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Topics - Crystalwarrior

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Trying to figure out how to make a discord bot that'd check server status and receive messages from the server
Code: [Select]
The Server is online!
[REPORT] from Jack Noir: "hi"
The Server is offline!

Hey Badspot, is it possible for you to increase the per-.dts animation limit? I recently ran into an issue where my playertype couldn't playThread any more than 63 sequences, though anything past that can be used with setActionThread and setArmThread.

From my limited research I have found several topics ( and that may or may not be relevant, however the issue is NOT the TSShapeConstructor, as I am doing this:
Code: [Select]
datablock TSShapeConstructor(mMeleeDts) {
baseShape = "base/data/shapes/player/mmelee.dts";
sequence0 = "base/data/shapes/player/default.dsq";
sequence1 = "base/data/shapes/player/melee.dsq";
default.dsq contains all default animations and melee.dsq contains 27 extra sequences, 3 of which cannot be used with playThread. Same happens if I reverse melee.dsq and default.dsq, where last 3 animations in latter won't be playThread-able

The variables most relevant to this issue, I feel, might be
Important note: in shapeBase.h there is also a constant "ThreadSequenceBits" that you need to increase to allow more animations, otherwise the animations beyond the limit of this value won't play despite all the other changes.
This just solves the problem the TsShapeConstructor has with loading more than a certain amount of .dsq files. This can actualy be fixed without any engine coding by sticking all your animations into a small number of .dsqs. We have well over 150 animations and don't have a problem with the shape constructor. There is, however, a "bug" in the Player code that limits that amount of animations you can load.

In Player.h, find:


And set it to a higher number; we have ours set at 512.

Modification Help / BL-optimized Chivalry Sounds!
« on: November 14, 2016, 08:41:38 AM »
Code: [Select]
Included folders:

This contains .wav-converted and optimzied sounds for BL from Chivalry!
Doesn't include voices, only weapon sounds.


General Discussion / Blocktown Trials - Town of Salem-esque Murder Mystery
« on: November 11, 2016, 10:07:10 AM »

Based on Town of Salem

| General Info | Alignments | Roles | Mechanics | Game Types | Lobby | Credits | Rules |


Blocktown Trials is a game that challenges players on their ability to convincingly lie, as well as detect when other players are lying!  The game ranges from 7 to 15 players, who are randomly divided into alignments – Town, Mafia, and Indies.  If you are a Town member (i.e. the good guys), you must track down and eliminate the Mafia and other villains before they do!  ...The catch?  You don’t know who is a Town member and who is a villain.  If you are a villainous role (Mafia, Psychos), you secretly murder town members in the veil of night and try to avoid getting caught during the day.



The majority of players in any given round are aligned with the Town.  To win as a Town member, you need to rid the town of all evildoers.  Which is... easier said than done, as Town members can't tell who's evil and who isn't.  To make up for this, however, the Town is full of useful jobs -- investigative roles, killing roles, supportive roles, you name it!


Mafia make up 1/5 of the playercount, meaning there will be 3 evildoers in a town of 15 players.  Mafia are aware of who are on their team, and also can talk to each other at night!  However, since their radio signal isn't secure, they have to speak anonymously.  This means the Mafia members have to carefully plan out their heists, especially if the town's Spy is eavesdropping on them!  As usual, the Mafia win by erasing the entire town of non-Mafia life, killing everyone not aligned with them.


There are three types of independent roles: Neutrals, Delinquents, and Psychos.  Combined, they take another 1/5 of the playercount in every round, meaning one of each will always show up in a full 15-player game!

Neutrals are mostly selfish roles that aren't part of Town or Mafia, and follow their own goals instead.  Said goals behave independently of the actual game, and can be either good or evil!  The neutral Amnesiac, for example, can examine a dead player, and steal their role - regardless of the body's former alignment.  And once he assumes a role, he'll win by fulfilling the new roles goals. However, it was his choice whether he should be an innocent, slasher/delinquent, or an even more dreaded mafia!

Delinquents are basically the Neutrals, except eviller and edgier in nature.  They have independent goals from the Mafia, and win once they fulfill said goals!  The Jester, for example, will win once he gets lynched, in order to haunt everyone else from beyond the grave.

