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Messages - Grimsy

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1
Suggestions & Requests / Re: Teleporters
« on: September 04, 2008, 04:44:46 AM »
they already have teloporters. (duh)
Yes. We know that. The mysterious post that started this bump-a-rama seems to have vanished.

2
Suggestions & Requests / Re: Teleporters
« on: September 03, 2008, 05:07:02 AM »
Now where did that post I was replying to go? It had a stuffload of NES emote spam and the word "bump".

Very strange indeed.

3
Suggestions & Requests / Re: Teleporters
« on: September 02, 2008, 06:26:59 PM »
Teleporters had already been done for V8, and there's an event addon that allows teleportation in V9.

Also: Useless bump is useless.

4
Suggestions & Requests / Re: Macro saver
« on: August 30, 2008, 08:45:32 AM »
The idiot who ports this will be the one who delays the new macro saver indefinitely.
All hail the New Macro Saver!

5
Suggestions & Requests / Re: Macro saver
« on: August 30, 2008, 07:55:17 AM »
I really think someone should make this.

6
General Discussion / Re: Have you been playing scense blocklandv0002?
« on: August 14, 2008, 12:28:26 AM »
Played from around RTB 1.04 or something.

7
General Discussion / Re: More v.9 Glitches
« on: August 11, 2008, 07:22:24 PM »
I also had a somewhat similar "problem". I had already downloaded "Vehicle_Stunt Buggy", and upon entering another server, I had to download "Vehicle_Stunt_Buggy".

Perhaps make it not discern between foldernames that are otherwise the same but have spaces instead of underscores and vice versa?

8
Suggestions & Requests / Re: Blockland vs Roblox: Vehicles
« on: July 07, 2008, 04:18:56 AM »
Hmm... So the brick collision thing is based on a grid with each cell the size of a 1x1F, right? Now, if we could make a vehicle that spawns as a, say, small baseplate with wheels, and has its own brick grid (possibly of a limited size depending on A: whether the collision grids can be limited to certain X/Y/Z size, and B: whether it's any easier to accomplish as opposed to an unlimited grid) which would rotate along with the vehicle.

Now there would be the issue of how to tell the game which grid we're trying to build in ('though I think there could be a GUI, a tool, or some keybinding(s) for that), not to forget the question of how many grids the engine could handle before coming crashing down.
Not possible bricks are stactic shapes which can't be moved.
They are static shapes generated on a 3D grid. So, as I said, why couldn't we make MORE grids, ones that are positioned relative to a vehicle?

Unless of course a movable brick grid (with the collisions and rendering and all) would be either completely impossible to make or VERY taxing on the computer if made on the Torque engine (and don't say it's either one if you haven't fiddled around with Torque yourself (i.e. the engine code n' stuff) or haven't acquired a general understanding of the engine otherwise (not talking about making addons to Blockland)).

Dude it is just not going to happen anytime soon.
I wasn't demanding Badspot to make this now (or ever), just pondering on the possibility of how buildable vehicles *might* work if they were implemented in Blockland. :\

9
Suggestions & Requests / Re: Blockland vs Roblox: Vehicles
« on: July 07, 2008, 03:14:16 AM »
Hmm... So the brick collision thing is based on a grid with each cell the size of a 1x1F, right? Now, if we could make a vehicle that spawns as a, say, small baseplate with wheels, and has its own brick grid (possibly of a limited size depending on A: whether the collision grids can be limited to certain X/Y/Z size, and B: whether it's any easier to accomplish as opposed to an unlimited grid) which would rotate along with the vehicle.

Now there would be the issue of how to tell the game which grid we're trying to build in ('though I think there could be a GUI, a tool, or some keybinding(s) for that), not to forget the question of how many grids the engine could handle before coming crashing down.
Not possible bricks are stactic shapes which can't be moved.
They are static shapes generated on a 3D grid. So, as I said, why couldn't we make MORE grids, ones that are positioned relative to a vehicle?

Unless of course a movable brick grid (with the collisions and rendering and all) would be either completely impossible to make or VERY taxing on the computer if made on the Torque engine (and don't say it's either one if you haven't fiddled around with Torque yourself (i.e. the engine code n' stuff) or haven't acquired a general understanding of the engine otherwise (not talking about making addons to Blockland)).

10
Suggestions & Requests / Re: Blockland vs Roblox: Vehicles
« on: July 07, 2008, 01:40:32 AM »
Hmm... So the brick collision thing is based on a grid with each cell the size of a 1x1F, right? Now, if we could make a vehicle that spawns as a, say, small baseplate with wheels, and has its own brick grid (possibly of a limited size depending on A: whether the collision grids can be limited to certain X/Y/Z size, and B: whether it's any easier to accomplish as opposed to an unlimited grid) which would rotate along with the vehicle.

Now there would be the issue of how to tell the game which grid we're trying to build in ('though I think there could be a GUI, a tool, or some keybinding(s) for that), not to forget the question of how many grids the engine could handle before coming crashing down.

11
General Discussion / Re: LAN Party hosted on Internet
« on: July 01, 2008, 11:42:42 AM »
It really isn't an issue. Hamachi is designed to treat users from across the internet as if they were part of your local area network. Your buddies/creepy strangers that you connected to through Hamachi were treated as being on your LAN and hence were allowed to join your server, even if it was an internet one.

Just like my brother whom's computer is on my LAN can join my internet server, your Hamachi friends can too. However they cannot join other internet servers.

I heard that Badspot disabled any Hamachi IPs from being able to connect to prevent people from just all playing lan games and not buying it.
If I recall correctly, the only mode of play in the demo is the Single Player mode. :|

12
Gallery / Re: New TDM save, Combat Simulator
« on: June 13, 2008, 04:40:45 PM »
Doesn't it save the paint pack with the bricks anyway so you can temporarily replace the standard one when loading?
It does.

13
Suggestions & Requests / Re: gravity boots!
« on: February 23, 2008, 01:54:50 PM »
What about mounting them on a vehicle (the boots) and rotating the vehicle?

14
General Discussion / Re: So is v10 just going to be Gmod with legos?
« on: February 23, 2008, 01:43:15 PM »
The only reason I see for physics in Blockland is for building vehicles out of bricks and then driving around in 'em. Actually, I'm not sure it'd require that much fiddling with physics, mainly converting bunches of bricks into a part of a model or something on-the-fly and then applying some basic form of animation on it.

Actually, it'd be nice to have improved collision detection between bricks and vehicles and other stuff like that.

15
Suggestions & Requests / Re: Taking Vehicle Suggestions
« on: January 28, 2008, 12:49:59 PM »
De Lorean DMC 12 please.
Is that the one they used for the time machine car in the Back to the Future series?

If so, forget yeah!

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