Search found 235 matches
- Fri May 19, 2006 4:52 pm
- Forum: Bugs and Problems
- Topic: texture-related problem that crashes client
- Replies: 4
- Views: 4180
path
I think that first path is correct, and specifies where the cached image is; the raw spec in the file is http://images.bzflag.org/purplepanzer/imperialgreen.png and I think the stuff before that in the path, and the dropping of some of the characters (//, :) are what is expected for cached storage. ...
- Thu May 18, 2006 8:30 pm
- Forum: Bugs and Problems
- Topic: texture-related problem that crashes client
- Replies: 4
- Views: 4180
texture-related problem that crashes client
I now have two servers running, the most recent of which is at PurplePanzer.no-ip.info:4602, "Minas Tirith" 2nd version. It uses a lot of stone textures which are at images.bzflag/org/purplepanzer. It seems to work (though on some machines it may be that some of the textures don't always a...
- Thu May 04, 2006 1:32 pm
- Forum: General Map Making Discussions
- Topic: text in game question
- Replies: 4
- Views: 2997
text in game question
I was playing on a map recently (don't recall which) and the teleporters had text (made of blocks or character-by-character meshes) which said where they go to - I thought it was a nice idea. Quite some time ago I vaguely recall a tool that would generate a set of blocks that would spell out a word ...
- Sun Apr 16, 2006 4:37 pm
- Forum: Help: Map Making
- Topic: Problem with textures not appearing
- Replies: 7
- Views: 4065
PO2
Did you just mean that it *doesn't* have to be a power of 2 in size, that the code scales it appropriately? The odd thing is that if I put the images in the bzflag/data directory, and change the texture lines to not have the "http://images.bzflag..." prefix, everything works fine (indeed t...
- Fri Apr 14, 2006 5:33 pm
- Forum: Help: Map Making
- Topic: Problem with textures not appearing
- Replies: 7
- Views: 4065
Problem with textures not appearing
I posted a map on the map releases board, called Robbie's Map, which has been on one or two servers recently - but there is a problem. Four of the textures are used, one per base, to add a certain personality to that team; the textures are: http://images.bzflag.org/purplepanzer/robbie.png http://ima...
- Thu Apr 13, 2006 1:05 pm
- Forum: Map releases
- Topic: Robbie's map
- Replies: 4
- Views: 2288
Robbie's map
This is a (new) colorful CTF map, where the colors gradually shade between the team colors (I did an experimental version a few months back, and never got around to making up the final CTF map). There are some large textures to download, but they are used extremely sparingly in the map, so it may ta...
- Tue Apr 11, 2006 6:02 pm
- Forum: Servers: General Discussion
- Topic: looking for turkey.moongroup config file
- Replies: 2
- Views: 2450
looking for turkey.moongroup config file
Can anyone send me the configuration file for the turkey.moongroup server that used to run MadCity a few years ago?
- Sun Mar 12, 2006 8:40 pm
- Forum: Bugs and Problems
- Topic: More on ECONNRESET/EPIPE sympton
- Replies: 0
- Views: 2256
More on ECONNRESET/EPIPE sympton
It's really frustrating, but I've been seeing some odd client crashes as I develop the corner of ta map (in both 2.0.4 and 2.0.5b). The client exits immediately when trying to (or just after) downloading the map; the server gives me a message saying something about "ECONNRESET/EPIPE", but ...
- Fri Mar 10, 2006 4:11 am
- Forum: Help: Map Making
- Topic: A plea for a little bit of help
- Replies: 4
- Views: 2560
Sorry, zipped wrong file; fixed it.
I had zipped the .obj file; I've now done the Blender one, and edited my first message to have the correct attachment.
- Fri Mar 10, 2006 3:34 am
- Forum: Help: Map Making
- Topic: A plea for a little bit of help
- Replies: 4
- Views: 2560
A plea for a little bit of help
I'm trying to finish up my part of a collaborator map, and I'm behind schedule - I think what I need is really trivial, but it's a matter of not knowing where to look. I've spent the last few days learning how to use Blender, and I've actually got something that I want to use in a map. Direct export...
- Wed Mar 08, 2006 2:40 pm
- Forum: Bugs and Problems
- Topic: ECONNRESET/EPIPE problem on really simple map
- Replies: 0
- Views: 2196
ECONNRESET/EPIPE problem on really simple map
I've got a really simple map, consisting of the following: world size 200 end meshbox shift 40 -330 0 size 75.0 22.22 15.0 rotation 0 texture http://trepan.bzflag.bz/tiles/bricks_025a.png end and it seems to run OK in the BZFlag version 2.0.5b5 bzfs; but when I try to connect to the server (from a c...
- Fri Feb 03, 2006 2:09 pm
- Forum: General Map Making Discussions
- Topic: Just an idea...screenshots as bzflag textures.
- Replies: 29
- Views: 9127
A similar thought
Why not allow active, live views from other places in the map to be used as textures? This would: 1. let you see where you're going to teleport to, if there is a teleporter at the surface; 2. let you set up monitoring points, places where you could see panes of live screenshots from around the map -...
