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Topics - Corbiere

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1
Help / How do you avoid the launcher?
« on: August 10, 2012, 09:21:06 AM »
Since V21 is 'broken' and I want to play the game still, how do you avoid the game launcher running when loading up the game?

2
Help / Blockland (Not Responding) won't close!
« on: July 25, 2012, 06:15:34 PM »
Earlier today I left Blockland running for about 30 minutes whilst I went to do other stuff. I figured that it would save re-loading the game and I just left my laptop open and running; closing it always crashes the game; and set to not go into standby.

I came back after ~30 minutes, clicked to get mouse control on the game again and it froze, and I got the usual "Blockland is not responding - Wait for the application to respond OR close the application - thing Windows 7 likes to present people with.

Usually if this happens it's a simple matter of closing the command prompt style window which runs in the background of Blockland or in extreme cases, using the task manager to kill the process entirely.

Neither of those have worked and currently it's been sitting there for about 6 hours whilst I've played other games including Blockland (new open), and now it won't go away. Attempting to log out just results in "Applications are waiting to close" remaining on screen indefinately and I can log-out.

Help?

3
Gallery / "Dark Corridors + Doors" TDM
« on: July 25, 2012, 02:05:16 PM »
For want of a better name, this is my Dark Corridors and Doors TDM. The name is terrible and I'll have to think of something better later on.

Server Status: OFFLINE

Background

It's not the greatest build ever in terms of detail, the colours are black, white and grey, and there are no lights except in the spawn rooms.

The idea is that in order to fight each other, players must as normal roam around the 'arena' shoot each other. However, there are doors in the way that must be opened. In order to open the doors a panel on the side of them must be pressed until the door opens; it's 1/20 chance of the door opening, and so far I've only had to click 12 times at maximum to open one. Once the door is open it will stay open for 17 seconds allowing players through it. Since you cannot hold a weapon whilst attempting to open the door, anyone on the other side who isn't doing the same (doors are two-sided) gets the advantage over you, making travelling in groups a good idea. There are no lights in the main part of the arena, and if you use your light near one of the doors, it will be seen on the other side, making it fairly easy to detect whether someone is waiting for you.

The entry rooms are at either end of the arena, teleported to from spawn rooms with more weapons than anyone could ever need including a lightsaber and an electric pike.

It looks duplicated. Fail.

It is duplicated. Firstly it's a lot of stuff to build and making each piece unique would take forever and probably use more bricks than necessary, and so duplicating is helpful. It also makes the spawn rooms fair.

The main reason for duplication is that the entire arena can be modified simply by adding new corridor 'tiles'; a straight piece, corner, and T-section. With a bit of filling in the floor and ceiling and some knocking down of walls the size of the thing can be easily increased without too much effort.

Why does it have to be dark?

It doesn't have to be dark, but it seems more fun to be running down a narrow corridor in the dark than it does to be running along in a light map knowing pretty much exactly where everyone around you is. Besides, you have a light :)

Pictures - Some light, some dark

---Top view of the arena: It's not symmetrical so probably not fair to the team furthest away from the beam across the middle, but you can't really tell from inside. Green bits have doors in them, grey are corners, and black are straight sections. The pieces to make the thing are on the right hand side, and the large blocks on the left are the spawn rooms---


---Spawn room full of weapons: The green buttons in the middle teleport to the arena, and the weapons are around the outside. The only difference between Black and White teams is the colour of the wall 'trim'. One is black, the other is wh- yeah, you get the point---


---Closed door: Button on the left side (-) is used to open it (see background info)---


---The same door but open: Stays open for 17 seconds. The corridor beyond is pretty much like all the rest of the corridor---


---The teleport-to room: In this case it's the white one, but usual colour rules apply. It is a potential spawn trap if anyone comes along and stands outside, but the door is locked to the other team, and getting past the locked doors along the corridors takes long enough to prevent it---



Again, it's not the best thing in world, and it potentially allows people to spawnkill the other team, but it's just something I made to make a TDM with a twist (the doors).

