toaster, the 1.10.4 bzflag client only uses the X-to-Z
angle for calculating pyarmid reflections. Try swapping
the X and Y size values, and giving the pyramid a 90
degree spin.
Search found 676 matches
- Thu Mar 11, 2004 8:12 pm
- Forum: General Map Making Discussions
- Topic: My own first map, The Grand Bridge
- Replies: 15
- Views: 5607
- Sun Mar 07, 2004 1:30 am
- Forum: General Discussion
- Topic: Mapmaking with a text editor
- Replies: 14
- Views: 5432
Hi Phyvo, I actually do all of my maps with a text editor, but i also have a parser program that i use to help me (bzmapper). it compiles cleanly on linux and windows, and would probably be a 5-10 minute job to port it to MacOSX (I hope). If you're interested, I can send you the source. If you're in...
- Sat Mar 06, 2004 9:07 pm
- Forum: General Map Making Discussions
- Topic: W.A.R. (v0.1)
- Replies: 18
- Views: 6367
I forgot to mention, at a minimum (if you want the river world weapon to work), you need to set the following BZDB variables: /set _shockAdLife 0.5 /set _shockInRadius 99999 /set _shockOutRadius 100000 And to make sure that THief can't jump across: /set _thiefVelAd 1.5 I also suggest (because of the...
- Sat Mar 06, 2004 6:53 pm
- Forum: General Map Making Discussions
- Topic: W.A.R. (v0.1)
- Replies: 18
- Views: 6367
- Thu Mar 04, 2004 1:49 pm
- Forum: General Discussion
- Topic: registration security ?
- Replies: 7
- Views: 2917
- Thu Mar 04, 2004 1:45 pm
- Forum: General Map Making Discussions
- Topic: alting map
- Replies: 11
- Views: 4879
SGI, sure you can have the toolset. i've been holding off on putting it out publicly until bzmapper hits v2.0, but I can at least post the new version that also includes pyramid overlap detection. Just give me until tomorrow and i'll put it up on my website. I need to make some small changes, like m...
- Wed Mar 03, 2004 11:18 pm
- Forum: General Map Making Discussions
- Topic: W.A.R. (v0.1)
- Replies: 18
- Views: 6367
- Wed Mar 03, 2004 10:40 pm
- Forum: General Map Making Discussions
- Topic: W.A.R. (v0.1)
- Replies: 18
- Views: 6367
- Wed Mar 03, 2004 10:39 pm
- Forum: General Map Making Discussions
- Topic: W.A.R. (v0.1)
- Replies: 18
- Views: 6367
- Sat Feb 28, 2004 2:02 pm
- Forum: General Map Making Discussions
- Topic: W.A.R. (v0.1)
- Replies: 18
- Views: 6367
W.A.R. (v0.1)
I got another new map for yaz, War Across River. I've attached a screenie to this message, and it's running on: imajica.dyndns.org:2001 (3 vs. 3 CTF style.) 1. If you fall in the river, you will die (hidden 100km SW) 2. There is a hidden tight-rope. 3. Touched up a bit for enhancer radar. 4. The scr...
- Thu Feb 26, 2004 4:35 am
- Forum: General Map Making Discussions
- Topic: World weapons pictures
- Replies: 9
- Views: 5333
I've put the maps up as a ZIP file at the following location: http://members.rogers.com/trepan/weapons_maps.zip You really should read the included README.TXT before trying to run any of them. A patch is required for BZFS to improve the world weapons timing. A patch is also required for bzfs 1.10.4 ...
- Wed Feb 25, 2004 11:17 am
- Forum: General Map Making Discussions
- Topic: World weapons pictures
- Replies: 9
- Views: 5333
World weapons pictures
Wrote a few world weapons examples maps this week,
so I figured I'd post some pictures. If anyone wants the
map files, just lemme know. These are big pictures, so
the download is about 700K.
http://members.rogers.com/trepan/weapons.html
so I figured I'd post some pictures. If anyone wants the
map files, just lemme know. These are big pictures, so
the download is about 700K.
http://members.rogers.com/trepan/weapons.html
- Sun Feb 22, 2004 12:23 am
- Forum: General Map Making Discussions
- Topic: using convertor
- Replies: 2
- Views: 2197
Hi sid, a couple of ideas. 1. Resize the BMP to make it smaller before running bmp2bzw. The box counts are 455 and 381 for usa.bzw and usa1.bzw respectively. Even scaling down by a factor of 2 would really help. 2. Find a colored topological map so that you'll actually get different heights. You cou...
- Sat Feb 21, 2004 7:07 pm
- Forum: General Map Making Discussions
- Topic: convertor
- Replies: 1
- Views: 2031
- Sat Feb 21, 2004 5:46 am
- Forum: Enhancements
- Topic: Spawn only on buildings
- Replies: 3
- Views: 2561
ya, i gave it a try after my posting. It isn't the player spawns that cause the problem, it's the flag spawns. I also coverted the entire floor with a pyramid, and added some boxes at a higher level. When I added flags, BZFS got stuck in a loop. Without flags, it worked just fine (using the -sb flag...
- Sat Feb 21, 2004 3:30 am
- Forum: Enhancements
- Topic: Spawn only on buildings
- Replies: 3
- Views: 2561
- Sat Feb 21, 2004 1:21 am
- Forum: General Map Making Discussions
- Topic: septagram
- Replies: 0
- Views: 1903
septagram
This map has a world weapon that lights up
the floor with a seven pointed star. I run it with
a modified BZFS that has improved timing
performance, but for this map in particular, it
shouldn't really matter.
trepan.
the floor with a seven pointed star. I run it with
a modified BZFS that has improved timing
performance, but for this map in particular, it
shouldn't really matter.
trepan.
- Tue Feb 17, 2004 11:57 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Stumped Gerbil Asks Dumb Question...
- Replies: 10
- Views: 6327
- Mon Feb 16, 2004 10:01 pm
- Forum: Help: Source Code / Compiling / Development
- Topic: Stumped Gerbil Asks Dumb Question...
- Replies: 10
- Views: 6327
- Wed Jan 28, 2004 3:27 am
- Forum: General Discussion
- Topic: hey! change the world size..
- Replies: 4
- Views: 1906
- Wed Jan 14, 2004 9:28 pm
- Forum: General Discussion
- Topic: 1.10.3 beta builds
- Replies: 33
- Views: 10213
- Sun Dec 07, 2003 11:27 pm
- Forum: General Map Making Discussions
- Topic: MAPs
- Replies: 14
- Views: 6192
- Sun Dec 07, 2003 4:50 am
- Forum: General Map Making Discussions
- Topic: MAPs
- Replies: 14
- Views: 6192
- Sun Dec 07, 2003 3:20 am
- Forum: General Map Making Discussions
- Topic: MAPs
- Replies: 14
- Views: 6192
Yup, that is exactly what the problem is. I just tried your new map, and get 87 FPS with lighting turned off, and 15 FPS with lighting turned on. It's too bad the OpenGL does it's lighting per-vertex level instead of per-pixel. Could eventually go with a multi-texture solution or a pixel-shader, but...
- Sat Dec 06, 2003 8:56 pm
- Forum: General Map Making Discussions
- Topic: MAPs
- Replies: 14
- Views: 6192