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Messages - Kikanek

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1
Yep, but I've only so far noticed this behavior with my wine-staging installation on Arch Linux, happened since at least a few versions. It's probably something with Wine interpreting a local gamma change call as one to apply for the whole screen, passing it to X.

2
NOTE: This is a tutorial for proficient users of Linux and the like. Alcoholics Wine connoisseurs, please leave.

DISCLAIMER: No warranty is given as to the working of this. It may cause memory leaks, let hackers in, both of these at once and explode your computer too. That being said, an improperly patched executable shouldn't usually do more than crash.

DISCLAIMER VERSION FOR THE LAWYERS (it's supposed to mean exactly what the one above does): THE TUTORIAL IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE TUTORIAL OR THE USE OR OTHER DEALINGS IN THE TUTORIAL.


Have you ever run Blockland 556 times without reboot just to discover that your screen is now completely white? No? Well, I haven't, too.
I have, however, run it ten times, and that was enough to notice that my screen was now noticeably whiter.

Further research revealed that my screen had by then its gamma increased by somewhere around 1.8%, a blazing 0.18% per launch. as long as my calculations are right since linux is mad

Now, before I elaborate as to how to fix that quirkyness, mind you a small Better Unasked Questions section...


But what does a rock band/Greek letter/radiation/brain wave type/statistical test/an encoding method have to do with Blockland?
Think of gamma as of a weird sort of brightness. Still not getting it? The tutorial's not for you.

What do you mean by "further research"?
xgamma and xrandr --verbose | grep Gamma.

Aargh! Go away, haxor!
...How about you just reboot every fifth run?


With that out of the way, let's go straight to the fixing.

Please choose the appropriate OS.

Windows and other noncompliant mess non-*nixes
That has the issue too? TIL. Find a random editor capable of modifying a binary without completely destroying it (a hex editor comes to mind) and replace the string "SetDeviceGammaRamp" with "GetDeviceGammaRamp" in C:\Program Files\Blockland\BlocklandLauncher.exe. If you're on 64-bit Windows, instead of Program Files, the folder Blockland is in Program Files (x86). Done.

Linux and other *nixes
Open the command line and run xgamma.
Code: [Select]
xgamma
Change the directory to the one containing the file BlocklandLauncher.exe. The following command should work for you. If it doesn't, it means that either you should know better where that directory is, or you use PlayOnLinux (or similar GUI mess). Don't use that, for it's evil; instead, grab some nice, raw wine-staging and use Wine like your native applications.
Code: [Select]
cd ~/.wine/drive_*/Program\ Files*/Blockland
Now that you're here, run the following command to patch BlocklandLauncher.exe.
Code: [Select]
sed -i 's/SetDeviceGammaRamp/GetDeviceGammaRamp/g' BlocklandLauncher.exe
It should be patched now. Run Blockland, wait for it to start and close it, then run xgamma again.
Code: [Select]
xgamma
If its output is same as the previous one, congratulations. It's fixed.

MacOS
While the recommended route is installing the MacOS version of the game, you may want to use the Windows version in Wine to fix certain issues in the game. In this case, the Linux tutorial should mostly work as intended, it wasn't however tested and may have issues with the command xgamma. In that case, just stare at the darker spots of your screen while the launcher is running.

I believe I actually suffer from this issue but have no idea what all of the above means nor what OS I use
Ask someone you consider competent with computers to apply the above steps for you. Done.


I would have just posted the patched BlocklandLauncher.exe, but that's not only vulnerable to h4xx0rs but also bannable, so enjoy this.

badspot pls fix

3
Modification Help / Re: RevCity [WIP]
« on: December 01, 2014, 09:17:38 PM »
I am very dissapointed.

Your ascing someone to code the entire project while you just sit here, post the thread, wait until he is done, give him no rewards.

