Search found 235 matches
- Tue May 10, 2005 12:59 pm
- Forum: Map releases
- Topic: Contest FFA map ("Fallujah 2010")
- Replies: 0
- Views: 1022
Contest FFA map ("Fallujah 2010")
I did this map a while back, it uses no Version 2 elements, and never got around to releasing it. It took first place at the last map contest in the FFA category. Here's my description from back then (and a screenshot will be attached): This map was inspired by footage of the fighting in Fallujah - ...
- Tue May 10, 2005 11:09 am
- Forum: Map releases
- Topic: My first Version 2 map ("Ionian Paths")
- Replies: 12
- Views: 4398
Two more screenshots
I added one to the original message, and here are two more. They don't
really do it justice, because it's hard to see the contours as well as you do when in the map.
really do it justice, because it's hard to see the contours as well as you do when in the map.
- Tue May 10, 2005 3:07 am
- Forum: Map releases
- Topic: My first Version 2 map ("Ionian Paths")
- Replies: 12
- Views: 4398
My first Version 2 map ("Ionian Paths")
I'm attaching my first version two map, which I haven't yet named - let's say, "Ionian Paths". Main features: a Greek temple, highways that get you around quickly, Gaussian hills. It's generally intended to be simple, with an emphasis on interesting paths from place to place, rather than i...
- Mon May 09, 2005 9:10 pm
- Forum: Help: Map Making
- Topic: Getting a physics driver to work
- Replies: 1
- Views: 1571
Getting a physics driver to work
Sometimes I seem to be able to get physics drivers to work readily, other times not at all. Below is a mapfile with one meshbox (that you gan drive through); I want it to fling me up and away. It doesn't - anyone have any idea why not? physics name jumpbox1 linear -10.0 0.0 20.0 end material name ju...
- Sat Apr 09, 2005 9:14 pm
- Forum: Bugs and Problems
- Topic: Observer mode keys not working
- Replies: 2
- Views: 2691
Observer mode keys not working
I can't seem to Roam in observer mode anymore, using the shift-, control-, or alt- arrow keys. Is this a known problem in the new version, or is my system screwed up in some locally bizarre manner? I also haven't been able to get Binoculars to work either, don't know if this is in any way a related ...
- Sat Apr 09, 2005 8:57 pm
- Forum: Help: Map Making
- Topic: Ramp help request
- Replies: 0
- Views: 1851
Ramp help request
Background: for a map I'm close to posting I designed "highways", essentially two lanes with physics drivers that run in opposite directions. I have a little code snippet that lets me put these in between any two points (x1, y1) and (x2, y2) at a given height z; I compute the physics drive...
- Sat Apr 09, 2005 8:36 pm
- Forum: Enhancements
- Topic: group extension
- Replies: 3
- Views: 1426
That's great.
That's great - an enhancement that made it into the system before it was even mentioned!
It'd be great to have a semi-public repository (semi-public: everyone can read the objects, some checking on adding/changing objects), maybe browable via HTML/.jpeg snapshots. I'll volunteer to help set it up.
It'd be great to have a semi-public repository (semi-public: everyone can read the objects, some checking on adding/changing objects), maybe browable via HTML/.jpeg snapshots. I'll volunteer to help set it up.
- Thu Apr 07, 2005 7:15 pm
- Forum: Enhancements
- Topic: group extension
- Replies: 3
- Views: 1426
group extension
In the new map files, you can define a group of objects, and then place one or more instances of that group in various places. While I've had mixed success with this, it's a great idea. Now in looking over others' map files, I've noticed that some people use textures, and provide a URL where those t...
- Wed Apr 06, 2005 2:28 am
- Forum: Help: Map Making
- Topic: funny modeltool behavior
- Replies: 5
- Views: 3359
modeltool 1.3 [IGNORE MSG please.]
I expect I'll have the same problem building this binary as I did the original; does anyone have a Windows binary around? I did search this bboard, with no luck.
[PLEASE IGNORE THIS FOR THE MOMENT, I believe I've found it.]
[PLEASE IGNORE THIS FOR THE MOMENT, I believe I've found it.]
- Tue Apr 05, 2005 9:30 pm
- Forum: Help: Map Making
- Topic: funny modeltool behavior
- Replies: 5
- Views: 3359
funny modeltool behavior
When I run modeltool on the attached cat.obj, I get an output file, but all the faces are like: face vertices normals texcoords endface with no data. Is there a straightforward fix to this? (I did grab the source to modeltool, and tried to get it to build on my system, but the includes seemed to exp...
- Tue Apr 05, 2005 11:49 am
- Forum: Enhancements
- Topic: New physics idea
- Replies: 2
- Views: 1423
More
There is something of a wrinkle, though, in having this be the property of an object: the object can be quite big, and the teleport destination might be a function of where on the object you come in contact. Maybe it's a little redundant, but it seems that if touching an object can *kill* you, it ou...
- Tue Apr 05, 2005 3:18 am
- Forum: Enhancements
- Topic: New physics idea
- Replies: 2
- Views: 1423
New physics idea
It occurred to me when playing on a map today - how about a teleporter option for physics? When you touch an object, instead of dying or moving, you effectively end up somewhere else? Tdoesn't literally have to be a teleporter - perhaps you could just be relocated to another (x,y,z) position, with t...
