Search found 235 matches
- Fri Oct 30, 2009 8:36 am
- Forum: Enhancements
- Topic: Simple anti-cheat monitoring
- Replies: 6
- Views: 2081
Simple anti-cheat monitoring
When I'm an admin on a server, I'd like the server to tell me (say, via a one-line message) that some player has exceeded what should be possible: turning speed, acceleration, tank speed, and maybe something about unusual shot accuracy, if it could be computed. I don't want all of the info I get whe...
- Thu Oct 15, 2009 6:28 pm
- Forum: Enhancements
- Topic: Physics for things like roads
- Replies: 2
- Views: 1399
Physics for things like roads
I sometimes create 'roads' for aesthetic reasons: mainly very flat meshboxes, usually with drivethrough. It'd be nice if I could associate a physics driver with them that would make tanks in contact move a bit faster than usual, in whatever direction they want to go; perhaps by a factor I could spec...
- Thu Jun 25, 2009 2:08 pm
- Forum: Bugs and Problems
- Topic: Client death (spawning problem worked around)
- Replies: 2
- Views: 1904
Client death (spawning problem worked around)
I'm working on a new map, going quickly through the change-run-test cycle. Today I've noticed something really odd: Frequently if I die on the map, I respawn outside of the playable area, and the server kicks me (there are no plugins or anything running). The BZFS console indeed shows my spawn coord...
- Sun Jun 21, 2009 8:43 pm
- Forum: Bugs and Problems
- Topic: Weird invisible surface
- Replies: 3
- Views: 1921
Re: Weird invisible surface
That fixes it!
What would full outside coverage involve? An outside point near each face, that is so that a line between the inside and outside points goes through that face?
Is it necessary to put one underground as well?
What would full outside coverage involve? An outside point near each face, that is so that a line between the inside and outside points goes through that face?
Is it necessary to put one underground as well?
- Sun Jun 21, 2009 8:07 pm
- Forum: Bugs and Problems
- Topic: Weird invisible surface
- Replies: 3
- Views: 1921
Weird invisible surface
I've got a very simple map (will quote below) with a trapezoid - not quite the right term, but it's essentially a block where the top is smaller than the bottom, so the walls slant in. I have a script to create it, and it works fine, but as soon as I specify an "inside" and "outside&q...
- Sat May 31, 2008 3:06 pm
- Forum: Map releases
- Topic: 3 Team Missile Wars map running
- Replies: 0
- Views: 1366
3 Team Missile Wars map running
I've played a bit on ducatiwannabe's Missile War maps - I liked the 4 team one a lot, and I also play the current 2 team one. Like every map, they play differently depending on the number of players - on the old 4 team one, lots of players would mean that people would tend to stay in the bases and n...
- Thu May 29, 2008 1:00 pm
- Forum: Help: Map Making
- Topic: air (re) spawning question
- Replies: 1
- Views: 1166
air (re) spawning question
I've got spawn zones for all teams near the ground. When testing, I respawn in the correct X-Y location as given by the appropriate zone, but my Z location is equal to the highest object on the map (type apparently not important - tall pyramids cause this as much as cylinders or blocks). I *need* on...
- Mon May 26, 2008 2:22 am
- Forum: Help: Map Making
- Topic: Possible bug? - trivial map with strange annoying behavior
- Replies: 1
- Views: 1587
Possible bug? - trivial map with strange annoying behavior
I've extracted a very small fragment of a map I'm working on - there are four mesh boxes touching to form a shaft. They all start at the same Z value, and all have the same height - yet when I'm driving around the top, I get stuck on some of the seams, as if there is a height discrepancy. If you wan...
- Tue Apr 15, 2008 4:01 pm
- Forum: General Map Making Discussions
- Topic: If you've thought maybe you'd like to create a map...
- Replies: 5
- Views: 3893
Be sure to look at the Script_<mapname> modules
After thinking about the above discussion, maybe I wasn't clear (either here or in the readme file included) that the idea is that you look at the modules that create maps: script_example, script_bigmadcity, etc. You do this in the Visual Basic Express development environment. Particularly for Scrip...
- Sat Apr 12, 2008 2:21 am
- Forum: General Map Making Discussions
- Topic: If you've thought maybe you'd like to create a map...
- Replies: 5
- Views: 3893
They be gone.
My oh my, you are (were) correct - probably old compiles I did as tests, or something the IDE does in the course of its incremental compiles - I took them out.
- Fri Apr 11, 2008 7:10 pm
- Forum: General Map Making Discussions
- Topic: If you've thought maybe you'd like to create a map...
- Replies: 5
- Views: 3893
I've fixed the infinite loop problem, as well as the trailing slash issue. This started out as a VB 6 project, and the events fired by the textboxes have changed - my apologies. Also, I don't think you can distribute binaries with the express versions of Visual Studio, but that might be specific to ...
- Thu Apr 10, 2008 1:34 pm
- Forum: General Map Making Discussions
- Topic: If you've thought maybe you'd like to create a map...
- Replies: 5
- Views: 3893
If you've thought maybe you'd like to create a map...
Over the years I've developed a map toolkit, using fairly simple scripting, which I use to generate most of my maps. I thought it might be good to make it generally available, particularly as it may make it easier for people who have never designed a map to get started. I thought about posting this ...