- Tue Jan 24, 2006 5:19 pm
- Forum: Enhancements
- Topic: TT flag
- Replies: 9
- Views: 3767
Just looking around
I think this is a good idea, as for V2 maps you can't use BZEdit to look over a map - you've pretty much got to get inside it. In particular, it'd be very, very useful if (when in this mode, not sure you should use a flag to get it) when you touched an object the client showed object information: X,...
- Wed Jan 18, 2006 3:37 am
- Forum: Enhancements
- Topic: A wild object idea that might be a lot of fun.
- Replies: 11
- Views: 4007
A wild object idea that might be a lot of fun.
(Do bear with me as I run through a brief leadup to the main idea.) When I was working on my last map (BigMadCity2) I did some stuff with signs; I thought about trying to do a scrolling ticker-tape sign - one would do this with a moving texture, behind a flat black panel with a matrix of holes where...
- Mon Jan 09, 2006 4:27 pm
- Forum: Map releases
- Topic: Come look! Come see! Another map, with trees!
- Replies: 5
- Views: 2055
Two more screenshots
Here are two more screenies; took me a while to realize that the reason the bboard wasn't making sense was that little message saying there is a limit of 4 attachments!
- Mon Jan 09, 2006 4:23 pm
- Forum: Map releases
- Topic: Come look! Come see! Another map, with trees!
- Replies: 5
- Views: 2055
Come look! Come see! Another map, with trees!
I was never quite happy with the old BigMadCity map I did a while back; so I did another one, this time with additional V2 objects. My first one was 600x600, more than double the original 400x400 area; this one is 500x500, so it's about 50% bigger - you won't get quite so lost in it. (I've seen the ...
- Fri Jan 06, 2006 6:26 pm
- Forum: Bugs and Problems
- Topic: Exclusive sound?
- Replies: 3
- Views: 2994
Exclusive sound?
I used to (pre-2.0.5b) be able to have something like WinAmp running, and hear both what it was playing and BZFlag sounds. Now BZFlag seems to want exclusive access to play sound; if WinAmp is running, I hear nothing from BZFlag, and if BZFlag is running WinAmp can't play anything. Have other people...
- Wed Jan 04, 2006 4:25 pm
- Forum: Help: Map Making
- Topic: Texture question
- Replies: 0
- Views: 1043
Texture question
I have a texture (.png image), and I want to have one occurence of it on a block (I am free to change the block dimensions to fit one tiling of the texture.) How do I do this? Ideally I'd like to not have to stretch the texture image to fit the block, that is I'd like to size the block appropriately...
- Sat Dec 17, 2005 12:54 am
- Forum: Servers: General Discussion
- Topic: simple variable question
- Replies: 3
- Views: 1475
simple variable question
On some servers I've seen some very nice settings for the otherwise useless Machine Gun flag - the shot velocity is up, and the range has been increased. From the web I can't find out what the variables are that control these - I'd like to set some defaults in a map file I'm writing. Could someone l...
- Fri Dec 16, 2005 1:03 am
- Forum: Works In Progress
- Topic: tree question
- Replies: 2
- Views: 2004
tree question
I stumbled onto this interesting thread when looking for... a tree. I'm working on a model, and would like to have two rows of trees; initially I was hoping for palms, but at this point I'll settle for anything I can get. I'd also be interested in helping in this effort, though I'm really busy now, ...
- Tue Dec 13, 2005 2:40 pm
- Forum: Servers: General Discussion
- Topic: Hosting advice requested
- Replies: 2
- Views: 1500
Hosting advice requested
I'm considering leasing a host which will be dedicated to running a BZFlag server, and I'd be interested in any advice which people have. I find the bandwidth metrics that companies publish to be a bit bizarre; sometimes it's ambiguous if they mean bits or bytes, and I suspect that there are various...
- Fri Dec 09, 2005 3:01 pm
- Forum: General Map Making Discussions
- Topic: Surrounding stone wall
- Replies: 2
- Views: 1744
Surrounding stone wall
I'm pretty sure I've seen maps that don't have the stone border wall. How do you do this?
- Sat Nov 19, 2005 2:54 pm
- Forum: Bugs and Problems
- Topic: Game joining problem
- Replies: 0
- Views: 1682
Game joining problem
(There is a related but sufficiently different topic to this elsewhere in this forum). On occasion I'll connect to a game, and not be able to start play (with 'i' or right mouse click). I can connect to other servers and play, but certain ones I can't (and I'm not sure if this changes over time). Th...
- Sat Nov 19, 2005 2:45 pm
- Forum: Bugs and Problems
- Topic: Colorblindness/spawn issue
- Replies: 0
- Views: 1759
Colorblindness/spawn issue
In the 2.0.5b version, I had the Colorblind flag, and someone spawned near me. The decorative color halos that appear in this version of the game (e.g. on spawn, death, etc.) are color-coded by team - I could see this color and therefore knew the tank's team, even though I had the CF flag. (The tank...
- Fri Nov 11, 2005 1:46 am
- Forum: Enhancements
- Topic: Momentum question
- Replies: 6
- Views: 2550
friction/mass
Increased 'momentum' would mean increasing mv, mass times velocity; I would expect that this would be implemented as an effective increase in mass. (Friction should then increase as the normal force caused by gravity would increase. As you point out, in the game it doesn't.) Now you could sort of fa...