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721
Modification Help / Re: CityRPGX Development
« on: August 11, 2012, 11:35:50 PM »
I was thinking this would be cool, until I saw that it would be hosted on snk12's.

Can somebody who's more in-the-know explain to me why snk12 isn't necessarily a good admin then? The city he hosted didnt look bad and I did need someone else to use RPGX so it could be tested by the masses.

722
Modification Help / Re: How to change map values through script
« on: August 11, 2012, 09:16:54 PM »
Somebody compile a list of all non servercmd environment related functions.

723
Modification Help / Re: CityRPGX Development
« on: August 11, 2012, 07:18:28 PM »
-jobloader.cs and rules.cs seperated from core files for potential DSO encryption (Dear god, no. Im not going to encrypt this no matter what I do.)

you couldn't even if you wanted too. compile() is locked down for non-dev builds of blockland.


It was a terrible, terrible idea. I almost thought about deleting that from the changelog, but the fact is, I still seperated the files to make it edit friendly or accessible to myself.

The original idea wasn't to encrypt the entire mod, because that would be stupid. It was to encrypt the security list (serverboot.cs) so authorized hosts could still add things to their mod.

The fact is.. after the stunt TBM pulled years ago where they did crazy stuff just to 'protect their code', no-one's gonna think about doing anything like that again.

724
Modification Help / Re: CityRPGX Development
« on: August 11, 2012, 07:10:33 PM »
so what are you adding that everyone else doesnt already have

Did you even read the changelog?

725
Modification Help / Re: CityRPGX Development
« on: August 11, 2012, 06:58:58 PM »
I overemphasized the new part too much. I apologize about that so I changed the words a little bit.

Wtf is with the boom of city rpgs lately?

Part of the reason I am keeping this "new" mod private. The last thing I want is every noob using this mod.

It isnt necessarily a "new" mod, more like an extension of Cromedome's mod, which was an extension of Iban's original (because im an idiot apparently) v2 CityRP.

726
Modification Help / Re: CityRPGX Development
« on: August 11, 2012, 05:52:30 PM »
OLD TOPIC
Quote
Its not just any edit.

Current Version: v1.3

NEWS
_____________________________________________________________
10/13/2012 - Farming will not make an appearance in v1.3. Instead, it will be pushed to 1.4 to prepare for the resource system overhaul.
10/18/2012 - 1.3 RELEASED.
10/21/2012 - RPGX due to be abandoned. City³ confirmed to be the successor project. RPGX will receive one final update for various fixes, but no 1.4.
_____________________________________________________________

What is CityRPGX?

CityRPGX is a brand new derivative of Cromedome and Moppy's CityRPG (I have gotten permission to continue work on his source, and Iban's disclaimer states that I could already continue the poorly coded original (because im an idiot) v2 CityRP) which features changes to the gameplay not to make it more realistic but to provide a new experience and make it more fair to Blockland's environment. Not changes like a complicated demerits system or changes like more drugs.. because that would fall under the conundrums of your philosophy of real life. (Yes I am totally going there.)

What I want to accomplish with CityRPGX is a system that is "simplistic" for each function it has. In which case, has unique jobs and how they impact the city and not just new jobs with the only difference being slightly different pay and a brand new description. And adding pointless new things when all it is is personal flavor, such as pointless new drugs or resources.

This is a private mod being developed for Snk12's Metropolis server and any listed server (under a non distribution agreement), and unless you are closely affiliated with myself, Cromedome or Iban, please do not ask for the source.

Official RPGX Servers:
-Snk12's Metropolis Server (68.83.185.93)


In short, here's a change log of what's so far been changed or added:

Quote
v1.0:
-Adminspree, togadmin, and other similar exploits removed
+Name changed to avoid confusion
+Dormant ATM script is active

v1.1:
-Exploit related to crimeproof players by ID removed
+Knife handle changed to black
+Drug Dealer and Drug Lord jobs added
+sellDrugs variable added
+Drug selling specific to drug related jobs by sellDrugs variable
-Drug Duplication "fixed" by disallowing harvesting of other drugs, proper fix will be later
+Changelog created (lol paradox.)
+Dormant Weather script is active
-Godfather/President/Mayor do not have Fuel Jet datablock now
+Drug Knife now has different sound effect for hitting
+/RPGXinfo introduced which displays current version of RPGX
+Tick is slightly longer (5 min instead of 3)
+forcetick command added (host only)