Oh, and I really need to get some better brick textures xD

Rate x/10, and comment.

4
Last time I made a TDM, the spawn rooms lead directly onto a corridor whilst only being separated by a door. Anyone who came out of the spawn room would probably be killed instantly without having a chance to react, and people could just walk in after anyway.

Teleportation is something I thought would work, but there's still the issue whereby anyone teleporting to location A can be killed instantly be anyone who happens to be there already, and the same in location B, C, D, and so on, even if the teleports are random or player chosen.

Any ideas?

5
Games / Could I run Portal?
« on: July 09, 2012, 01:44:51 PM »
I've never actually played the game myself as such (friend's PC etc), and considered just buying it. If it happens to be in the Steam Sale whenever the hell that is then even better. Of course, it's not like it's expensive, so I could just buy it outright and see if it runs that way, but I could use the money elsewhere.

So:
   
CPU: Celeron(R) Dual-Core CPU T3500 @ 2.10GHz

CPU Speed: 2.1 GHz
   
RAM: 4.0 GB
      
OS: Microsoft Windows 7 Home Premium Edition Service Pack 1 (build 7601), 64-bit
Video Card: Mobile Intel(R) 4 Series Express Chipset Family

Do not suggest canyourunit.com. It says I can't run things I clearly can. That's most of the reason I'm asking this question.
   



6
Off Topic / Cleverbot is getting too clever
« on: June 01, 2012, 03:05:29 PM »
I was messing around with it today, and this happened:

CB: You talk about Tina Turner. Do you like this singer?
ME: I didn't not mention her.
CB: Mention what?
ME: Don't try to trick me into saying it.
CB: Very smart, but sound like a computer to me.

We're screwed. AI is taking over the world by actually trying to trick us into saying things.

Also: http://forum.blockland.us/index.php?topic=195649.0
Sings the whole of "Hey Jude".

7
Gallery / [WIP] The Challenge Tower
« on: May 26, 2012, 08:18:12 AM »
Challenges in Blockland range from poorly built to amazing, and from simple to insanely difficult to complete. Most are actually fun to play.

However, what has always annoyed me are two things:

- Linearity: Level 1 is followed by level 2, level 3, level 4, level 5, ... you get the point. There's probably some that have shortcuts, or weird teleporty thingies all over the place, or just accidental cheats which are taken advantage of.
- Players complaining: "I was on level n! Put me back!": This get irritating, especially if the checkpoint thing decides to pack up and stop saving variables.

So yeah, I built this...thing...



Okay, the interior and exterior are not up to much, and even without the actual challenges added it's up to 17k bricks. However, I can always work on the appearance and brickcount lowered later on.

So, what does it do?

When a player spawns, they arrive in the roofed building, which explains what dangers they are likely to face in each difficulty level (more on that a little further on). This is achieved by a building-length noticeboard of prints, most of which is displayed here:



For example, on "DIFFICULT", the player will encounter many falling platforms and some projectile traps, whereas on "BEGINNER", these will be limited or not included.

The "POINTS" column displays the number of points a player would win if they complete the challenge level they attempt. These points accumulate and grant access to reward areas (currently that black plate outside).
In each level there will be the option to skip the challenge, so if a certain obstacle is proving far too tricky, then a player can just miss it altogether and forfeit the point reward to be returned to the spawn. However, depending on the difficulty level involved, this will cost the player points they have earned: 20%, 50%, 75% and 100% respectively, so if you try out "NIGHTMARE" difficulty, you'd better be prepared to keep at it for as long as it takes.

