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Messages - adel

Pages: [1] 2 3 4 5 6 ... 27
1
Add-Ons / Re: Weapon_AEBase
« on: April 11, 2022, 11:08:05 AM »
long overdue update

* fixed damaging players in vehicles
* fixed guns missing firing sounds
* fixed all gun descriptions
* reanimated g3
+ added icons for all previous guns
+ added tt-33, luger, tec-9, uzi and l85a2

[base] | [b&e]



edit: i forgot github downloads are weird
click the green "Code" button to access download options and select download zip
the actual addon will be nested inside the zip, so extract it before dropping into your addons folder
you might also want to rename the folder to remove the "-main"

2
Add-Ons / Re: Weapon_AEBase
« on: March 26, 2022, 06:00:18 AM »
Can you fix everything that i posted about

yea we fixed all of that

3
Add-Ons / Re: Weapon_AEBase
« on: March 23, 2022, 11:54:49 AM »
bump

small update to fix damaging players in cars and potentially more b&e stuff soonprobably

4
Off Topic / Re: hello remaining blf denizens
« on: March 05, 2022, 06:38:10 AM »
what the forget, you registered when you were SIX?

this is my older brother's account

5
Off Topic / Re: hello remaining blf denizens
« on: March 04, 2022, 05:05:24 AM »

6
General Discussion / Re: the stagnation of blockland
« on: February 27, 2022, 11:44:52 PM »
I'm not trying to disprove you or whatever, i'm genuinely asking out of curiosity if Blockland ever received an update post-shadows and shaders that justifies the trade off

the only changes i can think of post v21 is gamemode support, more aiplayer functions and more game settings, none of which would have been impossible to put in v20

7
General Discussion / Re: the stagnation of blockland
« on: February 27, 2022, 05:21:14 PM »
maps are back though, documentation is a little convoluted and no one is willing to make new ones, but gsf did bring them back.

static maps are kinda cringe though
the collision system is limited, they use up a bunch of datablocks and iirc terrain is difficult to make work
plus from what i've seen the process for making a static map actually work is very tedious and boring

i'd make stuff for b4v21 but it having a whole 0 players for most of the year isnt very encouraging

8
General Discussion / Re: the stagnation of blockland
« on: February 21, 2022, 04:59:15 PM »
hopium man. im not trying to stuff on brickadia or anything because if there is a will, there is a way. i don't particularly dislike brickadia either, it's just the lack of 'programming features' and basic mod-ability compared to blockland. brickadia is better for building in general, i was even more impressed with the save converter (not sure if that even works anymore though) ..if they can do that one could hope there is a way to add support for / parse some TS to Unity since they are similar languages. this takes much time and dedication, however. - Whichever way you look at it things are going to be different regardless. Different doesn't have to be bad, as long as it's done right.
the save converter still works
brickadia is made on unreal, not unity and either way they want behaviors to be the main scripting language for mods
also a save converter is not on the same level as a whole ass transpiler

9
General Discussion / Re: the stagnation of blockland
« on: February 21, 2022, 03:09:29 AM »
It always has at least one exciting 24/7 themed freebuild up
>freebuild
>exciting
lol!

How are they insane? They're just open.. Blockland runs on a garbage engine.
the engine may be garbage but blockland has easily some of the best mod support i've ever seen

All they'd have to do to match Blockland is allow people to mod it how they want and incorporate an easy system of mod installation.
i highly doubt its gonna be that simple

10
General Discussion / Re: the stagnation of blockland
« on: February 14, 2022, 03:10:10 AM »
get the rock to play blockland

11
Add-Ons / Re: Weapon_AEBase
« on: February 12, 2022, 02:38:49 AM »
the tranquilizer needs emote_snore to work

forget !!!!!!!!!!!!!!!!!!!! i forgot to link it oops
https://mega.nz/file/PoRFRYYT#I5N7fSMsWVc9Kjaga5dNDvNCqkEMD7EQAEsgCu7dtXM

12
Add-Ons / Weapon_AEBase
« on: February 11, 2022, 05:07:36 PM »
epicest gun pack(s)


Weapon_AEBase
weapon base, contains shared distant shots/bullet sounds and ammo types but no guns

has like 30 prefs for customizing weapon behavior
required for all these gun packs

coded mostly by me
color transition function by queuenard
ammo packs modeled by me
headshot detection code by swollow


Weapon_AEBase_Breach&Enter
remake of the old hells & khains weapon pack
55 guns, and a severe lack of pistols

custom models by zeubermedic
aa12 model by der meister
reload sounds (as well as some firing sounds) by navaro
animations by me and aebaadcode
coded mostly by aebaadcode
icons by kokonut


Weapon_AEBase_Doom
very incomplete 2d doom weapons

coded by aebaadcode
textures and sounds from brutaldoom


Weapon_AEBase_Flash&Laser
these arent even weapons
just includes a flashlight and a laser pointer

modeled by baja blast
coded by aebaadcode


Weapon_AEBase_GCatsSpecialWeapons
simple aebase port, no fancy animations

weapons by gravity cat
ported by aebaadcode


Weapon_AEBase_GCSW_Extras
includes 3 guns, requires special weapons

weapons by wrongbear
ported by aebaadcode


Weapon_AEBase_TranqGun
a simple single shot tranquilizer pistol
aim for the head to get an instant stun
damaging, pushing or spam clicking a sleeping player wakes them up
also requires emote_snore

modeled and coded by me


downloads:
[base] | [b&e] | [extras]

14
General Discussion / Re: the stagnation of blockland
« on: January 20, 2022, 12:55:50 PM »

15
deez hogan

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