v1.2:
+Enforcer job added
+SWAT job added
+SWAT Leader job added (why did I add this?)
+SWAT Baton added
+Baton and SWAT Baton open JVS doors depending on warrant status
+SWAT Baton opens any door
-Police terminal rewritten for easy expansion
-Arrestability is now dependent on "warrant" status rather than demerits
+/issuewarrant command added to issue a warrant
-Jetting is now Administrator only
-jobloader.cs and rules.cs seperated from core files for potential DSO encryption (Dear god, no. Im not going to encrypt this no matter what I do.)
+ATM Brick and Personal Spawn moved to seperate category
+ATM Brick is now non-admin plantable
-/forcetick removed (ptick does the job already, adding forcetick was one of the stupidest things I've ever done)
+Security blacklist idiot-proofs others from booting RPGX
+Warrant is automatically placed depending on invisible wanted status (such as a single murder triggering an autowarrant)

v1.3:
+Auto warrant removed
+Systems leading up to Farming implemented (check brick)
+No dems requirement for warrant
+Warrant command moved back to Police Terminal
+Lot bricks reorganized into Commercial, Residential, Industrial
+Fixed loading bug
+Adaptation into GameMode system of r1682+
+Weather system adapted for r1682+
+Addressing abusive commands by restricting the abusive commands to super admins and host, hopefully will minimize the problems
+Reimplemented togadmin command and restricted to host ID to patch previous exploit issue
+ATM Hacking actually will work
+ATM Hacking specific to Hacker/Codemaster jobs
+Check brick and similar systems intended for 1.4's farming system
+Did something about SWAT Leader and all of the various "clone jobs"
+Fixed Batons giving people dems
+Moving Drug Lord and Codemaster jobs to Reincarnation only (in other words, education 8)
+Badspot job implemented and assigned to BL_ID 0 when he joins (if he joins)

GREEN = Complete
YELLOW = WIP
RED = Have not started

v1.31 To-Do List:
+Actually fix the drug duplication by handling duplicated bricks
+Fix Cocaine and drugs not being harvestable
+DO something about the police system


Q&A:

Q1: Random, random.. this mod isn't new at all! Its based off of something. How is it bringing anything new to the table?
A: You're right, it isn't. I had gotten permission to start from his source, and I hope by the end of this mod's lifetime not only will it be completely different from the original source but I will have learned and studied enough torque to make my own from scratch. This is how I learn things. Suck it.

Q2: Will it ever be publicly released-
A: No. Most likely not. I've already stretched it too far by allowing snk12 to use this mod, but I did need somewhere to test it, so... Actually, maybe. But only when its completely rewritten from the ground up in future 2.0.

Q3: What do you have in mind for the future of CityRPGX?
A: Well, to put it simply, plenty of things. Right now Im focused on changing the way resources are important to the city, which will involve Industrial Lots. I'll explain more about this as time passes.

RPGX will be abandoned in favor of a much greater project, City³. Sorry, RPGX is just very unworkable.

Q4: What does the X stand for?
A: Xtreeeeemmmmeeee!!!!!! Well, no. Technically it's Xtended, but I really put that X there to differentiate it from CityRPG. It may be stupid, but suck it.



Please feel free to ask constructive questions or any concerns you have.. and please don't be an idiot. Thank you.

727
Modification Help / The City³ Project
« on: August 11, 2012, 05:51:57 PM »
City³, the replacement for RPGX
Its about to get better.


Earliest Information:
Quote
I have been in discussion with Brian Smith for sometime and I have decided in the next major revision of "RPGX", the name will be dropped. Instead, we are going to dub the next gen mod City³.


Thats right, we are abandoning RPGX. Not before a final v1.31 hotfix update though.

Its slow, unworkable, and buggy. And its rumored to have a polymorphic virus embedded in it somewhere. So yeah, we're dropping it.

What do we want to accomplish in this mod? Here's some of the pointers.