Psychos don't care about any of that - their one objective is simply to slaughter everyone in the town, regardless of name, team, dependency, alignment, religion or SAT score.  They want a quiet life, and they'll build it atop a mountain of corpses if they need to. Psychos, while aren't aware of their counterparts, can win with them, if said counterpart hasn't killed you already...


There's a definitive list of all the roles in the game, which you can check out here!



That's right! In Blocktown Trials, every single player gets a home to stay in, sometimes even with roommates.  The names of the people living in each house is helpfully (or incriminatingly) plastered on their front door, which only they can lock and unlock at will.  However, any killing role can break down a locked door once per night, making an incredibly loud racket while doing so!  And usually, when a house is broken into, so are the skulls of all the tenants...

In Blocktown Trials, you can also agree with another player to have a sleepover at their house!  You can be even harder to track down and kill if you're not in your house, but if your friend is on the other team, they'll see you as a massive and easy target wide open for assassination...

Even if your roommate is actually an enemy, you'll normally be safe!  It'd be INCREDIBLY incriminating if someone was killed but their roommate was alive and well... unless they slept elsewhere.  As such, if your roommate is smart, they'll want you alive for as long as possible, unless they're really sneaky or REALLY want to get lynched for some reason.


Only killing roles in Blocktown Trials have weapons, everyone else is effectively unarmed and have to fall back on a courtroom trial system.  However, the weapons themselves have limitations too - all guns in the game have limited ammo every night.  If someone's aim is outright terrible, they can go an entire night without murdering anyone!  The only weapon that can be used freely at night is the Serial Killer's knife.

And if they're extremely unlucky, killing roles can also get completely shafted at night! The Jailer can whisk them away from any potential targets and lock them up for the night, and the Tinkerer can completely jam their firearms, rendering them effectively weaponless for the night!


Daytime lasts 5 minutes. You start the day with 2 minutes to examine the crime scene, and discuss the circumstances of the murder.  Once investigation time is up, everyone is swept away to a courtroom.  They have one more minute to discuss the murder, and then the one-minute voting period starts, during which drowsy people finally show up, and everyone votes on a possible culprit!

Once a player is picked to be lynched, the clock stops as the trial's defense phase starts!  The defendant will explain themselves and present their story, as everyone else votes if they're innocent or guilty!  If they're actually guilty, they will be killed off and the trial will instantly end.  If they're determined innocent, the clock will start ticking again, and the trial will re-enter the voting phase so everyone can vote on a different suspect.  This will go on until either time runs out, or a "guilty" verdict is finally reached...

After the trial people have one more minute to walk back to their houses are search for more clues, and then night falls.  Nighttime is shorter than daytime, at 4 minutes, during which you have to rest in a room - if you don't, you'll be drowsy during daytime.  You have a set amount of time to run back indoors, which varies between roles: for most it'll be 1 minute, while Town/Mafia killer roles can stay up for 3 minutes, and the Nightwatch can just walk outside all night to their heart's content.

At night, everyone will appear anonymous to each other, their avatars being fully black silhouettes. If people try to speak, their name will appear “Unknown (1) says, ‘hey man whats good’.”, where (1) is their unique character ID set at round start.




Sleep is very important - if you don’t get enough of it at night, you'll be "drowsy" when dawn strikes, which earns you a mess of handicaps until you enter trial.  You will have extreme difficulty talking to people and examining anything, and will show up to the trial one minute late, where the effect wares off. However, it's easy to avoid: simply go to a room (preferably your own) before your timer runs out, and make sure not to go back outside.

Even though you’re stuck indoors, you can still look outside through the windows, and walk around the house to making sure nobody is coming.  You CAN go outside, but it'll get you forgeted up almost all of the next day.  It’s a fine balance between resting through some nights and running outside other nights.


All-Inclusive consists of the following:
Town Investigative 2x
Town Support 2x
Town Protective
Town Killing
Random Town
Mafia Godfather
Mafia Killer
Random Mafia
Literally Any Role

Controlled Chaos consists of the following:
Random Town 7x
Random Mafia 3x
Random Independent 3x
Literally Any Role

Total Chaos consists of the following:
Literally Any Role 15x


If you get brutally murdered early on in a match, don't sweat it! We have an expansive lobby with plenty of minigames to keep you entertained until the next round starts. There are a ton of great ones -- falling platforms, deathmatch, you name it!
(The lobby will be added in a post-launch update)


Blank Media Games, for the idea and creation of Town of Salem.

