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Topics - Irk89

Pages: [1] 2
1
Maps / Caesar's Pool
« on: May 15, 2011, 01:36:46 AM »
Here's a map I made quite a while ago.  Old topic has an outdated link, but is too old to edit.

I designed it symmetrically so you can have team deathmatches or capture the flag games.  Features a pool with water, some roman buildings, and a nice scenery with high quality textures.









Download Link: http://cl.ly/10083G2K3Y3e2T2v2h3v

2
Maps / Caesar's Pool
« on: September 24, 2008, 08:18:35 PM »
It's finally arrived!  I began work on this in March, and slowly worked on it until it's completion.  I tried to create a high quality map that allows for all sorts of game-play. See what you think...

Credits:
Map by Irk89
Concept art by Asmodeus250
Sky by Mocheeze

If you like the map, let me know by posting a reply!

Download Links:

JunkyardofCode.net

3
Mapping Help / Skies not downloading
« on: August 13, 2008, 02:06:00 PM »
I've tested this problem extensively and I can't find the problem.  When I'm hosting the challenge, and other people do not have the map, they download all the interiors fine but the sky does not download.

When I am hosting it, I can see the sky fine and it's setup correctly in the mission editor.  I've tried multiple skies and all of them work on the host, but none of them download to the client that doesn't have it.

Here is the sky in my .mis file but I think it's something else

Code: [Select]
new Sky(Sky) {
      position = "336 136 0";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      materialList = "./sky/resource.dml";
      cloudHeightPer[0] = "0.349971";
      cloudHeightPer[1] = "0.3";
      cloudHeightPer[2] = "0.199973";
      cloudSpeed1 = "0.0005";
      cloudSpeed2 = "0.001";
      cloudSpeed3 = "0.0003";
      visibleDistance = "600";
      fogDistance = "500";
      fogColor = "0.900000 0.900000 1.000000 1.000000";
      fogStorm1 = "0";
      fogStorm2 = "0";
      fogStorm3 = "0";
      fogVolume1 = "0 0 0";
      fogVolume2 = "0 0 0";
      fogVolume3 = "0 0 0";
      fogVolumeColor1 = "128.000000 128.000000 128.000000 -222768174765569860000000000000000000000.000000";
      fogVolumeColor2 = "128.000000 128.000000 128.000000 0.000000";
      fogVolumeColor3 = "128.000000 128.000000 128.000000 -170698929442160050000000000000000000000.000000";
      windVelocity = "1 1 0";
      windEffectPrecipitation = "1";
      SkySolidColor = "0.000000 0.000000 0.100000 1.000000";
      useSkyTextures = "1";
      renderBottomTexture = "1";
      noRenderBans = "1";
         locked = "true";
   };

And I've tried putting the skies in another directory and alongside the .mis file.  None in which send to the client but works fine if you already have them

4
Modification Help / openForRead(<filename>)
« on: August 11, 2008, 02:47:52 AM »
Code: [Select]
%filename = "./aValidFile.txt";
%file = new FileObject();
if(%file.openForRead(%filename))
   return true;
else
   return false;

%file.close();
%file.delete();

assuming aValidFile.txt exists in the same folder as the script being executed, why does it always return false?  Is there a new security implementation or am I being handicapped?

5
Mapping Help / Caesar's Pool
« on: June 12, 2008, 03:47:53 PM »
Hey guys, I've been working on this map for quite a while now, and I've lost the motivation to finish it.

If you wouldn't mind giving me some motivation/suggestions for my map, I would greatly appreciate it.

Recent screenshots can be seen below.


Here's a few more, I don't want to overload the page with too many pictures.
http://i114.photobucket.com/albums/n259/Irk89/Blockland/caesar01.png
http://i114.photobucket.com/albums/n259/Irk89/Blockland/caesar03.png
http://i114.photobucket.com/albums/n259/Irk89/Blockland/caesar04.png
http://i114.photobucket.com/albums/n259/Irk89/Blockland/caesar05.png

6
Modification Help / Ultimate Challenge Source
« on: April 24, 2008, 04:56:45 PM »
I'm releasing this in the Modification Discussion because it is mainly released for modification.  I'm not going to waste my time writing stuff here because I wrote out a fancy documentation for everything you'll ever need to know about hosting or modifying the Ultimate Challenge package.

One thing to note though:

DISABLE MAP_CHALLENGE.CS IF YOU ARE NOT HOSTING ULTIMATE CHALLENGE.


There are lots of Blockland overrides and your server will be crap if you don't.  Now read the documentation before installing.  I hope to see some expansion or preferably a new Challenge using this.


This download is currently unavailable until I complete porting it to the current version

7
General Discussion / Blockland image look familiar?
« on: April 21, 2008, 08:15:29 PM »
So i was browsing Netflix to find a movie to put on my queue, and this caught my eye.  Looks familiar... I'm tempted to watch it just because of this.



