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Topics - Teneksi

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1
When I change the preference alone it freaks out and doesn't know what I'm doing

Port tells me there's some kind of server command, the server has to know that I've changed the preference

but I can't figure out how to make it understand

port isn't telling me the secret knowledge


https://forum.blockland.us/index.php?topic=233893.0

he made a little script years ago that I used for years but then my hard drive failed and it is lost to me

2
Add-Ons / Teneksi's Garage - LawnMaster '90 [8/25]
« on: April 08, 2017, 01:23:44 PM »



LawnMaster '90
Version 1.0.0
8/25/2018 - Release

Uses DAProg's scripts from RallyBlock's lawn mower to remove grass emitters as you drive over them.

Download on Glass









Shark II
Version 2.0.0
11/24/2017 - Release
7/4/2018 - Shark II update (VIDEO)



Variants
'69 Tuned - Stripe, custom headlights, wide wheels and fenders, and extra power.
'70 Powerful - The Shark '70, but narrower, prettier, and nicer to handle.
'75 Mild-mannered - The mid-70s Shark, with smoother lines and less power.
Blocko handling - Much less top speed, but everything else is turned up.


Features
Interchangeable wheels (/veh w)
More visual parts (/veh parts)
New tire emitters
More predictable handling
Random factory colors
Automatic temporary saves for customizations
Three roof styles: Coupe, convertible, and sportwagon
Headlights go up!

Download on Glass




Mail Truck




Version 1.1.2
1/28/2018 - Release
2/3/2018 - Added Dragster variant

Version 1.1.1: Made wheels narrower (and more accurate)
Version 1.1.2: Fixed server.cs so that the headlights still work if it's your only vehicle of mine

Variants
Mail Truck (great turning radius due to narrow front track; tips over at 50 mph)
Mail Truck Supercharged (hits 150 mph. engine power is the only modification)
Mail Truck Dragster (supercharged but with race parts so you can actually use it)

Download on Glass




Jeep Limo



What you see is what you get!

Download on Glass




Emperor '80




Version 1.0.0
10/31/2017 - Release video


Features
Better handling!
Color schemes that save to the brick (until that brick is deleted)!
BIGGER!
HEARSE!!
LOWRIDER!!!

Download on Glass




Vanhammer '83




Version 0.1.0
9/24/2017 - Release (Video pending)


Features
New, flexible scripts for brick controls and color schemes
Bus includes lights and animated stop sign
Use /veh to access and learn how to use everything!

Download on Glass




Capital '93 Stock Car




Version 1.0.0
7/1/2017 - Release video


Features
8 liveries, accessed with /veh

Download on Glass




Capital '93





Version 1.0.0
5/29/2017 - Release video
7/1/2017 - V1.0.0 + Stock Car video


Variants
Sedan
Coupe
XC10 Coupe (sporty!)
Skidplate (unsafe!)
Police (NEW!)
Taxi (NEW!)

Features
Factory colors
Now-standard headlights, turn signals, etc.
Police car control scheme can be viewed with /veh

Download on Glass




F1 '67




Version 0.1.0
5/1/2017 - Release video


FEATURES
Easy
Standard

/veh
Paint patterns
Secondary colors

Download on Glass




Fire Truck 2017




Version 1.0.0
4/22/2017 - Release video


FEATURES
Standard lights
Emergency lights - Sirens

/veh
View controls

Download on Glass





Hero '88 pickup




Version 0.1.1
4/15/2017 - Release video


MODELS
4x4 - RWD Pickup

FEATURES
Headlights - Turn signals - Reverse lights

/veh
Factory colors
Bed cover

Download on Glass

3
(to anyone who might get their hopes up, this is a purely hypothetical situation)

Let's say you have a race car which is thoroughly UV mapped and covered in various decals.

You want to have several different versions, let's say 10, of these liveries. Different patterns, colors, fictional brand names, and so on.

I could have 10 different datablocks, each using their own shape file with the only difference being in materials, but that would be... what it sounds like. I would rather have one vehicle and switch between these liveries with scripting.

The only way I'm aware of being able to do this would be to duplicate all of the affected faces ten times and assign different materials to them, always hiding the nodes of the other 9 versions of the body.

Someone please tell me there's a better way.

