Search found 314 matches

by LouMan
Sat Dec 16, 2006 6:30 am
Forum: Map releases
Topic: The Gauntlet
Replies: 18
Views: 5609

The Gauntlet

Attached is my new map called 'The Gauntlet' (Revision 4) and a few screenshots. It is a fairly small interior CTF, with lots of physics and special areas for special flags. It uses the new flagStay plugin to keep flags in their correct areas. For those that would like to play it, it is up and runni...
by LouMan
Thu Nov 30, 2006 10:30 am
Forum: Plug-in Development
Topic: Help?
Replies: 10
Views: 5599

Very cool - thank you so much! :)

I will be getting in touch with Thumper to give it a shot.
by LouMan
Thu Nov 30, 2006 3:10 am
Forum: Plug-in Development
Topic: Help?
Replies: 10
Views: 5599

Incredible - you are very fast. I have been clunking around at it for at least 2 days now, ready to pull my hair out from compile errors. :? I can't seem to even get the syntax right these days (must be because I'm getting old - 40 years old today - eek). The server is administered by Thumper, so I ...
by LouMan
Thu Nov 30, 2006 2:44 am
Forum: Plug-in Development
Topic: Help?
Replies: 10
Views: 5599

Well, that sounds very promising indeed. I cannot express my gratitude enough for such an effort. Couldn't the plugin use the existing bz_eTickEvent event to do a regular check of the bz_PlayerRecord object's float pos[3] (last known position) & bzApiString currentFlag (the flag the player curre...
by LouMan
Thu Nov 30, 2006 12:18 am
Forum: Plug-in Development
Topic: Help?
Replies: 10
Views: 5599

:) that would be so appreciated :)

How would that work exactly? Some sort of "flag holder" object?
by LouMan
Wed Nov 29, 2006 10:17 pm
Forum: Plug-in Development
Topic: Help?
Replies: 10
Views: 5599

Help?

I am requesting help from anyone that has knowledge of bzfs plugin source coding and the time to create a small, specific plugin for a server running one of my maps (Roundabout). I have made a valiant attempt to create my own, but I have failed miserably; my C++ is extremely rusty. :( I would like t...
by LouMan
Sat Nov 18, 2006 4:33 pm
Forum: Map releases
Topic: Roundabout
Replies: 15
Views: 5948

Thanks for the comments - and yes it is more simplistic than a lot of maps I have created. I thought that a map that is less demanding on the video cards might be in order. Please note that I had to make a minor modification to the map today (posted above) - my safe zone for the team flags was off a...
by LouMan
Sat Nov 18, 2006 2:38 pm
Forum: Map releases
Topic: Roundabout
Replies: 15
Views: 5948

Win XP - it has a little less than 6000 polygons, with about 500-1000 of them being "Null" (not drawn).
by LouMan
Sat Nov 18, 2006 4:52 am
Forum: Map releases
Topic: Roundabout
Replies: 15
Views: 5948

Roundabout

Attached is a new map called Roundabout, with screenshots.

It is a relatively simple map, with no texture downloads. A 2 team CTF with rotational physics surrounding the bases - taking Dramamine before playing is highly recommended ;)
by LouMan
Tue Oct 17, 2006 10:12 pm
Forum: Map releases
Topic: Churchyard R2
Replies: 20
Views: 9086

Waistless: I enclosed the entire map (including sky) in a black 'box'. I have never seen the issues you are referring to or heard anyone complain prior to your comment. Of course, I do not run an older Mac machine. :wink: By not drawing the sky, it increases fps on the map a fairly significant degree.
by LouMan
Thu Oct 05, 2006 1:53 am
Forum: Enhancements
Topic: Triggered Sounds?
Replies: 4
Views: 1580

Thanks for the quick response Jeff; unfortunately, I cannot find this plugin. I am looking in http://bzflag.cvs.sourceforge.net/bzflag/bzflag/plugins/ - is this the correct area? All I see there is a plugin for soundTest/ that appears to use a slash command to trigger a local sound. I have also look...
by LouMan
Wed Oct 04, 2006 8:11 pm
Forum: Enhancements
Topic: Triggered Sounds?
Replies: 4
Views: 1580

Triggered Sounds?