- Tue Dec 18, 2007 6:52 pm
- Forum: Enhancements
- Topic: Keeping maps interesting - a modest proposal.
- Replies: 2
- Views: 2231
Keeping maps interesting - a modest proposal.
I was playing on the newer MissleWars map (thx DW), and somebody joined and in the course of conversation said he preferred another map, to which I replied that I thought it had gotten a bit old, as indeed all maps do. One thing I love about a new map is figuring out the tactical and strategic impli...
- Mon Oct 08, 2007 6:00 pm
- Forum: Map releases
- Topic: New map: "Museo"
- Replies: 2
- Views: 1645
newpalm, a1, s2
Thanks for pointing that out - they indeed were missing, and will make their way to the right site shortly. I don't use the old box object much; these are meshboxes, with the right texcoord specs to spread the image out along one face. That's all that should be on that face, but in thinking about it...
- Mon Oct 08, 2007 5:06 pm
- Forum: Map releases
- Topic: New map: "Museo"
- Replies: 2
- Views: 1645
New map: "Museo"
For a while I've found myself feeling a little bored when playing, to the extent that I play a bit less. I thought I'd try to address this problem by creating a new map, which would be interesting enough on its own for people to hang out on; I've just put it up on 1purplepanzer.hoptp.org:4610. It's ...
- Mon Oct 08, 2007 4:57 pm
- Forum: Bugs and Problems
- Topic: Image caching problem
- Replies: 1
- Views: 2610
Image caching problem
I think I've stumbled on to what might be a significant bug in the newest bzflag client. Background: recently I've found bzflag too boring to play for any length of time - indeed this has led to a bit of avoidance of play on my part. Rather than just complain, I thought I'd do something about it, so...
- Tue Jul 17, 2007 9:17 pm
- Forum: Map releases
- Topic: New map up
- Replies: 1
- Views: 1429
New map up
I've got a new one (based on an old one, with lots of new stuff) that's now running; it's Wild West. The bullets are really fast, and the map is really big; one change from before is that there are now highways as well as teleporters to move you around quickly. With the shot speed though, you can ki...
- Tue Jul 17, 2007 8:45 pm
- Forum: Help: Map Making
- Topic: Cactus help request
- Replies: 2
- Views: 1603
Cactus help request
If anyone is out there who could do a low-polygon cactus or two, I'd love to have them for a new map. Let me know, and of course you'll get appropriate credit/fame, though fortune is unlikely.
- Tue Jul 17, 2007 6:59 pm
- Forum: General Map Making Discussions
- Topic: Missile War - Need player thoughts
- Replies: 13
- Views: 6276
Missilewar play
For reasons I can't quite express, I've really enjoyed playing on the map recently, most of the time I'm playing BZFlag. I've slowed down a little, partly because I'm bored with it (this isn't a reflection on the map, I'd be the same way on pretty much any other map I've spent as much time with). On...
- Sat Sep 23, 2006 12:55 pm
- Forum: Help: Map Making
- Topic: Help on noradar
- Replies: 2
- Views: 1763
That did it
It was the radar setting; thanks very much. That must have gotten reset during some version change or something. I don't think I ever would have thought of it!
- Fri Sep 22, 2006 5:56 pm
- Forum: Help: Map Making
- Topic: Help on noradar
- Replies: 2
- Views: 1763
Help on noradar
In version 2.0.8, I've got the following: meshbox noradar size 100 100 1 texture std_ground end but it still shows up on radar. Why? I'd like it not to, as I'd like to create a 'false ground'. (I've tried moving the noradar into a material, and even taken the texture out of the material, but no luck.)
- Mon Jun 19, 2006 11:58 am
- Forum: Enhancements
- Topic: New map object idea
- Replies: 6
- Views: 3006
Nice place to host World Weapons, too
This morning it occurred to me that it would be convenient to host world weapons in these dead-shell tanks, giving them a little life. I think it would be clearer to players that world weapons might be co-located with tanks, rather than in arbitrary map locations.
- Wed Jun 14, 2006 6:04 pm
- Forum: Enhancements
- Topic: A use for bots
- Replies: 3
- Views: 1944
A use for bots
I've never had much use for bots, but if one could create regions of a map, and specify that bots with certain flags were to occupy those regions, it would open up a whole new kind of map creation. One could have, for instance, valleys or distinct pathways that would be 'protected' by bots, that one...
- Wed Jun 14, 2006 5:56 pm
- Forum: Enhancements
- Topic: New map object idea
- Replies: 6
- Views: 3006
New map object idea
I'd like to be able to place (dead) tanks around on a map, for example so that real tanks with ST might hide amongst them. It would be great if there were a TANK map object that one could position arbitrarily. Of course it might be done through appropriate modeling, but if a player changes the tank ...
- Tue May 30, 2006 12:36 pm
- Forum: Bugs and Problems
- Topic: texture-related problem that crashes client
- Replies: 4
- Views: 4180
PNG reader
But the textures work just fine if I put them in the local "data" directory - indeed that's how I develop. When I'm done, I change the texture line to point to the directory on images.bzflag.org, rather than to grab the local texture. So if it were a reader problem, I should already have s...