4


(Obviously some scripts are currently out of order)


When this taxi spawns, I would like it to choose a random advertisement to display, but I lack the necessary advertisements.

So if you or someone you know has a server, build, add-on, or any other thing which might be advertised within the Blockland world, have someone (with the appropriate person's permission) make a 2:1 image that could be used as a texture here. Alternatively, describe what you want, and I can make some.

Recommended size is 256x128.

5
Suggestions & Requests / Remove players' vehicles on disconnect
« on: May 31, 2016, 11:07:45 PM »
Somehow, mark the vehicles or the vehicle spawns people make, and either delete the spawn or set the vehicle to none when they disconnect.

This would help prevent hitting the 20 vehicle limit, without necessarily restricting everyone to 1 vehicle each. (and, if that limit was used, it would mean that the limit should never be reached in a 20 player server)

6
Basic premise: I want to have many versions of a vehicle, but they all share the same characteristics, and even use the same shape file. The only difference between them arises in a function which runs differently depending on which one is spawned. So, there would be several names in the vehicle list, which all spawn the same datablock, but a function runs differently depending on which of its names is selected.

If you need more clarification about what I'm trying to accomplish, please ask.

If you think it's impossible to have a uiname without a datablock corresponding to it, I think you're probably right, so tell me something I don't know.

7
Environment Files / Another random collection of skies from Teneksi
« on: April 15, 2016, 11:41:15 AM »
pre-script: I didn't make these. Found with strategic variations on the phrase "free skyboxes." Unfortunately I have lost track of where they each came from and cannot properly give credit, but they were all ok unless I sold 'em. So don't give me money for these. Just give me money for other reasons.


now for the good stuff

what've we got in the lineup today, let's see:

Bright blue sunny sky to act as an alternative to the default Toothpaste Hell
Morning with big, fluffy clouds blocking the sun
Lovely colorful sunset with a smattering of clouds
Exceptionally bright partly-cloudy day, #1 reason to make a sunglasses mod
Slightly hazy day, not particularly beautiful but provides variety
Moon and stars. Serene or spooky, you decide!
Cloudy night. Extra serene or extra spooky!??
Hazier day, because we keep making cars.



I FINALLY FIXED THE LINK IN 2018 [19.1 MB]

8
April Fools 2016 / FORUMS counts to 5
« on: April 01, 2016, 01:24:33 PM »
can you do it

9
So, I wrote this thing and called it Support_DriverLights.cs

It parents armor::onMount and armor::onUnmount and checks to see if the thing being mounted or unmounted is a vehicle with the variable "driverlightscompatible" (and slot = 0, meaning it's the driver who mounted or unmounted).

The point of this is to hide and unhide a group of nodes so that the headlights switch "on" when there's a driver.

However, I just discovered that I can simply write function CrownVictoriaVehicle::onDriverLeave(%this, %veh) and then do everything I need to do with %veh (the unhiding and hiding of nodes to turn off the headlights when the driver leaves the driving position of this specific vehicle)

this makes DriverLights halfway useless; now I hope to discover some complement to onDriverLeave, like... onDriverArrive, but I found no such thing. I want to do some stuff whenever my vehicle acquires a driver, without having to parent onMount.

10
Add-Ons / Teneksi's Showroom
« on: December 24, 2014, 10:05:57 AM »
Feel free to let me know about any bugs you find, suggestions you have, and details you particularly like or dislike.

Available to download
   Crown Vic 2016
   Ambulance V1
   Freestyle Buggy
   Crown Victoria + Police Interceptor

Works in progress
   Fire truck

Near future projects
   Van with box truck and other variants
   80s sedan with many variants
   80s pickup/SUV

Potential future projects
   RV
   New stunt plane
   Rally car
   F1 car


Crown Victoria 2016
Back to top




New features
TAXI VARIANT - Long overdue.

Working doors - Click doors to open them. Click and hold a door to enter that seat.

New look - Windows, dashboard, steering animation, grill, headlights, brake lights, trunk, wheels, reverse lights, fenders, and bumpers have been improved.