Jack Noir / Crystalwarrior, for scripting and helping design the gamemode, and initially proposing the idea to make this a standalone gamemode instead of just a gamemode within Mafia Madness.

rggbnnnnn, for helping design a majority of the gamemode and hosting the server(s).

Caden100 / Cadlage, for helping design a bit of the gamemode.

Navar0nius / Cybertails1998, for helping design a bit of the gamemode and massively cleaning up the OP.

Shamelessly ripped offInspired by JakeBlade's Service

Hello, I'm Crystalwarrior/Jack Noir/Alex Noir, 19 yrs old. I've been making add-ons and experimenting with blender for a long time now and made plenty of add-ons for people or just for fun. I'd honestly like to be making more add-ons than I am right now, but lately I've been having trouble finding motivation to create any, so I've decided to start my own service where you can pay me $$ and I make you cool things.

What's this about?
  • Tell me what you want to be made
  • Send me a forum PM or hit me up on Steam
  • Discuss and agree on the price, then send me money via PayPal
  • I'll keep you up to date on my progress and send you over the final version if you're satisfied with your result

I'm using Paypal, my Paypal E-mail is [redacted]
Prices have been changed to "Pay what you want" model with $1 being the minimum amount of money to get me working on something!

You can contact me via Steam or forum PMs (Expect a faster reply on Steam though)

Parkour Playertype (Rather old, planning to update with custom player anims)
Despair Syndrome (Gamemode)
Complex Weapons Package (Collab effort with Port, Brian Smith)
SMM Blood and Bodies and SMM gamemode itself (Collaboration with Port)
Half-Life 2 Weapons Pack (2013)
Rocket Spammer (2013)
Generic Weapons Pack (2013-2014ish) (Video)
M16 rifle (2012, old)
Musket (2012, old)
Wrestling Mod
CS Kevlar Vest (2012, old)
Glock18 pistol (2012, old)
Schmidt Scout sniper rifle (2012, old)

Q: Why are you doing this?
A: Honestly I really love making add-ons, but most of the time I have trouble justifying the ungodly amount of time I spend making them. This will help me a lot with motivation and I hope to help this game grow and have more quality servers pop up.

Q: Does this mean you're moving on to only private add-ons?
A: Absolutely not. I'm still willing to work on free projects and release them.

Q: Why are you ripping off JakeBlade huh?
A: I'm sorry I'm not really good with original formatting ok

Satisfied customers!
Very good service, got to see the progress being made on Jack's server and the add-on was done really quickly.
Has anyone else used this service? I want to make sure this is legit so I don't get scammed
Yeah Jack is serious about what he does. He made me a dueling mod based around Armageddon's miniature one. You add player-made maps, multiple duels at once, any weapon, etc.
It had a few bugs, but he was there to help me out and fix them for me.  He still helps me with it whenever other bugs arise. He's dependable and his pricing is good too. That's hard to come by with coders on Blockland these days.
Thank you for making me the add-on I needed.
I'll definitely come back to you if I need anything done.

Modification Help / Steam Controller Joystick support?
« on: August 27, 2016, 09:07:45 PM »
Alright, so I actually have a very comfortable setup for my steam controller, but the only issue right now is the movement, since it's using default keybinds.
Does anyone know how to make proper joystick support for Steam Controller as a clientside mod? I know there's moveforward(0.5); or whatever functions but I'm not sure how to capture the specific input Steam Controller sends. Anyone have any ideas?

There's also this little snippet: - might be useful

Hey, so I honestly don't know how to go about this but it'd be real awesome if more people hosted servers with Complex Weapons (Glass link).
Things like trench wars, counter-strike-like TDM's, zombie survival servers and other things will definitely work well with the pack, at least as far as I know.

I can't really find motivation to work on more weapons to include in the pack or to make any "weapon skins" for it unless I know people are actually interested in it, so this will help motivate me into coding lots more fun time guns


Have you enjoyed games like Receiver or Fistful of Frags and their gunplay?
Have you yearned for some of those mechanics in Blockland?
Have you hated the simple R-to-Reload systems almost every gun in every videogame in existance has and instead have reloading be a part of the gun's micromanaging process? (Wow.)