How about a mesh property (similar to physics, death, etc.) that will trigger a sound when touched? There would have to be options such as "one shot" (only triggers once when intially touched) or "continuous" (plays as long as player is in contact with object). Probably would als...
by LouMan
Sat Sep 30, 2006 7:23 pm
Forum: Map releases
Topic: Churchyard R2
Replies: 20
Views: 9086

You can use wings to get to & climb roof, or you can climb a close tree and jump from it on to the roof. Not much to do up there though.
by LouMan
Sat Sep 30, 2006 2:19 pm
Forum: Map releases
Topic: Churchyard R2
Replies: 20
Views: 9086

The revision you are referring to was done in Revision 1 :wink: I may have to add phantom zone flag to get the proper sound effect for that one.
by LouMan
Sat Sep 30, 2006 1:35 am
Forum: Map releases
Topic: Churchyard R2
Replies: 20
Views: 9086

The changes in revision 2 were relatively minor: * Modified rain parameters (made it start higher and spread across whole map). * Added sign for church. * Fixed 3 bad UV texture maps (1 on church, 1 on wall and the church's bell). * Made candle flames kill tanks. * Made chains for chandeliers and cr...
by LouMan
Fri Sep 29, 2006 8:01 pm
Forum: Map releases
Topic: Churchyard R2
Replies: 20
Views: 9086

Churchyard R2

Attached is my latest map called Churchyard and a few screenshots. It is currently running at louman.bzflag.bz:2809 (thanks Thumper!).
by LouMan
Sat Aug 05, 2006 10:13 pm
Forum: Map releases
Topic: Xenon
Replies: 9
Views: 4062

Here is a 2 team (red vs. green) CTF version of Xenon. I have asked Thumper to run this one instead of the rabbit hunt; perhaps this will be a little more fun.
by LouMan
Thu Aug 03, 2006 9:02 pm
Forum: Map releases
Topic: Xenon
Replies: 9
Views: 4062

Since it is now running on louman.bzflag.bz:2808, I can safely attach the map file. The map hasn't been fully tested, so there may be a revision or two coming.

BTW, if there is enough demand for it, I can easily make a CTF version...
by LouMan
Thu Aug 03, 2006 2:15 am
Forum: Map releases
Topic: Xenon
Replies: 9
Views: 4062

Xenon

As soon as I get the textures uploaded to the proper site, I will attach the map file associated with the screenshots shown here. This one was created fairly quick (2 days) and is designed as a rabbit chase. It is called "Xenon".
by LouMan
Tue Jul 25, 2006 3:05 am
Forum: Works In Progress
Topic: Coming not-so-soon to a theater near you
Replies: 38
Views: 15665

Sorry - this map has died a natural death. Too many polygons and not enough time to fix it. And you are right Green Manalishi, the original map idea sorta morphed into H2O. I should be back making maps after the summer. I have been extremely busy at work and home (building a new deck, yay!). Thanks ...
by LouMan
Sat Jun 03, 2006 3:01 am
Forum: Help: Map Making
Topic: .conf file problem
Replies: 10
Views: 3838

You have maximum players set to 1; how can there be genocide with 1 player? Try setting -mp to a larger number.
by LouMan
Sat May 13, 2006 2:50 pm
Forum: Enhancements
Topic: _tankSpeed variable
Replies: 9
Views: 3802

_tankSpeed variable

I would like to see _tankSpeed separated into 2 variables: _tankForwardSpeed and _tankReverseSpeed I think that this would allow you to set up some interesting gameplay. How often have you been reversing away from a SW or something and can't move fast enough? If the speeds were set up the same, you ...
by LouMan
Sun May 07, 2006 3:36 am
Forum: General Map Making Discussions
Topic: text in game question
Replies: 4
Views: 2997

It's much cheaper on the polygon count to create your text in an image and texture map it to a simple mesh. I've used this method with success in my past few maps.

I've tried to use actual mesh objects to create text and it always ends up using way too many polygons.
by LouMan
Fri May 05, 2006 9:54 pm
Forum: Map releases
Topic: H2O
Replies: 11
Views: 4709

H2O

Attached is my most recent map called H2O, still not fully tested though. I hope to have it hosted very soon. See screenshots.

Revised 05/09/06:

Updated map file to Revision 1 (added base signs at center and moved towers away from base platforms a bit).
by LouMan
Sat Apr 29, 2006 3:10 am
Forum: Help: Map Making
Topic: Timing Issue
Replies: 5
Views: 2577

I have settled on tilted GM world weapons (I call them 'warning flares' on my textured signs in the map) - 5 shots fire 1 second apart, 15 seconds before the damaging world weapon fires. This should give some warning with sound and visuals so that players can try to move away from the area (in less ...