8
Modification Help / Before releasing your map/add-on...
« on: March 01, 2008, 09:40:18 PM »
This started out as a reply to Space Guy's "Team Deathmatch v4.1a" and I decided that it was a big enough rant to start its own topic.

I'm going to post my opinion as my opinion and as a suggestion.  The fact that you have numbers AND letters in your release title (4.1a) scares me away from ever downloading this add-on.  Don't get me wrong I'm sure it's a great add-on and very functionable but the fact that your on a version and not just a version but 4.1a must mean that you released a "product" before it was ready, which also might mean that this version has been released before it was ready.

All I'm trying to say is produce the concepts for your add-on, develop those concepts, debug, and polish.  It's a combination of the appearance of stability and actually being stable.  Granted this add-on is a fairly large add-on, you still should be able to release it with little or no updates to the stability of the code.

Reinventing your add-on such as your jumps from v1 to v2 to v4 is different since you're completely revamping the add-on and adding more to it.  I'd also like to extend this rant out to mapping.  I don't want to be in your beta map, so don't release it until it's nicely polished.

I don't know if I'm the only one that feels this way.  Most of you I'm sure just want your product as soon as possible.  I'd also like to say as a disclaimer that this doesn't always stand true because some times it's just not possible to debug and polish without releasing to the general public, however this is blockland.  You should be able to release a full add-on without having to update it every week.

9
Modification Help / Map Detection
« on: February 25, 2008, 04:50:46 PM »
Is there already a way to detect what map is currently being run by calling a function or variable?  Otherwise, is there a some way I can slip a variable into a map so it's only created when this map is running?

10
Modification Help / Ultimate Challenge Release
« on: January 17, 2008, 02:16:11 PM »
Well, it's been about two weeks since the initial release of the Ultimate Challenge map and modification, and I'm getting really tired of babysitting the server and everyone in it.  This is why I plan to release the map and source after the release of v9.

I would like to see more "objective" style maps like the tutorial and the challenge, so I hope the code can benefit people who would like to make these kinds of maps.  I suppose you can also host it...

Opinions? Feedback?

11
Modification Help / No Collision between players
« on: December 28, 2007, 06:33:40 PM »
Is there any way to disable collision between players.  I want players to be able to walk straight through other players.

So far I tried this, the message was sent but collision was normal:

Code: [Select]
Package NoCollision
{
function Armor::onCollision(%this, %obj, %col, %vec, %vecLen)
{
   if(%col.client.player)
   {
      messageclient(%obj,1,"Collision with another player");
      return;
   }
   Parent::onCollision(%this, %obj, %col, %vec, %vecLen);
}
}
ActivatePackage(noCollision);

12
Modification Help / GameConnection::onConnectRequest
« on: July 26, 2007, 04:01:23 PM »
So i'm having a little issue with this function for obvious reasons.  The authentication proccess is found in this function.  What I'm trying to do is create a "reserved list" for people on it to be able to join even when the server is full.  The only way to do this is by adding on to this function.  for example:

Code: [Select]
package reserve
{
   function GameConnection::onConnectRequest(%this)
   {
       Parent::onConectRequest(%this);
   }
};
activatePackage(reserve);

So obviously I would put more in the function than just executing the parent, but it dosen't matter.  Once saved and executed and you try to enter the server, you get an authentication failed message on joining the server.

Is there any work around this or is there another function that I can use that dosen't include the authentication process.

13
Modification Help / Event Triggering
« on: May 09, 2007, 10:09:19 PM »
Sorry, I'm not very good at scripting, especially when working with closed source code. 
Quick question, how do I

For Example
How would I code when an admin connects to the server, it displays a message.  (granted I know it already displays a message, I just need the example)

What is the code for "if admin connects" or "if non admin connects"

14
General Discussion / Step 1 : Games - What is it?
« on: February 27, 2007, 11:29:11 PM »
Just talkin with sonix_knx on the server and I was curious as to who "Step 1: games" is.  My guess was Team Badspot! 

Once I know the answer to this question, my life will be fulfilled...

15
Clan Discussion / IRK Clan
« on: February 20, 2007, 11:46:56 PM »
Well.  I guess its time to start this thread to gain some interest.  I'm not going to say too much here, because I think i've said more than enough here.
http://www.irk89.com/clan.htm

If you enjoyed our server in the past, (Free Build Dedicated up since October '05)  basicly we're just converging into a more organized "clan"

Frankly we're not all that much of a clan but I guess we call ourselves one, and for those of you wondering, we're not going to be a hardcore "clan" but we will have lots of fun events.   As soon as retail is out, we will have a dedicated server up and we'll begin taking members.

Summary for the lazy:

-Irk Clan is going to be open for membership as soon as retail is released.
-We will have a custom dedicated server up 24/7.
-Consider us more as a "league", and we'll have "league" nights in blockland.
-Visit our website, almost completly dedicated to our server at http://www.irkclan.com
-Read our extremly long informative summary of everything you want to know about us at http://www.irk89.com/clan.htm

Just as a final note, we're not out to beat all the other clans, we're just out for casual gaming in blockland!

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