Well this add-on is for you!

Weapon_Package_Complex is a weapon pack designed for those servers that need a little more "realistic" edge in their gunplay mechanics. Weapons use Port's revolutionary Timed/Segmented Raycasts system - basically not-instant raycast "projectiles" that have things like gravity, etc. All guns have also been tweaked to emulate their real-life counterparts in terms of performance while also keeping stern balancing mechanics in place - every weapon in the pack can counter another in skilled hands. Damage-wise all weapons are balanced and every weapon with the exception of the shotgun have headshots - usually *3 multiplier on base damage (exception is the M24 Sniper with *4 mult and automatic weapons like Thompson and UZI having different multipliers)

  • Headshots thanks to Port's Region Damage Support - If I wanted to I could've added armshots, legshots, etc. but I chose not to!
  • Timed/Delayed Raycasts - Thanks to this, all weapons have incredibly fast "bullets" based on their real life stats, not to mention gravity! (Gravity only noticeable over long distances)
  • Port's ItemProps system - Forget about old as hell ammo system Tier+Tactical and other weapons like to use! All weapon-specific variables are tracked down in their every possible state, this means that your pistol could be fully loaded without a chambered bullet or completely empty with a single bullet in chamber and you could drop your pistol no problem!
  • Super cool SFX system (by Port :P) - Supports SHELL COLLISION SOUNDS! WEAPON COLLISION SOUNDS! (relive your CS:GO's) GRENADE COLLISION SOUNDS! DIFFERENT DISTANT GUNSHOT SOUND EFFECTS! (Some weapons unsupported as of yet (the revolvers forexample))
  • Even the freakin GRENADES require you pulling the pin out first before throwing them! (Warning: throwing the grenade without pulling the pin out first will make you look like a complete doofus)
  • In-game tutorial system! Type /gunhelp with your gun out and you will be guided through the reloading process! The centerprint will also highlight the steps you need to perform to reload the gun!

These weapons are mostly WWII-styled with an exception of Micro-UZI.
There are a total of 9 weapons in the pack including the grenade.
Current weapons:
  • Colt 1911 Pistol (.45 bullet type, magazine UI name "A: M1911")
  • Colt Walker Revolver (.357 bullet type, no magazine)
  • M1 Garand Rifle (.30-06 bullet type, magazine UI name "A: Garand")
  • M24 Sniper Rifle (.30-06 bullet type, magazine UI name "A: M24")
  • Micro UZI (.45 bullet type, magazine UI name(s) "A: Uzi" and "A: Uzi Extended")
  • Remmington 870 Shotgun (buckshot bullet type, no magazine)
  • Smith&Wesson Revolver (.357 bullet type, no magazine)
  • Thompson Machinegun (.45 bullet type, magazine UI name "A: Thompson")
  • High-Explosive Grenade (Right click to pull the pin out, left click to throw, Ctrl+W drop can be used for a "soft throw")

Regarding the magazines, you CANNOT insert magazines into incompatible guns (can't insert pistol magazine into an UZI despite same bullet type, etc.)
Ammo stats:
UIname - Amount
A: M1911 (pistol) - x12 .45 bullets
A: M24 (sniper) - x5 .30-06 bullets
A: Thompson - x50 .45 bullets
A: Garand - x8 .30-06 bullets
A: Uzi - x20 .45 bullets
A: Uzi Extended - x32 .45 bullets
  (Unspent) bullets that will fill emptiest magazines on pickup:
Shell: .45
Shell: .30-06
Bullets that will fill your "ammo pool" for use with magless guns:
Shell: .357
Shell: Buckshot
  Ammo packs to decrease the need of spammed single-bullet items:
AmmoPack: .357 - x12 bullets
AmmoPack: Buckshot - x12 bullet

