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Messages - Vidios

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1
Help / Re: need help on an event
« on: September 06, 2009, 09:01:39 PM »
Yes, if you have the bricks evented and named correctly.
Just try it and see. Experiment with things until they work.

2
Help / Re: Torsos - I cant use them D:
« on: September 06, 2009, 09:00:05 PM »
You don't, the maker of the decal should have done that.

This is how you do it, anyway...
What you have to do is put the .png into a .zip file (if you don't know how, don't bother trying to package decals until you learn) along with a "thumbs" folder. Within the thumbs folder you need to have a smaller (thumbnail size) .png for use in the avatar GUI.
I don't remember the size specs for decals or their thumbnails. It's probably 256x256 and 64x64 or something.

3
Drama / Re: Arctic9blox (1440 x 900 Image Warning)
« on: September 06, 2009, 08:39:14 PM »
Pretty simple fix here.
(As an admin..) /clearbrickgroup [his BL_ID]
Bam, all of his bricks are gone.
It's the /cmd version of using the clear bricks dialog of the admin menu.

Also, protip: when using big images, post links to them instead of posting the images themselves.

4
Help / Re: Blockland wont save over something
« on: September 06, 2009, 08:28:36 PM »
Chances are, the best way to avoid this is to just save the bricks into a different file, then open up Blockland\Saves and get rid of the old copies as needed.

5
Help / Re: need help on an event
« on: September 06, 2009, 08:26:00 PM »
You need to download the setPlayerTransform event, then set up the events like this:

onPlayerTouch/onActivate/onWhatever > Named Brick (Floor#) > setPlayerTransform > Relative X X (don't check either box)

6
Help / Re: Done loading datablocks, then crash.
« on: September 06, 2009, 08:21:38 PM »
Attach (at the bottom of post dialog) a console.log please?
Perhaps you are going over the datablock limit? (Which is about 2046 (211) )

7
Help / Re: Zombies won't die
« on: September 06, 2009, 08:12:39 PM »
In Rotondo's zombie mod (Gamemode_zombie.zip) you have to have vehicle damage on. Weapon damage is optional, it controls friendly fire.
I have no idea if self damage plays a role though.

8
Help / Re: Torsos - I cant use them D:
« on: September 06, 2009, 08:09:32 PM »
Remember, the file you're putting in your Add-Ons folder should be a .zip, not a .png or any kind of picture file.

You need to elaborate on how you're downloading the decal there, if that doesn't help.

9
Help / Re: Spontaneous "Blockland Stoped working" Popup
« on: August 28, 2009, 03:44:48 PM »
First off...
God dammit, stupid text thing. I tried to make it smaller. -_-

Sorry for double post.
Use an end tag, lol. [ code ] tags work pretty well too (click the button on the post page), or better yet you could attach the console.log to your post. In the post page, click the Additional Options... bit below the text box, then use the Attach box down there.

Regarding the actual problem though, try not to be impatient.
If you try to send commands (clicking/typing) to Blockland while its busy doing something (starting up, saving, etc) Windows may come up and say "Hey, this program isn't responding to your input! It probably crashed, want to end it?"
The possible problem here is that Windows thinks BL crashed when it's just doing a big task. If a window comes up saying "Blockland has stopped responding. >Wait for program to respond >Close program now" then choose to wait a bit. It should be able to finish with time. However, if it does nothing in a while, you may want to end it.

A different possible problem could be that your computer simply can't handle large brick saves (causing an insta-crash) in which case I can't really help you there. How much RAM do you have anyway?

