Search found 676 matches

by trepan
Thu Mar 11, 2004 8:12 pm
Forum: General Map Making Discussions
Topic: My own first map, The Grand Bridge
Replies: 15
Views: 5607

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.
by trepan
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...
by trepan
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...
by trepan
Sat Mar 06, 2004 6:53 pm
Forum: General Map Making Discussions
Topic: W.A.R. (v0.1)
Replies: 18
Views: 6367

I'll leave my WAR v0.5 server up for a couple of days.
You can just do a "Save Map" from there.
by trepan
Thu Mar 04, 2004 1:49 pm
Forum: General Discussion
Topic: registration security ?
Replies: 7
Views: 2917

i don't like cheaters, but jumping
off of SW bubbles ... that's just neat.
GIve him a hardy congratulation on
his most excellent hacking achievement,
and then /ban.
by trepan
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...
by trepan
Wed Mar 03, 2004 11:18 pm
Forum: General Map Making Discussions
Topic: W.A.R. (v0.1)
Replies: 18
Views: 6367

Here's the zip file. You should read the
README.TXT file if your gonna try this
map.
by trepan
Wed Mar 03, 2004 10:40 pm
Forum: General Map Making Discussions
Topic: W.A.R. (v0.1)
Replies: 18
Views: 6367

woohoo, hit 50 posts and didn't even
notice. i'm a big bad corporal now.
by trepan
Wed Mar 03, 2004 10:39 pm
Forum: General Map Making Discussions
Topic: W.A.R. (v0.1)
Replies: 18
Views: 6367

i'm making a zip file with all the necessary stuff.
just need another hour, trying to make the bzfs
mods more user friendly and configurable :)
by trepan
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...
by trepan
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 ...
by trepan
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
by trepan
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...
by trepan
Sat Feb 21, 2004 7:07 pm
Forum: General Map Making Discussions
Topic: convertor
Replies: 1
Views: 2031

by trepan
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...
by trepan
Sat Feb 21, 2004 3:30 am
Forum: Enhancements
Topic: Spawn only on buildings
Replies: 3
Views: 2561

I use pyramids to accomplish "no spawn" zones.
I'll caution you that really big pyramids cause
grief with respect to people playing with lighting
on, so I chop them up.

Using pyramids also forces flags to appear elsewhere.
by trepan
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.
by trepan
Tue Feb 17, 2004 11:57 pm
Forum: Help: Source Code / Compiling / Development
Topic: Stumped Gerbil Asks Dumb Question...
Replies: 10
Views: 6327

none, afaik
by trepan
Mon Feb 16, 2004 10:01 pm
Forum: Help: Source Code / Compiling / Development
Topic: Stumped Gerbil Asks Dumb Question...
Replies: 10
Views: 6327

Hey chik, what would you want exactly?
I've already got that Coliseum map put
together (it's up right now), and I'm no
stranger to designing with the world weapons
(did the fireworms and firerings maps). Just
give me the specs, and I'll give ya that goods.
by trepan
Wed Jan 28, 2004 3:27 am
Forum: General Discussion
Topic: hey! change the world size..
Replies: 4
Views: 1906

add in the following lines to
your map file using a text editor:

world
size 300
end

change the number after the size
keyword to whatever size you want.
by trepan
Wed Jan 14, 2004 9:28 pm
Forum: General Discussion
Topic: 1.10.3 beta builds
Replies: 33
Views: 10213

I think that the pyramids are without texture
because there is a typo in the code. Just copy
pyrwall.png to prywall.png and it should fix the
problem, until the code has been remedied.
by trepan
Sun Dec 07, 2003 11:27 pm
Forum: General Map Making Discussions
Topic: MAPs
Replies: 14
Views: 6192

This is the Tier_nonChop.map, but chopped up.
I've divided each 260 x 260 block into 64 boxes.
I you want to pick a different level of subdivision,
I can post the source.
by trepan
Sun Dec 07, 2003 4:50 am
Forum: General Map Making Discussions
Topic: MAPs
Replies: 14
Views: 6192

not an easy way to deal with variable LOD, is it?
by trepan
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...
by trepan
Sat Dec 06, 2003 8:56 pm
Forum: General Map Making Discussions
Topic: MAPs
Replies: 14
Views: 6192

Grumbler,
The links were all off by one, my fault.
The improvement is really seen when
driving across one of those big boxes
and shooting. I'm running with a GeForce3
on a 1.53GHz linux box, latest drivers.