Its just sad.
Actually, this project doesn't have a big team because of:
1. Team fragmentation - There's nothing worse than lazy team members preventing you from doing a thing. (even if you're lazy too)
2. Team miscommunication - "Loel i no lik u solution illdoitmyway itllbefancy". Need I say more?
3. Code fragmentation - "Lolwhat wats dis specifiedindentstyle i no understand Kheresmycode http://pastebin.com/hR54WNUM". All the big project managers hate this and we're too lazy to get everycodechangemoderators learn Git.
4. Team miscommunication mixed with code fragmentation - Worst coder's nightmare. While the chance of this happening is minimal, no coder would want some random noob "fixing" his precious code.

Also don't forget that I'm part of "team", rather than some random contributor, or worker - I also have interest in getting this done! :-)
Lol, thought I replied to this a while ago yet, I apologize for the slow response kthx

4
General Discussion / Re: Issues with Linux VPS (again)
« on: November 12, 2014, 03:05:45 PM »
Just replace "wineconsole" with "wine wineconsole". Whether it be good or bad thing to do, works fine for me, and i've had the same exact issue. (o'well, possibly something with Debian and/or Wine64)

May as well find this little script useful in case of being new to Linux (or not liking to retype all these commands) - Nothing really fancy, but works, just place it in Blockland folder. Requires slightly modified blockland-server.

5
Modification Help / Re: RevCity [WIP]
« on: October 20, 2014, 06:43:00 AM »
Hi, Vaux of CityMod here.  I noticed your topic earlier and as I read through it, I found out that you were slandering CityMod and other CityRP mods of the like.  I was disturbed by this because the CityMod staff and, I assume, other CityRP's staff(s), have never smeared your mod's namesake.  This was completely uncalled for and disreputable to you and your mod as a whole.  But then again, this is the Internet, where everyone's true identity is revealed.  Regardless, Brian and I noticed that your posts have given the vibe that you're using CityMod's code.  If you're not then, alright, carry on, but if you are, I will blatantly say, your mod needs to be open-sourced to legally comply with the Creative Commons licence that the CityMod source code is licensed under.  I wish you the best of luck though if this is all a big misunderstanding of the meaning of your posts.
Hi, Kikanek of RevCity here. (<<< this is failed attempt to seem official kthx)
I didn't ever want to slander CityMod, any CityRPG engine, nor any CityRPG server. I was just stating the facts the same way I understood them - CityRPG servers that aren't hosted anymore may be considered dead, as well as CityMod has been announced dead multiple times - With fragmented team and lack of communication being the main (announced) reason - and in fact, the lack of communication of CityMod team was clearly visible.
I sincerely apologize if I've got anything wrong and hurt anyone by that.
Mostly though, I have to apologize to CityMod for that:
[...]there are also many things we absolutely randomly don't want to reveal[...]
I'm guessing that's what led You into thinking I'm using CityMod's code, which I guarantee so-called RevCity have never used, isn't using, and isn't going to use. This sentence, instead, was nooby joke how Your coders would take over all the ideas we post, somewhat similarly to the farming system, and I'm going to edit that out right now - Undoubtedly this is the easiest part to misunderstand, and, even if understood properly, slanders CityMod.

I apologize for everything I misunderstood, or wrote such way that it would hurt any CityRPGs, CityRPG engine owners, or CityRPG server owners;
I'm not using any part of CityMod in RevCity.

kthx hope the case is closed
CityMod is awsum btw

6
Modification Help / Re: RevCity [WIP]
« on: October 19, 2014, 07:45:01 AM »
My dissapointment in you and your selfishness cannot be said in words. I'm done with this topic and I have no hope for this mod anymore.
While i'm not really getting how is that selfish (the only "selfish" part would be not giving newbs coding resource, everywhere else that'd just hurt the community), i expected similar response to that.

