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Messages - Treijim

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1
Help / Re: Port Forwarding through Modem AND Router?
« on: June 09, 2010, 04:54:35 PM »
Shouldn't be the case; the problem you will have with dynamic IPs and port forwarding is that the rule is assigned to an IP... and then due to dynamic IPs being just that... dynamic... they are liable to change.

Isn't that what he was trying to say?

You shouldn't need to touch your modem.

I read somewhere that that sort of setup (modem and router) gets tricky with ports, since they're on two different networks so they both require port forwarding or at least to be on the same network. That's what I read, anyway, and it got me wondering if it's the reason I have trouble with it.

2
Help / Re: Port Forwarding through Modem AND Router?
« on: June 08, 2010, 05:43:38 PM »
Bump?

3
Help / Port Forwarding through Modem AND Router?
« on: June 08, 2010, 01:32:49 AM »
I have seemingly random success with people able to join my servers. Sometimes it's fine and other times I see "Starting arranged connection to xx.xx.xx" etc. in the console but nothing happens and nobody joins. So I have a few questions:

I have a modem and a separate wireless router. The router has ports forwarded (28000-28030); does the modem need its ports forwarded too?

I SEEMED to have more success when I used port 27095 on my other computer and forwarded ports 27090 to 27099. A good idea or just a fluke?

Concerning IP addresses, the modem is 192.168.1.1 and the router is 10.0.0.1 and all computers in the house are 10.0.0.10 and up. Should the router's IP be changed to something like the modem's or wouldn't that help?

Obviously the internet and things work just fine as I'm using it right now.

Any help and ideas are hugely appreciated!

4
Suggestions & Requests / Re: Chatting Distance/Radius
« on: May 11, 2010, 05:48:14 PM »
Again, I don't know what to do with code. Is that anything to do with an addon?

5
Suggestions & Requests / Re: Chatting Distance/Radius
« on: May 11, 2010, 03:41:11 AM »
Way to not read?

What do you mean?

That link seems relevant, but I don't know what to do with code and I don't think it's quite what we're talking about here.

6
Suggestions & Requests / Re: Chatting Distance/Radius
« on: May 10, 2010, 01:10:48 AM »
I think shrinking text would be better instead of missing letters.

That's another alternative. I was just wondering how frustrating it would be when you're trying to talk to someone and they're one square too far from you and they can't hear you and you don't know they can't hear you and they're talking to you too. It could get crazy. But shrinking text makes it better to handle I guess.

7
Suggestions & Requests / Re: Chatting Distance/Radius
« on: May 09, 2010, 05:33:06 AM »
15 and 30 were examples, not suggestions. How far can somebody hear you outside if you speak in a normal conversation voice? A few metres? It doesn't matter anyway, if the distances and settings are able to be customised. I like the walkie talkie idea too.

You mean like in Second life?

Never played it.

8
Suggestions & Requests / Re: Chatting Distance/Radius
« on: May 08, 2010, 06:48:39 AM »
I only thought of a scrambler because the difference between hearing and not hearing someone is extreme yet could be an issue of one square's distance. Any idea what mod it exists in?

9
Suggestions & Requests / Chatting Distance/Radius
« on: May 08, 2010, 05:01:19 AM »
Sometimes a server with lots people talking gets very confusing. Is it at all possible to create a mod or something where messages only come up if that person is near you and/or in your sight? There could also be a scrambler to mess up distant messages a bit, since you wouldn't be able to hear them properly.

For example, standing in front of you: "Hello, how are you?"

15 blocks away: "H..llo.. h..w a.... ..ou?"

30 blocks away: "....l.. ....w ...... ..o...."

Or something. There could also be a shout thing to propel your voice, but you can only do it once every five seconds. Of course, editable settings would be available. What does everyone think?

*can't help but feel this is in the wrong section*

10
General Discussion / Re: Fixing the brick textures.
« on: April 29, 2010, 10:39:43 PM »
I don't get why people are talking about what "real lego" does.

