Search found 154 matches
- Thu Sep 23, 2010 5:45 pm
- Forum: Enhancements
- Topic: Game mode suggestion: Humans vs Zombies
- Replies: 39
- Views: 17335
Re: Game mode suggestion: Humans vs Zombies
Can bots play this? if so, please allow them on the server. It's almost impossible to start playing. Unless there are three players u can do nothing and idle kick threatening you. It's not easy too have two people on the server and three is just a fantasy.
- Mon Aug 30, 2010 4:41 am
- Forum: Works In Progress
- Topic: Ninja Castle (Map project Sig and I are planning)
- Replies: 26
- Views: 12447
Re: Ninja Castle (Map project Sig and I are planning)
Many ctf maps are about avoiding the enemy rather than confronting them. Still there should be a real need to avoid enemies, and if they are miles apart it is just like there is no enemies at all. Personally, the only thing I enjoy on duc style maps is dodging as long as possible, without shooting....
- Sun Aug 29, 2010 7:05 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Simple Question - how to start the game?
- Replies: 8
- Views: 1821
Re: Simple Question - how to start the game?
Did you try to run it from the directory where the bin file is? Just run it from the directory where you have installed the game (in the bin folder). Otherwise you have to add this directory to your $PATH.
look google to see how to add to PATH
look google to see how to add to PATH
- Sun Aug 29, 2010 6:51 pm
- Forum: Works In Progress
- Topic: Ninja Castle (Map project Sig and I are planning)
- Replies: 26
- Views: 12447
Re: Ninja Castle (Map project Sig and I are planning)
I've understood some things recently. The map should have some action. To have real play players should be able to fight in seconds (~4?) after the spawn (and after getting prepared). You want to make large map with lots of stealth. But larger map takes more time for players to come in contact and f...
- Sun Aug 29, 2010 4:33 pm
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: Simple Question - how to start the game?
- Replies: 8
- Views: 1821
Re: Simple Question - how to start the game?
check http://www.playdeb.net/software/BZFlag there is deb package for 2.0.16
- Sun Aug 29, 2010 1:40 pm
- Forum: Works In Progress
- Topic: SteamRoller Race (Obstacle Course)
- Replies: 14
- Views: 5906
Re: SteamRoller Race (Obstacle Course)
rather small and simple obstacle. The key is to get to SR through OO field. If you won't drop OO you'll die.
BTW I wonder weather someone made SkyRoads clone for bzflag.
BTW I wonder weather someone made SkyRoads clone for bzflag.
- Sat Aug 28, 2010 8:05 pm
- Forum: Map releases
- Topic: Humpty Dumpty Capture The Flag!
- Replies: 3
- Views: 1538
Re: Humpty Dumpty Capture The Flag!
Thank you, ahs3. I've just found serious bug with flag passing, I've fixed it. I don't get what is the team bug you were talking about, the map has " -mp 0,12,0,12,0,10" in options and colors for groups are 1 and 3. I've also cutted GM range. The main drawback so far is that the map has no...
- Sat Aug 28, 2010 6:08 pm
- Forum: Tournaments And Games
- Topic: Battle Combat Strategy
- Replies: 21
- Views: 14138
Re: Battle Combat Strategy
Just an idea, maybe it will help someday. For me it is too difficult to determine where the north on the map, it can take me ~3 second to find that thin "N" on the radar. So to make people easier to navigate you can write "north", "west", "south", "east&q...
- Sat Aug 28, 2010 5:57 pm
- Forum: Map releases
- Topic: Humpty Dumpty Capture The Flag!
- Replies: 3
- Views: 1538
Humpty Dumpty Capture The Flag!
At last my first real map. It was made with obstacle courses in mind, but you don't have to be skilled driver to have fun. I was also inspired by old Genesis (Coffin Corner) map. Hope GM is not too powerful. HumptyDumptyCTF.bzw Screenshots (the ground is actually lighter now, I was lazy to make new ...
- Sat Aug 28, 2010 10:03 am
- Forum: Help: Map Making
- Topic: How to get texutres into a map ( Image Uploads )
- Replies: 5
- Views: 7389
Re: How to get texutres into a map ( Image Uploads )
so if one modifies them the result should be licensed as LGPL?
Anyway, who should be marked as author for such images? Especially if the modification of standard texture was rather trivial.
Anyway, who should be marked as author for such images? Especially if the modification of standard texture was rather trivial.
- Sat Aug 28, 2010 9:16 am
- Forum: Help: Map Making
- Topic: How to get texutres into a map ( Image Uploads )
- Replies: 5
- Views: 7389
Re: How to get texutres into a map ( Image Uploads )
I guess the textures which come with bzflag are in Public Domain?
- Sat Aug 28, 2010 7:28 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: sealed while others are not on "Amazing Maze 3.2 by rmapple"
- Replies: 7
- Views: 1582
Re: sealed while others are not on "Amazing Maze 3.2 by rmapple"
another tip --- in case of boxes using meshboxes also solves the problem (well, at least adding "sides matref" to box removes sealed issue on that box).
- Tue Aug 24, 2010 4:28 am
- Forum: Screenshots & Artwork
- Topic: Artwork Refresh for BZFlag
- Replies: 47
- Views: 28130
Re: Artwork Refresh for BZFlag
I always was wonder how to see FPS in bzflag. Now it's time to ask. So is there a way to display it on the screen why playing?