10
Add-Ons / Re: Medieval RPG weapons and armours
« on: August 27, 2009, 05:12:41 PM »
Crap, two versus one, I'm screwed! :panda:
If you don't care, don't post.
Meh, darned word choice. I meant that I don't like these kind of addons in general. Post edited.
Jesus, that was a long post.
Snip out everything besides the tl;dr part. That's part of the reason it's there.
@ random armor note
Its the English way of spelling it, like color would be colour and honor honour, meter metre and stuff like that.
Darned Europeans, that's the other part of that edit.
@ 25 more datablocks
Datablocks are mainly created by sounds and particles, so what I have done is make them use only one particle and sound each, instead of creating a whole new one like legend did. Which is why the datablocks have less.. data. Please get your facts right before spewing them from your ass.
I mainly brought the datablock count thing up because you didn't do your math right. (60 > 85 is false) That, and you compared this to a completely different (and better, IMHO) kind of mod.
This does have fewer datablocks in comparison to the current JVS content with all of Trader's packs, if it helps your self esteem. 156 datablocks all together there. (Also, the "doors 0" content pack has exactly 60 blocks, is that what you meant earlier?)
@ itemlist ("Niliscro said it")
The idea here is to only have it enabled if you're making an RP, in which case other addons should be disabled anyway.
[Manual nested quote, yay.]
Ok, got me there. Now that I think about it, this is more of a problem with members of the community being idiots who turn EVERYTHING on at the same dang time. And by everything, I mean every single loving addon they've seen on the forums and liked in one little, teeny, tiny, dang way or another. Therefore, they have 70 bazillion items at one time.
And about half were fail-bin'd after they downloaded them. Meh, it's more me than you.
@ addon breaking stuff
I was merely pointing out what he said, but I knew what he meant. <What? Screw it.
When both addons are enabled together, the health regenerates way to fast instead of not at all, again, this might be fixed.
(Quote fix, note the grammar real fast.)
Anywho, the armor thing is the real issue that I'm sort of trying to help you fix here. This shouldn't have to happen. You should bust out the notepad (or whatever you script with) and attempt to do the following:
1. Note the parts of Player_Health_Modes that you are using in your armor script
2. Attempt to redefine those used parts in your own script (don't conflict with names, be careful with copypasta.)
3. Test with no Player_health_modes in your addons folder
4. Test with health_modes there and turned on
It's generally a lot better to have a mod with no dependencies on other addons if they can be avoided.

TL;DR
I accept a semi-humble "defeat"
However, the weird armor thing should really be fixed, and I explained how to do so as well, so take that, naysayers.
This tl;dr part should be in a snipped quote of this post. (Below the HR [read:line])

11
Add-Ons / Re: Medieval RPG weapons and armours
« on: August 26, 2009, 04:25:32 PM »
Whee, rebuttal in the form of 60 split up quotes with responses. Also, darn you, nested quote (quotes in quotes) removal.
On another note, FYI, I haven't actually downloaded the addon. :cookieMonster:
@ title
People will think its legends pack. I dont hate legend or anything, but the weapon pack is all broken, and seeing as this is the case, people need something that works.
Making a functional addon is all fine and dandy in my book, but there are other ways of making your creation noticeably different from someone else's besides adding an odd bit to the end of the title.
@10 different bows and crap
These are in packs, you just enable the pack (just 3 in a Medieval category) and voila, you now have them all enabled. roughly 20 more entries in your item list.
Quote fix, what you said about how the addon comes in 'only' 3 files didn't really address my problem with item packs in general. I didn't say the problem was in the "check box to enable" addon list, but instead this mod adds a bunch of entries to the item list. I emphasize that one more time, the ITEM LIST!</endformatting>
I mean the item list that's used for spawning items on bricks, or from bricks using events. This is also related to a datablock count problem, but I'll get to that a bit later in the post.
@armours
I would work on these to have nice .dts files for armour, but I seriously dont know how. It not working without the player health modes disabled happened in v11 or v10 (I had these things a looong time), and I have no idea how to fix it.
On a completely random spelling note, there is no "u" in "armor." Just saying. :) Edit: In the US, anyway. XD
As for the armors, it's ok that there are no models for them, it'd be a new thing for a playertype to have a special model associated with it.
@ wanting models
So you can make people have a longer download time, and if they don't download it they have a loving printer sword model instead? No. I cant export most of my models anyways, and if I was to do any modeling it would look completely unblocklandish.
If I remember correctly, the "default model" system is a tiny bit intelligent, I think it can tell between melee weapons (sword as default model) and "guns" of varying kinds (printer as default model)
Anywho, without models, there is very little uniqueness in this addon's bows and swords in comparison to the default bow & sword.
It's just a crapload of minor number tweaks.
<In response to a quote from me:>
That means Ibans Player Health Modes would be failed. Because Ibans Health Modes causes this to break.
Anyways, why the forget would you want the same default players with a loving health bar? Also, I just remembered this actually might not be an issue anymore, but it could be..
When one addon breaks another addon, the newer of the two addons is to blame 99% of the time.
I'm not saying that having the extra player types is a bad thing, but having such a weird dependency on an old addon doesn't work very well.
Help me clarify: What exactly goes wrong when both your playertype mod and Health_Modes are on at the same time?
Regardless, my suggestion (take what you need from the other mod and put it in your own; give credit) stands.
datablocks = few != 85, if what you said in your first post was accurate. (30+25+30=85)
color = why not? It's unoriginal.
different = yes not exactly

The first JVS door mod had about 60 datablocks but we didn't complain, because it added something completely new and unique to Blockland.
This is about the same, actually, less and you do. about 25 more, and now we do.
With severe quote edits, it's time to cover the datablock problem.
On second thought, never mind, because it's normal for packs of nearly identical items to hog 'em up. I'm not a big fan of packs...