Look at some lego bricks in a pitch black room. Can you see them? No.

Look at them in a pitch black level in Blockland. Can you see them? Yes.

Is that realistic? No. Real lego does not glow in the dark. The tiny angles on regular lego bricks are no more reflective than the other facets, so they should not reflect light any more than the brick does in general. On Blockland, these tiny angles are ALWAYS lighter than the rest of the brick and are even visible in pitch blackness, implying that they are far more reflective. The default bricks also have grey/desaturated angled highlights/reflections. Somebody who knows anything about light would know that it's more or less ridiculous to cast a light on a coloured object that emits light which renders highlights desaturated. Light always saturates colour, doesn't it?

Blockland default brick textures are not realistic. This modification is fantastic, in my opinion :D

11
Gallery / Re: Ikadean Isles
« on: April 17, 2010, 01:00:13 AM »
..Can we get a better picture of the fort please? I can barely see it.

That's the idea. It's supposed to be dark and mysterious. I was waiting for interest before putting up a stack of images of things nobody wanted to see. I'll take some more shorts soon and post them.

12
Gallery / Re: Ikadean Isles
« on: April 17, 2010, 12:15:29 AM »
This is good, but needs a better name.

Lighthouse idea is interesting, never thought of that.

Don't use photobucket, use Imageshack as it doesn't compromise picture quality.

The names are staying, and image quality doesn't really bother me. Paint already butchered the quality anyway. Thanks.

13
Gallery / Re: Ikadean Isles
« on: April 16, 2010, 12:17:17 PM »
Mansion looks nice. Does it have holes in the walls, or did you just say it was crumbling

There's a hole at the back, and many parts of the floors break beneath you, sending you tumbling into the floor below ;)

Looks like Legend of Zelda: Windwaker

Certainly a huge inspiration.

Thanks guys!

14
Gallery / Ikadean Isles
« on: April 16, 2010, 03:31:45 AM »
Welcome to the Ikadean Isles.

This map consists of four islands: Bayton, Merrylin Island, Dusk Mansion, and Fort Enandev. Total bricks: approx. 64k (spread over a wide area)

Bayton



Features:
  • Two boats
  • 11 furnished buildings
  • Basements, passages, and a storage room
  • Several townspeople (bots)
  • Hidden weapons and tunnels
  • A tavern called Smokey's, shop where you can't buy stuff
  • A large church with a belltower and silent bell
  • A small beach and sundial/compass thing

Merrylin Island



Features:
  • Diamonds hidden in caves
  • A rare large white flower
  • A soothing hot spring
  • An empty cosy cabin overlooking the sea
  • A pirates hideout
  • An eagle's nest

Dusk Mansion

Features:
  • Llarge crumbling old mansion
  • Hidden submerged graveyard
  • Keep with locked basement
  • Secret passages with torture and experiment chambers
  • Useless gazebo
  • Lighthouse with working light
  • Labyrinth underground

Fort Enandev

Features:
  • Many dark chambers and enemy spiders
  • A skeleton king in the throne room
  • A dungeon
  • More hidden tunnels and weapons
  • A remote eastern tower

Add-ons/alterations used (sorry for incorrect names)

The idea of this map is that you start in the town, explore it to get some weapons, follow the sign to Merrylin Island, reach the top to find directions to Dusk Mansion, explore thoroughly to light the lighthouse, which will show you the way to Fort Enandev. At the fort, you will eventually find directions to unlock a hidden room back in the town where you will find a good item. Yeah that's the best we could come up with. Or, alternatively, you could just sail around and find the islands yourself, but I will be sad if you do this. :(

This was produced by Constantine (me), Vetmora, and a bit of help from EtherealPanda and Nomlett.

This is more or less finished, so I'm looking to see if people like it.

I'm aware of how blocky it is. I'm not blind. It is plausible to make a blockscape intentionally.

This may be realesed. Stay tuned!

15
Maps / Re: Halo 3: Valhalla
« on: March 30, 2010, 11:59:45 PM »
Yes you're right. My bad D:

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