After all, this is also motivation boost for me - Makes me want to prove You wrong as fast as possible. ;)
kthx

7
Modification Help / Re: RevCity [WIP]
« on: October 18, 2014, 08:55:24 PM »
err, why not? what's so bad about this being released? seriously.
It's simple - We're working on making quality server, which collides with releasing the engine multiple times:
1. Newbs will make 400 baduglynotworking modifications to the engine;
2. After that, newbs will make 400 baduglynotworking servers;
3. Finally, other newbs will join these servers, resulting in none of them (including ours) having enough players to enjoy the game.
Many CityRPG's have died due to fragmentation, either that being fragmented team (CityMod), playerbase (most of the other), or whatever else - We're not going to repeat the mistakes. :-)

Amazing! I can't wait.
Oooh very interesting!
this is nice
I hope it becomes something great
thxguis dat halpz

8
Modification Help / Re: RevCity [WIP]
« on: October 18, 2014, 07:19:37 PM »
Definitely not, at least as long as it's being worked on - That's already a miracle no madness happened now that CityMod is :-) (and that only because it wouldn't run easily)
On the other hand, it's "lesser important", small modules that make for nice gameplay regardless of whether or not being used with CityRPG may be released as add-ons, with the CityRPG functionality removed.

9
Modification Help / Re: RevCity [WIP]
« on: September 29, 2014, 12:09:09 PM »
Any info on progress?
Much of it is done, the other much is being worked on. Currently working heavily on companies and their exclusive functions - Such as telecommunication which the companies may decide to deliver. Not much can be shown with screenshots, since most of the current progress is behind the scene, there are also many things we don't want to reveal. :-)

10
Modification Help / Re: RevCity [WIP]
« on: September 09, 2014, 04:51:44 AM »
Woah, never expected THAT awesome replies! Thanks guys, this really motivates me to work faster.
About stars, while I could use these asterisk stars known nicely from Iban's, I've been worried they won't fit the style - I'll rethink that later.
About dying, nope, just no. I'm determined too much seeing "quality" of today's CityRPGs, let alone current reviews. even disabled CTRL+K on dat testing server to ensure project doesn't Self Delete
Thank You once again. /especially that I rather expected haters :-)/

@Thorfin25: I've tried this before, didn't turn out very good. (totally pro paintre) Once again, must rethink that. Might leave it as it is for the "CenterPrint edition" and figure out something better for the GUI one, since that gives me way more options (inb4haters), or, preferred, still experiment with different asterisk designs. While in theory that's not much of a deal, practically it's often really hard to perfectly design simple and eye-pleasing UI, as shown in this example.

11
Modification Help / Re: Filipe1020's New Add-Ons Development Topic
« on: August 10, 2014, 09:31:28 AM »
I've been watching this topic for a while now, and everyone say it's absolutely impossible and will never be achieved to make enginedriftwhatever sounds not interfere with car stereo, while either I'm not getting something, or it's not only possible, but obvious.
One just has to call other channel than 0 for every of the custom sounds, like that:
Code: [Select]
%vehicle.playAudio(1, someCarSound);Please note that I have tested this on every vehicle I could have, including single-seater vehicles and it worked fine, so even if it looks like that's not going to work if Filipe has 3 sounds to use with 2-seater, it should work just fine.
Let alone that all, as far as I know Filipe has been already using this method for drift sounds.

TL;DR just use %vhicul.playAudio(1, someCarSound); and so on kthxbye

12
Modification Help / Re: Lego Ferrari F430 spider (and more to come)
« on: July 04, 2014, 06:39:54 PM »
I'm afraid You might experience a problem like this.

Good luck though, looks really nice so far!

@EDIT: Woah, this one is even better!

13
Help / Re: Blockland Error (Help!)
« on: June 01, 2014, 02:46:48 PM »
Open C:\Users\(censored)\Documents\ and make sure that Blockland folder isn't read-only. (check it's properties)

If that doesn't work, try removing cache.db from C:\Users\(censored)\Documents\Blockland\, or renaming it to oldcache.db, since it might be corrupted.

14
General Discussion / Re: Possible build steal
« on: April 29, 2014, 08:33:20 PM »
It's officially JamesN520's Airport, I have the save of it somewhere, although Mr. Blocko (He has BL_ID in nickname, though I don't remember it) claims He built it and James stole the airport from Him.

15
Modification Help / Re: wtf!? Why my 2.49b blender wont Export it
« on: April 20, 2014, 12:15:00 AM »
lolmanihavenoidea
Just copy-paste the command line output of Blender here or something. If no command line appears, run Blender from command line.

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