  • Emmersive city experience without sacrificing gameplay
  • Choices will decide consequence, this is determined by the groups, not built in "crimes"
    -Groups "keep" records on you
  • Organized groups which can jail/hostage you! (Police is by default a group)
    -Seperates companies and organizations
  • Professions and not multiple jobs (akin to Sims 3 or Iban's v3 mod)
  • Resources harvested for city production
    -Food: Crops, Fish
    ==feeds City's food supply, able to hold food in your hand and eat it or give it
    -Ores: Standard Ores & Rare Earth Minerals
    ==Used for commercial shops for manufactured goods (guns)
    ==Price and ore cost production determined by damage or handled by special profiles if detected
    -Trees: Standard Trees & Endangered Trees
    ==Processed into bricks where you can either use it or sell them to a commercial lot
  • And finally, a GUI which helps facilitates all of the above
    -Lists things normally shown in /stats

Quote

The Envisioned Future of City RPGs


Building
_____________________________ __________________________
A lot of time in RPGX has went to the separation of the lots into three categories, Residential, Commercial, and Industrial. Sounds a lot like SimCity, right? Well, in the future, this is supposed to give the city builds organization instead of a messy blend of houses, factories, and shops all in the same area. This change was made so the add-on could enforce this itself. How?

Residential lots have low taxes, they are for homes.

Commercial lots have higher taxes and will allow facilitation of shopping inside, whether for food, guns, or clothes. How the mod will accomplish this is yet to be decided.

Industrial lots will have similar taxes and will process resources for you; this includes food resources (crops and fish), lumber into usable/plantable bricks, and ores into materials used for clothes and guns/ammo.


Crime and the Law
_____________________________ __________________________
Right so beforehand, City RPGs have been hooked around the law being the dominant party and always having the advantage over crimes. Being able to see who kills who, being unpunished by the mod, etc etc.

In the future, people can be jailed -or- taken hostage by affiliated criminals and mafia. Police have handcuffs, they have duct tape.

Want to get away with a crime? Sure, why not. Go for it. If someone sees you do it, you're in trouble.


Resources, Hunger, and You
_____________________________ __________________________
Many City mods have had to deal with unlimited resources. This contributes to the problem of too many weapons being available to the richest people and only helping to ignite DMs within the city when deaths are unpunished.

In the future, much labor should start with cheap resource gathering, as with newcomers. Newcomers are the most often people that join City RPGs so they should be the laborers: but lets leave Jobs for the next section and talk about Resources.


Fish, crops, and other food resources contribute to the city's food supply when processed in the Industrial Lots talked about earlier.

Trees, when cut down, are processed into bricks that the individual can buy in 500, 1000, or 2000 packs on Commercial Lots. They are very cheap. Probably $1 for 10 bricks.

Ores, when mined, contribute to metals and ores used for the manufacturing of goods like guns and ammo. In fact, ammo in the long run may take more to manufacture than just a single gun.


On the other hand, there is always illegal processing or rare earth minerals used for special items.

Endangered fish, endangered trees, or rare earth minerals. They all contribute in some way.


Jobs
_____________________________ __________________________
Jobs, jobs jobs jobs... the core and heart of all City RPGs. In an age where people want to be different than others, theres always a demand for unique jobs... however there is a problem in modern City RPGs where there are jobs that do nothing but are useless and take up space on the mod just so someone can say they're X (job name).

In Iban's recent City RP mod, he has it right. There are only so many profession types, there's just ones with different levels of accomplishments - tiers if you will.

President and Council Member? Aren't those in the same profession: Administration?

Hacker and Codemaster? Same profession again: Programming.

All of these can be classified under one job, just with different levels.


Simplicity is better than complication, you know.



I hope this helps up clearing some of the ideas I had for RPGX's future.


PS: The GUI mockup is missing a New Group button on the third tab.

I talked about this a lot, but most of these ideas will be incorporated into the City³ project. I will elaborate on this further.


In the concept, one starts a server with the City³ addon. They are greeted with a Host GUI dissimilar to the standard GUI where they must name their city and decide their government type.

The host is always considered by the addon's system to be the "founder" and not its head of administration. One can decide a totalitarian system, a democratic system, or such to be the system for the administration. The only difference is who has the rights to City Controls and Police Management, of which the Police is a default group that sees to it that the city is at peace. This is the first time where a host may not have powers that the City's Administration has, but they can always demolish and rebuild the city with a different Government. In fact it may be possible to overthrow a government.

Thats right, a group can assume control of the city under certain conditions.