Once the player has read the colour-coded board of brickcount, they can move on through a portal at the end of the room. This will take randomly transfer them to one of the fourteen different levels of the tower, each with 2 levels. The level difficulties are displayed in the same colours as on the noticeboard on a board on each floor:



Oh look, more buttons!
Similarly to the skipping within a level, a player can opt to change floor within the tower. If they don't feel up to the high difficulty of floor 7, they can take it easy and transfer to floor 5. This too costs points, 100 to be precise.
The "R" button is a randomiser. Clicking this takes you to any (challenge) floor of the tower at the cost of 50 points. It's like the individual selection buttons, but slightly cheaper but slightly more risky.
The "1" and "2" buttons are the reward buttons, costing 1000 and 10000 points respectively.

(TL;DR: Choose what level you want to do using magical teleportation buttons)

Looks okay, but where are the challenges?

They...er...don't exist yet. Because of this, the level skipping system isn't evented, but changing between floors is finished. The problem now is where to put the things. Do they hang off the side on anti-gravity platforms? Do they float majestically in the sky on floating islands? Or do they just exist a long distance away, reducing the graphical lag from looking at the lower on a useless computer? Admittedly whilst the first makes sense given that the thing is indeed a tower, obeying the laws of physics should be kept slightly in mind.

Besides, I'll need to host a server and get people to help if 28 challenge levels are ever going to be completed.

-----

Feel free to rate the idea (and to a certain extent the building) x/10, and offer up any flaming, or otherwise constructive criticism and helpful hints.

-----

8
Gallery / House - I finally decided to make one
« on: May 19, 2012, 10:11:53 AM »
I've made a ton of houses in the past, mainly on servers, but I've either lost the saves for them or decided that actually building a nice building in the middle of a field of spam isn't exactly the most complementing scenery.

So I decided to build myself a house on single-player.

The interior is more of an afterthought; I am pretty terrible at small details, but that can always be improved at a later date.

Anyway, screenshots (I could have gone a little easier on the DOF):

The back of the house:


Front:


Above view, also showing the terrain I added for no reason and the whole 256x256x32 terrain block:


Staircase; the front door is behind and to the left:



Rather bland kitchen (Right of the stairs). The chimney/extractor pipe thing doesn't go anywhere, and it's actually just holding the ceiling up:


Dining room (Left of the stairs). Big house, can't afford chairs. Stools for all:


Upstairs - Bedroom behind camera, library opposite. Lighting on


---------

Feel free to rate x/10 and suggest any improvements. Interior ideas would actually be greatly appreciated.


9
Help / VCE - RPG Levelling
« on: February 25, 2012, 04:37:41 AM »
I have created a basic levelling system using VCE, whereby if you reach a certain total experience, you gain a level. However, in order to make the events detect any experience and levels gained, I had to apply them to every single brick, and since the total is rarely ever exactly on the level, I had to make all the event ">=".

I have the following:
Level 1: 0 (Base level)
Level 2: 20
Level 3: 60
Level 4: 120
Level 5: 200

as the targets to reach for a level up, but since the experience available from the various tasks I have created don't exactly multiples of 10, having to call
Code: [Select]
onplayertouch - VCEifvariable - Experience >= [20 means that it keeps adding one to the level, regardless of the experience gained, from 20 experience onwards.

I know I could simply add extra variables for "level1gained" and "level2gained", but both that and the experience system appear to have to be applied to every single brick it is possible to touch, which isn't great for avoiding lag, since the variables are checking constantly.

So is there any way, without scripting, to do this without giving every brick in the game the set of events which correspond to the leveling of multiple 'skills'?

10
Help / Death counter increment doubled!
« on: January 15, 2012, 05:10:07 AM »
I made a four-digit (9999) death counter to record how many players have died when the touched a brick, in this case a small flower in the corner of a garden, with events as follows:

Code: [Select]
[0][/] Onplayertouch > Player > Kill
[1][/] Onplayertouch > NAMEDBRICK [zone1_deathcounter] > IncrementPrintCount [1]
In theory that should make the printcount go up by ONE every time a player touches the brick and dies, but it keeps going up by two instead.

Why?