New handling - Stiffer suspension prevents it from sinking into the ground, but is still relatively comfortable. Tires have better grip except for at high speed.
                         Driving at high speed is likely to end in a slide. Mouse steering is recommended for quick correction. When in doubt, use the brake. (SPACEBAR)

Speedometer - What "high speed" means becomes evident in first person. DEMO

Actually working headlights - Use your light key to see a brighter, more reliable headlight made possible by Port

/VEH - Type /veh while in the car or looking at it to use Vehicle Edit Helper to access factory colors and police car liveries
                       Vehicle Edit Helper is an extremely generalized alternate to CVS which relies entirely on scripts provided with the vehicle.
                       It is less user-friendly for the developers of cars, and it uses text menus instead of a GUI, but it can be used for anything.

New sirens - Provided by Burkanx. This is subjective, but I think it's an improvement.


Problems
These are the reasons this release is rushed and unceremonious. I plan on addressing them later.

I want to work on other vehicles. I like this car, but I'm getting sick of looking at it and thinking about it.
              One way or another, this car is going on the back burner, and it's too close to being finished to delay its release.

Non-animated police lights (Better than before but not as good as it could be) - I was hoping to replace the hidenode / unhidenode scripting which currently controls the emergency lights, but I ran into catastrophic errors

Possibly haunted - In one instance, car teleported, flashed, and otherwise acted with extreme weirdness in a way I have not been able to reproduce

Clumsy scripting - I added a lot of new features, and I had to do a lot of working around other things, and I possibly designed these scripts quite badly. Bottom line: they work, just not as neatly as they could.

Performance hit - Spawning lots of this car may reduce frame rate more quickly than other cars.

There might be other problems I'm not aware of - Please describe any problems you run into.

If you're saddened by the quality of this release, keep in mind that the alternative path for my apathy would be to continue delaying this car for another month or two.

KNOWN ISSUES
Let me know if you discover something NOT listed here.

Taxi lacks speedometer
Taxi lacks decals
Police Interceptor's center brakelight vanished

FIXED THE SOUNDS
ONCE MORE, WITH FEELING (1.78 MB)



Ambulance V1
Back to top



Ambulance Version 1 complete
Ambulance Beta

Blockland Glass page

Ambulance controls
They're the same as the CV Police Interceptor controls.

   Shift brick...
   Away: Wail
   Right: Yelp siren (or siren off if yelp is active)
   Left: "Phaser" siren (or siren off if phaser is active)

   Light key: Toggle light sequence

   Click: Toggle siren
   Click and hold: Horn / temporary switch (try with different sirens active)



Freestyle Buggy
Back to top



Features
  • Animated springs
  • Air controls
  • Click and release to jump

Tips for driving

USE MOUSE STEERING! Unfortunately, when using A and D to steer, roll is added, and the changes can make the vehicle unstable.
Take full advantage of the air controls by using mouse steering.

Use A and D to roll the buggy, in order to stabilize (or destabilize) yourself. Roll into a turn to corner flat, or roll out of it to flip over (or cause a wheel to go through the ground momentarily -- this isn't ideal but it is almost always immediately recoverable)

Pushing the mouse forward will pitch the buggy forward, putting more weight on the front wheels. Doing this and steering results in a much sharper turn and a loss of traction in the back wheels. This means that you can perform a sliding hairpin turn. It's not a drifting vehicle, but this is a fun maneuver.

And, of course, air controls work in the air, so use them to land exactly how you want, or even do flips if you have enough air.

Freestyle Buggy Released [1:23]
Freestyle Buggy Version 2 [0:11]

Blockland Glass page



Crown Victoria + Police Interceptor
Back to top



Features
  • Hands on steering wheel
  • Driverlights (idle lights turn on when there is a driver)

New in Version 2
  • Updated brakelights which better resemble the real thing
  • Functional headlights (press light key to activate)
  • Police Interceptor variant

Police Interceptor controls
Note - Sirens and headlights are turned off when the driver exits the vehicle. Spotlights and light sequences may continue.