- Mon Apr 04, 2005 12:00 am
- Forum: Help: Map Making
- Topic: Does anyone have a 3ds2bzw binary for Windows?
- Replies: 3
- Views: 2509
modeltool
'modeltool', at least the copy I've had for a bit, tells me "unknown file format" for my .3ds files.
- Sun Apr 03, 2005 9:46 pm
- Forum: Help: Map Making
- Topic: Does anyone have a 3ds2bzw binary for Windows?
- Replies: 3
- Views: 2509
Does anyone have a 3ds2bzw binary for Windows?
I've grabbed 3ds2bzw.c, but it requires either GCC (which I'm trying to get installed now), or MS VC++ version 6. I stopped sending Microsoft money after VC++ version 5, so I can't use my normal native development environment; so my only alternative seems to be to install the GNU tools - not particu...
- Wed Mar 30, 2005 10:32 pm
- Forum: Help: Map Making
- Topic: A different mesh help request
- Replies: 3
- Views: 2736
How do I determine what a correct order is?
What is the rule as to what the order should be? I naively thought that the faces could be specified in any order; when I did these I did them in a counterclockwise direction. I just tried reversing the face order, and I got the same problem. Does the order of vertices in a face make a difference, a...
- Wed Mar 30, 2005 9:48 pm
- Forum: Help: Map Making
- Topic: A different mesh help request
- Replies: 3
- Views: 2736
A different mesh help request
Just to make sure I understand things, I've constructed a small mesh by hand (included below); it's basically a pyramid, that is four vertices on the ground and one central one in the air. When I run bzfs on it and start driving around, it's there, but the face that I'm looking at is transparent - i...
- Wed Mar 30, 2005 2:59 pm
- Forum: Help: Tactics and Playstyles
- Topic: Appropriate THIEF usage
- Replies: 50
- Views: 35040
team flag
That exception certainly makes sense - stealing the team flag can pretty much only be a good thing (unless it somehow becomes worth points to pick it up or return it to base). It seems a pretty clear-cut exception.
- Wed Mar 30, 2005 2:45 am
- Forum: Help: Tactics and Playstyles
- Topic: Appropriate THIEF usage
- Replies: 50
- Views: 35040
Appropriate THIEF usage
Every once and a while I'm on a server where teammates (often in rabbit hunt mode, so not close teammates) will use Thief to grab my flag. This seems antisocial in the extreme, and tempts me (so far not successfully) to blast their theiving butts with deliberate teamkilling shots - but so far I've t...
- Wed Mar 30, 2005 2:41 am
- Forum: General Discussion
- Topic: Meshes (This will start a war)
- Replies: 28
- Views: 8741
meshes, etc.
I'm currently struggling with them (meshes), but I don't think we need to change much with the game, server, or clients - perhaps make the learning curve less steep, but that's about it. If anything, I find the lack of even basic documentation to be a problem. For example, meshes have faces as subel...
- Sat Mar 26, 2005 1:41 am
- Forum: Help: Map Making
- Topic: Mesh help request
- Replies: 5
- Views: 3256
Now, with material def, it fails.
I've tried to move back to the next most complex step, having the material available; it fails. Why? Here it is: Options -j -sa -st 3.5 -sw 1 -ms 10 -set _disableBots true -set _syncTime 1.0 -set _wingsJumpCount 10 end material name grass texture std_ground notexalpha end mesh inside 10 10 10 materi...
- Sat Mar 26, 2005 12:05 am
- Forum: Help: Map Making
- Topic: Mesh help request
- Replies: 5
- Views: 3256
Material grass
OK, I do feel like an idiot. I did have a definition of the grass material in
there, and excised it in a process of radical simplification for debugging.
there, and excised it in a process of radical simplification for debugging.
- Fri Mar 25, 2005 10:47 pm
- Forum: Help: Map Making
- Topic: Mesh help request
- Replies: 5
- Views: 3256
Mesh help request
I'm trying to write a little code fragment to write small meshes (which will be small hills). When bzfs sees the map file below, it tells me "unknown object parameter 'vertex' - skipping". I can't see why this is happening; I tried starting the (apparently implicit) vertex indexing in the ...
- Mon Mar 21, 2005 12:05 pm
- Forum: Bugs and Problems
- Topic: Shot oddities/errors
- Replies: 3
- Views: 2915
Realism, etc.
I agree, and I see no problem with putting playability ahead of realism, but I think that you're missing the point - this behavior is *new* with version 2.0, so even if you'd like to emphasize playability, you'd be doing so at the expense of everyone's expectations to date. I can see the vertical co...
- Tue Mar 15, 2005 10:32 pm
- Forum: Bugs and Problems
- Topic: Delayed jumping
- Replies: 0
- Views: 2094
Delayed jumping
I've noticed that if I intend to jump while driving off a roof, but actually hit the tab key while in the air, then let it go, what happens is this: after I've fallen for some distance and time, when I finally get to a horizontal surface, that jump happens. It's a deferred jump, and it's annoying - ...
- Wed Mar 02, 2005 10:38 pm
- Forum: Bugs and Problems
- Topic: Shot oddities/errors
- Replies: 3
- Views: 2915
Shot oddities/errors
I jumped the other day and fired a laser while jumping up, trying to nail a tank on a ledge. Much to my surprise, the laser beam angled up quite a bit, missing him. On the way down I fired again, and now the beam angled down into the ground. I can understand bullets taking on the vertical component ...