11
Suggestions & Requests / Addons in save files
« on: December 23, 2011, 06:16:40 AM »
Firstly, I did a search and nothing came up, which kind of surprised me so I probably didn't look hard enough.

Anyway, is there, or can there be, some kind of modification which when you select a save file in 'Load' GUI:
- Tells you what addons were used in the save
- Tells you what addons are not enabled/missing which are required for the save

It's not too difficult to keep track of addons used in, say, an RPG you made a week ago, but for complicated things made months ago it becomes an issue, especially if the lack of them will ruin whatever it is you saved.

If it's been suggested before, then consider this a re-bump. If not, then why not?

12
Help / Laptop Numpad not supported?
« on: October 15, 2011, 05:22:46 AM »
I more often that not use a laptop for pretty much everything, and I have one with a numpad. Prior to v20 I was able to move bricks around, build and use the numpad just as I can on my PC, yet now it doesn't seem to respond with lock on OR off. I've checked the controls and nothing's wrong there.

What could be the problem, or am I just doomed never to build on a laptop again?

(Please do not say "Use the PC"...It is slow, old and I hate it).

13
Help / Gamemode_CTF - Flag capture help
« on: August 28, 2011, 07:01:11 PM »
This has probably been asked before but I couldn't find anything on search.

I made a team 1 and team 2 flag spawn, set up teams, started a minigame, took the opposing flag and took it back to my team's flag spawn only to find that it didn't capture it no matter what I did to the flag or the minigame settings.


14
Gallery / Two Bridges Class TDM/CTF
« on: August 28, 2011, 05:59:05 PM »
I made this as a quick build in order to host some form of TDM server at some point. The build turned out really quite well and I hosted a server earlier today with it in. I'm not sure whether using RPGs and Grenade Launchers within 6-wide corridors is such as good idea. Anyway, moving on...


[PICTURES]


The main "Arena" with two bridges connecting the Red and Blue areas. There's also a floating square platform in the middle. The "Green" is slime which kills people.


The spawn room and class selection with the 6 avaliable classes. The thing on the right hand side is for medic healing and only medics can use it. Everyone else has to wait to be healed :)


The blue corridor with the spawn room on the right hand side. The area in the first picture is through the door on the left. The "Sniper Area" thing takes you to the next picture.


The Sniper Area accessed from the end of each corridor (Picture 3). This was added as a kind of extra after I realised that a Sniper class is practically useless without somewhere to shoot from. Thus, it's considerably more plain than I'd have otherwise made it...probably...


One of the bridges viewed from the central platform. The build uses AMBIENT lights, thus cannot be seen from a distance, making it harder to see the enemy, but giving enough light to see where you're going.



Classes:


Sniper: Military Sniper, Sniper Carbine, Pistol, Conc. Grenade x2
Assault: Battle Rifle, Pistol, Conc. Grenade, FN P90, Stick Grenade
Spy: Invisibility Watch, FN P90 Silent, TF2 Butterfly Knife, Conc. Grenade x2, Fast Player-type
Explosives: RPG, Grenade Launcher, Pistol, Conc. Grenade, Stick Grenade
Heavy: Battle Rifle, Pump Shotgun, Pistol, Stick Grenade x2, Slow Player-type (TF2 Heavy actually :) )
Medic: TF2 Medigun, Pistol, Bullpup, Conc. Grenade x2, use of healing pads

As you can probably tell, I used most weapons from the Tier + Tactical set...

The arena does support CTF, but I couldn't get the CTF gamemode to work properly so gave up.

Comment and rate as you will.

15
Help / Bot - Random Pathways
« on: July 19, 2011, 09:37:37 AM »
I've asked a couple of times on servers including my own in the past how to get the VCE random events working, but I keep forgetting it D:

So, how would you go about making a bot (amade's bot events) walk along a path, then when it reaches a junction in the path split off one of 3 ways and continue walking along another path via a few named locations and the goto thingy?

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