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Messages - Quinn Mallory

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1
Modification Help / Re: Controller Compatiblity
« on: September 24, 2016, 09:52:50 AM »
It's not really clear what you are even asking in this topic. You have two broad questions in the op and given us zero details.
How clear can I get?

You know the sliders when you adjust the volume in the audio options? I'm having trouble with the values from reseting back to values that I have used as a template to test out the Prefs when you close out.

I did go into detail in the first post. Though it wasn't clear. My bad...

I'm also having questions on what possible ways to show movement in the Controller Options kinda like the top view what you would see in emulators.

2
Modification Help / Re: Controller Compatiblity
« on: September 24, 2016, 07:50:46 AM »
You cannot use a steam controller. Blockland will detect that there is a controller, but fail to receive any inputs from it, and then completely fail to detect it at all once you get in-game.

Explain something to me.

When I was making a prototype, How come the script I made up detected values when buttons on the controller?

3
Modification Help / Re: Controller Compatiblity
« on: September 22, 2016, 12:03:59 AM »
I love all of the comments that I'm getting!

will this apply to steam controller

To be honest, I don't really know myself, but I use the xbox 360 controller as a base to work with. It might though... Basically Torque sees the different buttons. Ideally, yeah. I'm just using the engine to my advantage for it to generate the stuff automatically. In fact, I think I will add a auto detection for a curtain file.

I think I will end up using like a command and use text boxes to set the settings. I don't like doing this, but I don't see a way of doing it. Unless If I can just figure out how the options and the sliders that is within there...

4
Modification Help / Re: Controller Compatiblity
« on: September 21, 2016, 01:12:54 AM »
Is anyone there or am I just rambling on?

5
Modification Help / Controller Compatiblity
« on: September 19, 2016, 04:14:54 PM »
So, I'm in process of making a support addon to enable blockland to have controller compatibility. This is in reaction to my addon that did exploit blockland(which is now completely removed to my hands considering I don't know what I was thinking in releasing it). So yeah...

I'm having trouble with the deadzones, and the GUI configuration.

Two things:

1) I do know that there are some add-On makers that does a options for their addons. I'm using sliders to define the values for the various settings. When I do set the values, close blockland, and then re-open blockland, the values I used as a template went back to what it was originally in the gui file. Is there a small fix to it shows the last saved values it was originally set?

2) I need a hand to display the deadzone within the GUI file, and updates the deadzone visual with the set setting its on. What can I use to draw it out in like say a window that cant close? If its not possible, what are my options?

That's is the two questions I have.

6
Help / Updater addon compatiblity
« on: September 14, 2016, 08:00:58 PM »
Ive got everything set for the updater to obtain the files.

I don't know what would be the next step to add compatibility to my addons. Help!

7
Help / Re: Can't respawn after dying.
« on: September 14, 2016, 07:53:14 PM »
I mean't the loving add-on that plays the sounds, not the gamemode.

I think hes trying to do an Add-In to the add on.

I have the same idea with another addon, and I'm working on a Add-In loader that doesn't conflict with one addon...

But there is a catch with gamemode though. Its like they said. Gamemode contains their own sounds, scripts, etc.

If you want to get it to work the way you want it to, you would need to exploit it. But, from what I am told, you shouldn't do that. You could create a script that writes the file into the gamemode. And creating the original file into an different directory, just incase if one wanted to reset it back to the original sound...

Hope this helps.

8
Help / Re: Blockland starts up with a black screen
« on: September 14, 2016, 07:42:42 PM »
If you have windows, try running it in compatibility mode.

9
Help / Re: DTS Exporter Failed to load plugin
« on: September 14, 2016, 07:41:22 PM »
Ok thanks man!

Sorry that I didn't see this... No internet at my place

10
Help / Re: Slayer Gamemode will not Show Up
« on: July 23, 2016, 05:38:36 PM »
Your best bet is to get it from the makers downloads.

He updates it when theres an update.

11
Help / DTS Exporter Failed to load plugin
« on: July 23, 2016, 05:27:33 PM »
Hi!

I am looking for a dts exporter that is compatible with the latest 3ds studio max. I tried to use the dts exporter on the page where you get blockland in the first place, and upon loading, it didn't work. I figured I give it a shot even though it was outdated.... Doesn't hurt to try something new.

Now I'm stuck in an endless doubt that I will find one.


12
Suggestions & Requests / Controller
« on: April 17, 2016, 01:57:31 PM »
Does anyone want to have a support for the controller?

13
Modification Help / Re: [Utility]Too Many Commands
« on: April 13, 2016, 03:23:21 PM »
how about instead of being richardheads and making him feel like stuff, hows about you indulge him on how to do better. if you did pm him then excuse this message.

Thank you man!

Take this guy's advice and go easy on me. I'm new at this, that's why I put no hate comments.

You're still ignoring the fact that the whole thing doesn't work correctly.
This should be fail binned.

I was about to post the fix. I know where the issue was.

Actually someone that isn't a non-admin is going to cause the admin login to pop up for the host.

Don't challenge me. I know what I'm talking about. So do Zeblote and jes00.

Host a server, I'll show you what I'm talking about.

I cant host because I'm using a public wifi.

14
Modification Help / Re: [Utility]Too Many Commands
« on: April 13, 2016, 02:46:00 PM »
This doesn't even run at all because you have a syntax error on line 84. Other than that, it is completely broken - you put server sided commands that call client sided functions inside a client sided file and %client doesn't exist in any of the places where you used it.

Oh, that is part of the quickswitch...

Thanks for pointing it out. When I was testing it, it worked fine. Guess not...

I've removed that command now.

15
Modification Help / Re: [Utility]Too Many Commands
« on: April 13, 2016, 01:58:29 PM »
Oh my god did you even test this?

This only works on your own non-dedicated server and will always be running.
Any player on a non-dedicated server that has this mod can enter these commands and they will affect the host.
For example, if you had this add-on, I joined your server, and typed /quit, the server would close.
The things that are intended to work with admin only will never actually work, the else statements will always be called. And even if they did work, why are you checking the status of the client calling the command then imposing the stuff on the host???
Even if they did work, if the client was a super admin and is a local connection, /loadbricks would try to bring up the load bricks for the host 3 times. If it's a super admin and they aren't a local connection, it's going to bring up both the load bricks and the admin login windows, for the host.

Its been tested. It works completely fine.

I kept the restrictions the same through the commands so its not OP.

Like for example(since you are using examples), someone that isn't a nonadmin it would open the admin login, instead of the loadbricks menu.

You are just trying to challenge the maker of the addon. Be careful man.

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