45051

There is a new SVN snapshot, the last for Blender 2.44 and below. Development is now in progress to get rid off all the depreciation warnings and bring the modules in line with the recent API changes. There will also be a new export engine, that is more abstract from the Blender API, to allow 3rd pa...
by Teppic
Sun Sep 30, 2007 8:15 am
Forum: Map Editors
Topic: obj-to-drawinfo converter DI_machine_beta 0.3
Replies: 39
Views: 26739

~~ A drawInfo does not require strips. each poly can be represented separately as tris, quads, polygons. that is the approach modeltool is taking. Otherwise stripifying would be necessary. So the objective here is not to create more efficient rendering with the use of strips, just to get the added ...
by Teppic
Sat Sep 29, 2007 7:03 pm
Forum: Map Editors
Topic: obj-to-drawinfo converter DI_machine_beta 0.3
Replies: 39
Views: 26739

Hmm, interesting thread, is there some kind of useful DI information embedded in a .obj file then, 'cos I can't see any kind of tri/quad strip generation in the scripts?
by Teppic
Wed Sep 19, 2007 8:02 pm
Forum: Game Releases and Versions
Topic: BZFlag 2.0.10 Release Candidate 1
Replies: 22
Views: 17661

DTRemenak wrote:Teppic: s/reccomended/recommended/ ;)
I didn't write that bit, I stole it.