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Messages - Zoshi

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1
The Guide Bricks for corners are the shape that is easiest to work with.

Of course, they are only easy to work with if you know how to work with them in the first place. :P

2
If you haven't found the problem already, it's saving fine for me. It might be an addon you have.

3
Music / Re: TF2: Unused Upgrade Machine Music
« on: December 31, 2013, 11:48:17 AM »
I already did several searches for such a thing, and did not find it on these forums. Would you be so kind as to link me to this addon?

4
Add-Ons / Re: [COLORSET] Rainy Day
« on: December 31, 2013, 12:06:39 AM »
It has the same problem the default colorset has: no purple. Light blue, Blue, Dark blue, Hot Pink. The dark pink is purplish I suppose, but I still feel it could use that one extra step between pink and blue.

5
What?  All I want are tutorials on how to make the different curves that it comes with...  22.5 and 11.25 degree turns.  It only comes with 4 turns why would it be hard to make a tutorial? ;_;

You've obviously gotten it to work, just take a picture of what your track looks like and where you placed the guide bricks..  

This. It took me forever to figure out exactly what the guide pieces do, and I still can't get a turn working correctly. The guide bricks' shapes make no sense, and the very wide turn piece just makes the car stop. I look forward to your tutorial.

Also, your link to Zeblote's roller coaster parts links to "https://www.mediafire.com/?undefined", I think you can see why that's not much help.

Edit: I forgot to mention, what's wrong with using the default forwards, backwards, and brake keys? I'm already low on directional keys that make sense.

6
Music / TF2: Unused Upgrade Machine Music
« on: December 30, 2013, 07:06:33 PM »
The unused Upgrade Machine track from TF2's Mann Versus Machine mode.
Loops properly, mono, not the full song, 405 KB, tested ingame.

Download: https://www.dropbox.com/s/4bqt39l6ydjeyfg/Team_Fortress_-_Upgrade_Machine.ogg

Preview: http://www.youtube.com/watch?v=Cvwlcr69FAI

I also have a copy that's the full song (Does that even count if it's unused, by a game company that doesn't attack copyright breaches, probably uncopyrighted anyway, and not even in the game's files anymore?) and is Just over Badspot's 500 KB rule (550 KB). Can I get some confirmation on whether this almost-breaking-the-rules version is okay to upload?

7
Help / Re: Steam is having issues with locating Blockland's folder...
« on: December 29, 2013, 11:31:10 PM »
Have you tried copying the config folder from your non-steam install over?

8
Help / Re: How to make prints?
« on: December 29, 2013, 11:28:48 PM »
Correction: most custom bricks seem to use 2x2f prints. Not all of them though, I think it's just an unwritten standard.

9
Help / Re: How to make prints?
« on: December 29, 2013, 11:23:30 PM »
I believe you have to make the title of the folder "print_2x2f_name" instead of just "print_name", with the 2x2f being replaced with whatever default print brick you want to use it for. Most/all custom print bricks use "print_1x1_name" prints.

10
Help / Re: Event trigger - Ball on hit
« on: December 29, 2013, 10:37:39 PM »
Oh god I didn't know that a 0 surrounded by square brackets made a bullet point. Why is the edit button gone. What have I done.

11
Help / Re: Event trigger - Ball on hit
« on: December 29, 2013, 10:36:15 PM »
The bar is actually the projectile's size, and the projectile's explosion is scaled equally. The 3 text boxes before the projectile type are the velocity, the last box of the 3 is up/down, make the number negative for down. The other 2 are horizontal. Set 2 of the values for diagonals.

The 3 text boxes AFTER the projectile type are randomizers. For example:

If you put a velocity of
  • [10] and randomize
  • [5] it can add or subtract 0 to 5 from the velocity, making it randomly go faster or slower.


If you make the velocity
  • [10] and randomize [5] [5]
  • it randomizes the horizontal direction instead.


If you make the randomizer bigger than the velocity, it can go backwards.

12
Help / Re: Event trigger - Ball on hit
« on: December 29, 2013, 10:05:10 PM »
I just realized, instead of making the detector spawn the projectile, you should probably put a named brick a few notches below the detector with raycasting turned off, and spawn the projectile from that.

Since the detector brick needs raycasting on, the basketball might glitch out as it exits the brick, or the spawned projectile might activate the detector again and give you an infinite basketball fountain.

13
Help / Re: Event trigger - Ball on hit
« on: December 29, 2013, 09:57:44 PM »
First of all, as far as I can figure out, balls are identical to any projectile, and projectiles use the ray casting flag for collision, not the collision flag.

There are 2 ways you can do this:

onProjectileHit> self> setRayCasting> off, then on again a second later

onProjectileHit> self> spawnProjectile> Basketball (with a little downward velocity to make it look realistic), and at the same time onProjectileHit> projectile> delete

14
It's definitely mono in Audacity, and it definitely deleted the datablock when I loaded it. Strangely though, Audacity said that it tried to open it with an Mpeg library but failed the first time I loaded it, even though it's clearly an ogg file.

Anyway, I re-exported it with Audacity and it works fine after that.

15
Help / Re: Sounds playing at the wrong pitch ingame?
« on: December 29, 2013, 08:52:17 PM »
You are fantastic, sir. Worked like a charm.

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