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Posted: Wed Apr 16, 2008 3:39 am
by lol_u died
alright...i understand...sorry about the double posting...for some reason I thought the posting didnt go through.....again sorry :(

Posted: Wed Apr 23, 2008 3:27 pm
by anomaly
One thing that has helped me not get "stuck" on mesh maps is rounding the numbers to say three decimal points. I find that floating point values like 123.45e-15 cause issues on some platforms. I have had _way_ fewer issues with players getting stuck and mesh alignment since I modified modeltool to round to three decimal points.

This may be the source of some of the bugs that have been mentioned. Just a thought...

Great map btw.

Posted: Wed Apr 23, 2008 8:49 pm
by Joe B
I'm not entirely sure this is possible, but it would be cool if the deck guns could pivot and fire at people.

Joe B

Posted: Wed Apr 23, 2008 11:13 pm
by io
Joe B, no it isn't possible, and no it would be fun for mabey the first time. BUT, if you always get killed by a world weapon you would sign off pretty fast, and we are trying to make it more playable and not do the opposite of it...

Thought it isn't possible, cause world weapons can't lock on i guess (i m pretty happy about that).

Posted: Thu Apr 24, 2008 12:17 am
by Jefenry
Joe B wrote:I'm not entirely sure this is possible, but it would be cool if the deck guns could pivot and fire at people.

Joe B
Technically, I guess you could use drawinfo and some really accurate world weapon delays. You could add a clear arc inside with physics that made you rotate to simulate a solid, moving turret. I'd imagine the bullets would get out of sync with the turret though.

And I believe drawinfo only makes things rotate in a circle, not oscillate back and forth. So the turrets would have to make 360° spins on the deck, and the barrels would probably collide with the superstructure.

As cool as it would be, it's a lot of work for something that's not very effective.

Posted: Thu Apr 24, 2008 1:26 am
by Joe B
Marzipan wrote:Joe B, no it isn't possible, and no it would be fun for mabey the first time. BUT, if you always get killed by a world weapon you would sign off pretty fast, and we are trying to make it more playable and not do the opposite of it...

Thought it isn't possible, cause world weapons can't lock on i guess (i m pretty happy about that).
you wouldn't always get killed, sure it tracks you but the guns(most of them) have slow reload time and on midway you have wings, easy to dodge.

Posted: Thu Apr 24, 2008 5:29 pm
by blast
Plugins can fire world weapons, so I see no reason why you couldn't write a plugin to do that. You wouldn't see a gun rotate, the plugin could at least fire bullets at enemies.

Posted: Thu Apr 24, 2008 6:30 pm
by io
as i said, it would drop down playability to a minimum ...
Joe B wrote:


you wouldn't always get killed, sure it tracks you but the guns(most of them) have slow reload time and on midway you have wings, easy to dodge.
But you would get killed way too often, for a playabl map.
The tank speed hopefully will be changed, so that it would take some skill to dodge bullets.

Posted: Fri Apr 25, 2008 12:07 am
by Joe B
as I said, the map has wings, and the guns fire normal shots, not gms at you, it's just like dodging normal shots

Joe B

Posted: Fri Apr 25, 2008 7:21 pm
by io
Joe B wrote:
as I said, the map has wings, and the guns fire normal shots, not gms at you, it's just like dodging normal shots
Ok, i thought you meant, that the bullets would lock on you, but they already fire bullets?

But with the turn thing, omg, that would be quiet a massive code and test thing... It's possible, but ... it's needless... :D

Posted: Sun Apr 27, 2008 9:52 am
by Lt-Kirby2007
all i can say is
WOW

Posted: Mon Apr 28, 2008 7:46 pm
by io
all i can say is
WOW
I would say wow, if it would be playable ;)

Posted: Mon Apr 28, 2008 8:15 pm
by Tedius
Marzipan wrote:I would say wow, if it would be playable ;)
I know you're kidding Marzi, but I have always liked the map as CTF. It is not easy, you have to pay attention when when you first spawn so you don't land in the water. I don't think it was meant to be easy.

If there are a group of people that work together the strategy aspect of the map becomes hugely important:
Put the team flag on one of the flanking ships.
Place 2 or 3 GMs on that ship to guard the flag.
Dedicate 2 or 3 Wingers to attack the opponent's flag which should be similarly guarded.
Keep control of the middle island in case one of the wingers succeeds in grabbing the flags. (battle of midway island, get it?)
Team coordination is key, something that is missing in bzflag.

I think there are many great maps that get written off as unplayable long before they have been given a chance to mature. It is an unfortunate part of the game. I'm looking forward to see what Jef will come up with next.

Posted: Tue Apr 29, 2008 1:35 am
by lol_u died
ok im kinda confused..is this still king of the hill or ctf? if its king of the hill...cant you jefenry change it back to ctf? I dont see what was wrong with ctf...PEOPLE really loved it....and loved the billiard game btw ;)

Posted: Thu May 01, 2008 7:47 am
by io
i will change it back, should be done shortly :)

I will think about what Ted said :)

Edit: I need the latest release of the map as ctf :oops:

I think i only got the ones with those bugs... :roll:

Edit2: Ok, done :) Up and running at bzflag3.norang.ca Port 5189 Have Fun :D

Posted: Wed May 07, 2008 12:09 pm
by Cheshire
Wait... so what ever happened to the kamikaze plugin?

Posted: Thu May 08, 2008 8:43 pm
by io
hm... was it implemented before ?

I don't think so, if so, let me know, i will change that :)

Posted: Thu May 08, 2008 10:16 pm
by Cheshire
It was never put in and people havent mentioned it in a while.... I probably should have asked in the Kamikaze post though... :oops:

Posted: Fri May 09, 2008 8:35 pm
by io
hm... i m unsure if that would help the playability anyway ;)

But if Jefreny finds the time to edit the map (what hopefully will be soon), we will see if the kamikaze plugin would make sense :)

Posted: Fri Aug 08, 2008 12:18 am
by cymon
Nice map! I had considered doing a WWII based map before, but this takes the cake. I am considering hosting it on my server (lsacc.net, will likely be bzflag.lsacc.net), are there any plugins or set command that you recommend for 'best use' of the map?

Posted: Fri Aug 08, 2008 12:42 am
by Astroman
Just to let you know, it's already been hosted, it's currently running at:

bzflag3.norang.ca:5189

Posted: Sat Aug 09, 2008 8:21 pm
by io
Nice map! I had considered doing a WWII based map before, but this takes the cake. I am considering hosting it on my server (lsacc.net, will likely be bzflag.lsacc.net), are there any plugins or set command that you recommend for 'best use' of the map?
As Astroman already said: it is already hosted.

To your question:

All Informations you need are in the mapfile itself :)
The Plugins needed, settings etc.