TL;DR (Yay, incredibly long posts)
Most of what I said before still stands
I meant the ITEM LIST gets hogged with numerous entries. Not the addon list.
Models make weapon addons unique, as opposed to being just edits
I don't quite get what's the deal with this addon + player_health_modes
I don't care for like (<edit) item packs in general
I should join a debate club

12
Add-Ons / Re: Medieval RPG weapons and armours
« on: August 25, 2009, 07:05:39 PM »
[big snip]
The only unfortunate thing is You need Player_Health_Modes add-on for it to work, and if player health modes is enabled the health restoring thing breaks. So just disable Player_Health_Modes in order for this to work, but still have it downloaded. The Armour pack is just a bunch of player types, which sucks, but with [another addon, it's slightly better.]
[another snip]
Default models are used, not much here to see.
It's time for some massive criticizing here. Ah, where to begin, where to begin.

1. In the title, you do not need to put "actually had effort put into." The community is the judge of that, biatch.
2. Why do we need a pack of roughly 25 (combined) sword, bow, and player type edits with no models of any kind?
I have a personal vendetta against mods that add a crazy number of entries to the item list that are all nearly the same damn item. Blockland doesn't need 10 different swords and 10 different bows in the item list. It's a pain to find the item that I actually want to spawn on my bricks.
3. Why the hell do you have such a weird relationship between this mod (particularly the armor pack) and Player_Health_Modes? I repeat the quote:
[big snip]
The only unfortunate thing is You need Player_Health_Modes add-on for it to work, and if player health modes is enabled the health restoring thing breaks. So just disable Player_Health_Modes in order for this to work, but still have it downloaded.
[snip to end]
Health modes must be in your addons, but not enabled or stuff breaks? Bad. Very bad. You couldn't just gut out the parts that you needed from the health modes addon that you needed and put it into your mod?
Although this odd quirk doesn't exactly break the board's rules (You can't break the game with an addon, which this does not do, I hope.) it would be failed on RTB for breaking another addon's function.

TL;DR:
The title is too long
Too many different items that use the same model and take up space in item list
You have to have a certain addon, but if that addon is turned on, stuff breaks: bad.

I've never really thought that any 'comprehensive' medieval mod would really work in Blockland...
And this doesn't work all that well in my eyes.
Decent try, but you really need models for this to be of any value.

13
Off Topic / Re: Damnit, I'm missing the fads.
« on: August 21, 2009, 04:08:04 PM »
*quoted message*
Haha, I remember the Round Head (couldn't find better link) avatar fad.
I had a banjo.

Good times...

14
Help / Re: Blockland screwd my comp up!?!?!?
« on: August 21, 2009, 03:58:29 PM »
If you look, blockland has not been opened multiple times - Look at the task bar. The image has just messed up. I get this sometimes if a programme crashes and then I try to move the picture around. Which is why I first assumed GPU or RAM related problems.
Oh right, this happens when you drag a functioning program window on top of another not responding window. Or something.
The console in a separate window always seems to be able to accept commands, but either the main window in which the game is played or the desktop or something isn't responding. Dragging the console window around is making it appear a bunch of times on the lagging program.

Is it a "custom" desktop or something?

15
Modification Help / Re: Return to Blockland v3
« on: August 21, 2009, 02:09:57 PM »
As for the poll, friends list, duh.
I bet if Ephi lied about the dev times and put them backwards (clan system takes 1-2 months, friends takes 4-5) people would vote differently.

Regardless, they should be developed in the order listed in the poll, IMO. Friends first, build gallery second, clan system third.
Besides, the clan system wouldn't be much without the other two in place first. Clans are mostly groups of friends (thus the need for friend system before clan system) and the clans are mostly about building awesome things together (thus needing a good gallery system before clans.)

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