- Mon Aug 16, 2010 4:23 am
- Forum: Map Editors
- Topic: 2D world render and 2D bz editor.
- Replies: 5
- Views: 6168
2D world render and 2D bz editor.
Is there a way to make a map of the world, i.e. 2D plan? Maybe blender/wings3D support it, if so how do I do that? Are there any map editors that allow you to design map in 2D, so the editor will look something like inkscape. Most of the maps are mostly 2D or have 2-3 2D levels so I think for many o...
- Sun Aug 15, 2010 5:36 pm
- Forum: Map releases
- Topic: BZSoccer and BZHockey
- Replies: 12
- Views: 3436
Re: BZSoccer and BZHockey
Today I've come to the soccer server and after ~10 minutes it was crowded!
mrapple, there are invisible planes in the hights (for green player?). Could you please make them noradar?
by the way, now I see the map was made a bit roughly, but it's cute.
mrapple, there are invisible planes in the hights (for green player?). Could you please make them noradar?
by the way, now I see the map was made a bit roughly, but it's cute.
- Sun Aug 15, 2010 11:35 am
- Forum: Works In Progress
- Topic: SteamRoller Race (Obstacle Course)
- Replies: 14
- Views: 5906
Re: SteamRoller Race (Obstacle Course)
This is my contribution. It has no floor, it requires 100x800 floor. All map is in one group (YroGroup), except 1 material, 1 physics and 2 zones. Hope it will work as designed.
- Thu Aug 12, 2010 5:04 am
- Forum: Help: Setup / Hardware / Performance Issues
- Topic: sealed while others are not on "Amazing Maze 3.2 by rmapple"
- Replies: 7
- Views: 1582
Re: sealed while others are not on "Amazing Maze 3.2 by rmapple"
I'm playing around with bzw and I often have this bug while testing map under construction (my machine is lin32). If the tank is sealed on a box, changing box height solves the problem. Adjusting the height by +/- 0.0001 units is enough. Mrapple, you could adjust the height of that rail, maybe it wi...
- Tue Aug 10, 2010 1:59 pm
- Forum: General Discussion
- Topic: ServerList, Overcrowded?
- Replies: 7
- Views: 2359
Re: ServerList, Overcrowded?
would it be possible in 3.0 to sort by server uptime to track new maps/servers (or smth like that)?
- Sun Aug 08, 2010 4:32 am
- Forum: Map releases
- Topic: BZSoccer and BZHockey
- Replies: 12
- Views: 3436
Re: BZSoccer and BZHockey
Are they still need green dummy player? If so --- that's the only their problem, you can't just go and play, unlike other maps. I think the server should provide that player automatically.
or maybe it's possible to join with bot of specific color? (but still it's not very friendly for newbies).
or maybe it's possible to join with bot of specific color? (but still it's not very friendly for newbies).
- Thu Aug 05, 2010 4:48 am
- Forum: General Map Making Discussions
- Topic: Undocumented Server Variables.
- Replies: 4
- Views: 2060
Re: Undocumented Server Variables.
Thank you guys, your words are in wiki now.
- Thu Aug 05, 2010 4:22 am
- Forum: Help: Map Making
- Topic: CTF with 1 Flag
- Replies: 14
- Views: 3628
Re: CTF with 1 Flag
btw, burrow can be used instead of tiny with _burrowDepth -0.05 or so (and _burrowSpeedAd 1 _burrowAngularAd 1). Without jumping (and squishing) only BU can pass under certain horizontal beam. The drawback is I don't know how to get rid of radar sizing effect of BU flag. or, but BU tank, unlike tiny...
- Wed Aug 04, 2010 5:37 am
- Forum: General Map Making Discussions
- Topic: Undocumented Server Variables.
- Replies: 4
- Views: 2060
Undocumented Server Variables.
I was looking at src/common/global.cxx and there are server variables not documented in wiki (I couldn't find corresponding man page). Are they deprecated or what? _ambientLight none _disableSpeedChecks 0 _disableHeightChecks 0 _drawGroundLights 1 _enableDistanceCheck 0 _endShotDetection 5 _fogNoSky...
- Mon Aug 02, 2010 5:28 pm
- Forum: Help: Map Making
- Topic: CTF with 1 Flag
- Replies: 14
- Views: 3628
Re: CTF with 1 Flag
sure you can host it. I I've just downloaded some random duc map from one of the servers and slightly changed it so it's in public domain anyway. Btw, maybe it worth making spikes a bit wider, reduce and the number of gaps between them to have tinyFactor 0.9.
- Mon Aug 02, 2010 1:43 pm
- Forum: Help: Map Making
- Topic: CTF with 1 Flag
- Replies: 14
- Views: 3628
Re: CTF with 1 Flag
i think the capping itself would be to hard! just one player would be enough to take that entry under fire and make it almost impossible to cap. I think you misunderstood the fence concept. Here is the sample ducati football map. World object has freeCtfSpawns option that prevents from spawning on ...
- Sat Jul 31, 2010 11:30 am
- Forum: Works In Progress
- Topic: Ninja Castle (Map project Sig and I are planning)
- Replies: 26
- Views: 12447
Re: Map project Sig and I are planning
I like Osaka Castle because of it's colors.