   Shift brick away: "Wail" siren (or siren off if wail is active)
   Shift brick right: "Yelp" siren (or siren off if yelp is active)
   Shift brick left: "Phaser" siren (or siren off if phaser is active)
   Shift brick toward: Turn the siren off (regardless of which siren is active)

   Shift brick up: Turn on the headlights (Just like in the stock Crown Victoria)
   Shift brick down: Turn on the spotlight (A much brighter light to find perps in the dark)

   Light key: Toggle light sequence

   Mouse click: Turn off siren (if siren is active); Turn on "wail" siren" (if siren is off)
   Click and hold: Honk or change siren (down by one; hold with different sirens active to understand) until released


Crown Victoria Version 2 Released [1:51]

Blockland Glass page





Works in progress
Back to top


11
Modification Help / Teneksi's Garage - Ambulance back in progress
« on: December 08, 2014, 02:14:30 AM »
Current project:



Includes sideways-standing mount point because you can't lay down when sitting up in a vehicle, unless everyone is able to do that and stick their heads through the walls. An alternative was to use the death animation but that would mean that turning around puts your head through the wall. I also didn't like the idea of having the patient sitting bolt upright on the bed. So, you're standing sideways, meaning you can spin like a turbine on your way to the hospital. I was almost upset about this but it's not much weirder than anything else in Blockland.



Freestyle Buggy Released [1:23]

Visit the Add-Ons topic to see its current features and download.



I know that I released this with no warning and in place of the other vehicles people have been excited about, but this is actually a project that was missing only some finishing touches since Christmas! I would have made a video and got it ready to go at some point in January, but while experimenting with the exhaust, I accidentally discovered that the CVPI's flashing lights were possible.



Crown Victoria Version 2 Released [1:51]

Visit the Add-Ons topic to see its current features and download.


To do:
Elements in blue call for your opinion!

  • Interactive vehicle support using hideNode and unHideNode to allow the use of trunk, hood, and all four doors in a non-animated way, similar to .blb doors
            Option: Should clicking on a door open it, mount you to the appropriate slot, and close the door rather than simply open the door? (Cancel opening if someone is in the seat)
  • Damage system - Add visual signs of damage to entire vehicle as damage increases. Look into adding damage on impacts. Cause partial losses in steering or power at very high levels of damage. Kill engine after a threshold instead of letting it go all the way to exploding before it can be considered totaled (the overall health of the vehicle can be increased to make the damage it can survive the same as before).
  • Taxi variant?





FUTURE PROJECT IDEAS

EEEeeeeeeEEEEEEEEEEEEEeeee*HOOOOONK*



zzzzzeeeeeEEEOOOOOOOMMMMMmmmm mm



wupwupwupSHEEOOOooo*BOOM*RATATATAT



Due to the complexity and unknown-to-me territory of weaponized vehicles I must ask that you be patient and expect to see at least an ambulance before an attack helicopter

13




READY FOR DOWNLOAD:



'52 CHEVY


Father's Day [2:15]

A classy and very curvy car from 1952! Don't ask me exactly what model it is, because I don't really know.
Includes a dark blue version based on my dad's car. Very fun suspension, a great deal of roll.


STATUS
ROUGHLY FINISHED
NOT ENOUGH FOR ME TO WANT TO POST IT TO ADD-ONS


Lacks interior and brake light animations
Non-custom version needs a wheel with more than one color so it doesn't look flat in the shade.
The datablock count may be reduced by referring to the jeep, but I haven't looked into this yet.
I haven't checked, but I'm pretty sure the wreckage model is still a jeep.

Priority: Low


DOWNLOAD IT ANYWAY!
Vehicle_Chevy52 [Version 0] (157 KB)


STRONGLY RECOMMENDED ADD-ON
Shader Switcher - Change your shaders in-game


Written by ZSNO, uses Port's shaders.









JACKET'S CAR
(Hotline Miami)










WORKS IN PROGRESS:







PLANNED PROJECTS:


NEW STUNT PLANE




14
Calculated by adding up the number of files in all my Blockland/saves folders, dividing by 2 (for preview images), and multiplying by 90 bytes (the memory this phrase takes up), I have estimated that my computer contains at least 261.3 kB of "This is a Blockland save file.  You probably shouldn't modify it cause you'll screw it up."

Now the question is, how the hell did I end up with 2,903 save files?

15
Add-Ons / Client_NewtonCamera — Port's Newtonian Camera Movement
« on: June 26, 2014, 12:31:14 PM »
Make delightful establishing shots without the setup of camera bricks or the extreme angles of a magic carpet.

Important parts by the lovely Port
Keybinds and packaging by yours truly

Client_NewtonCamera


Here's a preview of it at work (a much clearer preview than Port's):



ALSO CREDIT TO HEIGHT FOR THE BUILD IT'S THE WRONG COLORSET



forget you too

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