Revolutions are always fun.

How do we avoid abuse though? Do we tighten the restrictions needed for a new administration, or rather, group to take over?

Its simple: The administration (dissimilar with host/admins) doesn't have the power to destroy core infrastructure, or anything on a Road Lot which supports the roads and sidewalks, and it costs administration whatever the building cost to build (in terms of brick count) to demolish it.

The Host/City Founder has whats called Executive Orders, which is a nice way of still having power over the city even when someone else is in charge.

Executive Order 1: Rename the city.
Executive Order 2: Forced change of government.
Executive Order 3: Forced change of group in charge (Only non democratic cities).
Executive Order 4: Disband a group. (WARNING: Deleting the Police is not a good idea.)

For a long time, City RPGs have suffered from problems that plague the gamemode itself. The aspect of building, crime, being killed and losing money, all of them.

It ends now.

We are looking for possible coders and modelers to assist in this project. You want to help? PM me.


Project Management - Randomness
Lead Programmer -
Assistant Programmer -
Modeler - Eepos (strictly the models)
Artwork (Brick Icons and the like) -
Testers -


This project is on hiatus as of now due to the Next Gen MERP Project.

728
Development / Re: 2012/08/09 - Shader Update Released
« on: August 10, 2012, 03:03:23 AM »
You guys are just so terrible with getting things to work, cause all you cheapos are on your "mom's laptop" and still expect shaders to look good.

Get real. I have had an HD 5770 (for a while now) and it runs the shaders on high pretty ok with minimal lag. If you expect to play any of this on high with no lag: spend some freaking money.

My fullscreen works, my gui works, and I dont crash.

729
Development / Re: 2012/07/24 - Environmental Controls Preview
« on: August 08, 2012, 03:49:46 PM »
The "V21" hysteria is supposedly coming from 2 things. One, that Badspot actually updated the news page with a preview just a few days ago, which meant it was "soon" (probably Valve Time), and two, several of Blockland's past updates have been on August 8th.

730
Off Topic / Re: Gabe Newell calls Windows 8 a "Catastrophe".
« on: August 04, 2012, 08:15:26 AM »
The main problem for me isn't some strange design philosophy somehow being more important than functionality.. though it doesn't help. I somewhat "like" the new Metro.. but there's one very annoying problem with it that a lot of new users are going to struggle with.

Everyone who immediately goes to the Desktop has no clear way back to this menu without clicking this one MAGIC PIXEL in the bottom left corner. It is a very TINY area. What does Microsoft do? Remove the giant button that went back to this menu.

It was fine in the Developer Build, then they went and screwed up functionality for the sake of some imaginary design and fancy shlock thing. Oh, and there's no classic program list on first Desktop use unless you adjust the toolbar settings a little, but noone is going to figure that out, and so many people will go stomping back to their computer store being frustrated how to use their "BRAND NEW, EASY TO USE [flat out lie] COMPUTER!"

Swell, Microsoft.

731
Off Topic / Re: The Computer Megathread
« on: August 01, 2012, 09:20:43 PM »
Its computer specifications I'm putting together for someone. I was told it would be a $4000 budget one, so thats what we went with.

732
Off Topic / Re: The Computer Megathread
« on: August 01, 2012, 09:17:30 PM »
Someone I'm working with. Is that good enough an answer?

733
Off Topic / Re: The Computer Megathread
« on: August 01, 2012, 09:15:23 PM »
Okay, guess Im gonna explain some of the choices for the build we're planning.

PC Case = Raven RV01 = $230
PSU = Lepa G Series 1600W PSU = $330
Motherboard = ASUS P9X79 DELUXE = $370
CPU(s) = i7 3960x = $1030
CPU Coolers(s) = Thermaltake WATER2.0 = $90
RAM = G.SKILL Ripjaws 32GB 4x8GB = $230
Video Card = GTX 690 = $1000
HDD(s) 1 = SanDisk SGSSDX-G25 120GB = $140
       2 = HITACHI Deskstar 0S03230 2TB = $200
DVD-Drive = (USE PREVIOUS)
Media Reader = Scythe Kama-Panel 3 = $40
Sound Card = X-Fi HD Titanium = $160

Total: $3820


The reasons for this increasingly expensive build are classified. (aka, Im too lazy to put together the many reasons for this $4000 budget PC being made as it is)

Raven RV01
The choice for Raven RV01 was based on its revolutionary decision to turn the motherboard 90 degrees sideways. This is because heat rises, you dumbass PC manufacturers. Other factors were because of personal taste, style, and preference of RV01 over RV03. RV01 is more sturdy and has the video card support bar. At least, in the Raven series of Silverstone's PC cases.

Lepa G Series 1600W PSU
The reason for the insane 1600W PSU choice was because we are powering a sealed water cooling system, a high end CPU, a high end GPU, and potentially another added GPU in the future for SLI support. Its possible we might scale this down to about 1000 or 1200W.

ASUS P9X79 DELUXE
There are several reasons for this choice of motherboard, not just because of its blue theme alongside the neon blue glow in the PC Case. For one, its built in Bluetooth will allow the media sharing we desire without the hassle of extra dongles being connected through USB. 2nd, the extra Ethernet port allows for slightly greater LAN/Internet speeds. Last, another personal factor was the inclusion of a UEFI BIOS and the necessary LGA2011 socket required for our next choice.

i7-3960X
Oh boy, this one. Intel's best CPU as of now. And so expensive... why this one you ask? It's simple.. in hindsight. Less restarts when so many programs are in use, but the real reason is that we just dont want to replace our CPU anytime soon, so we get the best one so it lasts. About a decade ago, we got a $1000 CPU that was about 800MHz, and it was a worthy investment. We're hoping to do the same here. In combination with the choice for our GPU/Video Card, its also to limit any possibility of bottlenecking. ....and also, we needed PCI 3.0 Support.

Thermaltake WATER2.0
A good CPU like the one above needs a good cooling system, and we dont want to use a simple heatsink/air cooling solution for such an expensive CPU. This relates to our choice for the PC Case, because we eventually chose a water cooling solution over an air cooling one. Instead of a complicated water block setup, we went with a sealed cooler, Thermaltake's WATER2.0. This is sufficient for the i7-3960X, and we have somewhere to mount the radiator on the case.

G.SKILL Ripjaws 32GB 4x8GB
Simple reasoning for this. We dont want to upgrade the RAM anytime soon, so for now we settled on a 32GB solution. This is subject to change.

GTX 690
The choice for the GTX 690 was not an easy one. Knowing the GTX 690's price, we almost went with a GTX 670 or 680. It all comes down to an overall power efficiency issue as well as the GTX 690's built in water blocks. Its also well overbuilt and sturdy. Plus the extra GPU in one card allows for better airflow when cooling the other parts, since the CPU has a water cooling solution.

SanDisk SGSSDX-G25 120GB SSD AND HITACHI DESKSTAR 0S03230 2TB
For these 2 choices, we went with an SSD and a standard hard drive issue so we could install the OS on the SSD and leave any remaining files on the primary 2TB HHD. Combined with the P9X79's SSD Cache, we will surely get a very quick responsive OS.

Scythe Kama-Panel
Simple reason for this: Just a comfortability thing. We want to put our SD cards and stuff into the front of the PC and put things on it.

Creative X-Fi Titanium HD
We use FL Studio quite a lot, and we dont want to offset any heavy audio work onto the CPU, so we chose an audio card solution since we know FL Studio can take advantage of it. And we like higher audio quality. Why not?


So there you go. Happy?

734
Off Topic / Re: The Computer Megathread
« on: August 01, 2012, 06:35:27 PM »
If you have any monitor that supports greater than 1600x900, you're not going to be able to play everything max.

In my opinion, I would recommend the MSI 550 Ti Cyclone OC. Which is also $140, and is overclocked by factory default with an excellent cooler.

http://www.newegg.ca/Product/Product.aspx?Item=N82E16814127573&Tpk=550%20Ti%20Cyclone


...or.. was, until it went up to $146. Last I checked it was $140. Guess it went up. If you want that one instead, wait till it goes on sale again.

735
Off Topic / Re: The Computer Megathread
« on: August 01, 2012, 06:30:55 PM »
If you have anything 1600x900 or less supported by your monitor, go with a 550 Ti. It will work max settings for lower resolutions.

If you use a 1080p standard monitor 1920x1080 or even x1200, go for a 560 Ti. Or if you're really ballsy: an SLI 550 Ti setup.

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