Note that weapon damage is ACCOUNTED FOR CROUNCHING PLAYERS, this means that the damage will count as headshots for crouched players but the default crouch damage multiplier won't come into play.
Weapon Damage:
  • Colt 1911 Pistol - 16HP (36HP Headshot)
  • Colt Walker Revolver - 75HP(225HP Headshot)
  • M1 Garand Rifle - 30HP (90HP Headshot)
  • M24 Sniper Rifle - 90HP (360HP Headshot)
  • Micro UZI - 10HP(15HP Headshot)
  • Remmington 870 Shotgun - 9HP per pellet
  • Smith&Wesson Revolver - 25HP (75HP Headshot)
  • Thompson Machinegun - 7.5HP (11HP Headshot)
  • High-Explosive Grenade:
       impulseRadius = 16;
       impulseForce = 3000;
       damageRadius = 14;
       radiusDamage = 150;

Github Repository:

Receiver by Wolfire Games - Initial source of Inspiration
Jack Noir (AKA Crystalwarrior) - Original S&W Revolver, tweaks, additions and bugfixes to Port's recode, modelling
Brian SMith - Original version of magazine-based weapons starting with m1911 revolver
Port - COMPLETE rewrite of the entire weapon pack, item props system and various other support scripts that made this weapon pack possible. Also a bunch of new gun scripts woo

Seriously, runtime errors still exist and they still happen seemingly at random when hosting from create game menu.
Is there anything being done about the issue? Any news, info? Will there be a patch fixing the issue?
The issue persisted for about three months now and there's still no patch available to fix it other than Zeblote's .exe.

So, my good buddy Plastiware was the one who composed the jingles for both mafia and innocent wins, as well as the game start.
Problem is I kinda failed on actually crediting him in the game and the last version of SMM with /help docs implemented and stuff was kinda lost, so I felt that I should give him some credit now.
Also, this track was used as a constant "game loop" for some time:
Check out his soundcloud, guys. Seriously, his stuff's legendary.

Add-Ons / Wrestling Mod v1.0
« on: February 28, 2016, 06:27:11 AM »
The Ultimate John Cena Mod

Click Image to Download

The True Wrestling Experience
The Wrestling Belt takes the idea of Throw Mod and spices it up with some awesome wrestling moves you can pull off. You can perform a SUPLEX, a POWERSLAM and even BACKBREAKER, but if you're lame you can also toss people.

  • HOLD Left Click to grab players (left click from behind is instant grab)
  • Left Click while grabbing someone to throw them
  • Right Click while grabbing to perform moves:
    • Suplex - Aim UP while rightclicking - launches the target behind you while dealing damage
    • Backbreaker - Aim FORWARD while rightclicking - launches the target forward while dealing damage
    • Powerslam - Aim DOWNWARD while rightclicking - launches the target downward while dealing damge
  • Right Click while not grabbing will slap the player and turn them 180degrees for a grab opportunity

Now Go Kick Some Ass

Several cities have reported over disappearances of random blockheads, with seemingly no trace.  The police forces are on high alert, their detectives working night and day to determine what happened, with the victims' friends helping every way they can - but it's no use, the clues are impossible to piece together, much like 20 pieces from various jigsaw puzzles won't fit together.  What exactly happened that night?

It's simple: the blockheads went to school.

They have been kidnapped and put into a big college. It's completely secluded without any windows or ways out, and it's completely self-sufficient. Each blockhead, after being schooled, is presented with a choice: to spend the rest of their lives in this isolated school... or to "graduate", which involves executing the perfect murder.  After the deed has been done and the students have investigated, everyone is dragged into a courtroom, and the trial, or "graduation process", starts.  If the students investigated enough to pinpoint the killer, he’s executed and the rest resume living their lives in the solitary school.  If they fail to outsmart the killer... they all die, and the culprit walks out a free man.

Despair Syndrome is a Blockland gamemode that's basically Murder Mystery or Mafia Madness except with more detecting and less deathmatching. The "killer" must ice someone, and then either hide the fact or force the blame on someone else.

Catch is, if the KILLER is killed instead, the one who killed becomes the new killer, effectively stealing their role. This serves two purposes: one, so the rounds will not end prematurely. Two, to discourage people from killing the killer in front of everyone else so you're not witnessed by everyone. It's a great way to reduce on deathmatch.

Anyway, after a victim bites the dust, the investigation period starts where the players attempt to piece together the clues and determine who is the most likely to be the murderer. The clues can range from  "The body has stab wounds!" to “The footprints lead to room six!”  After five to ten minutes, everyone is swept into a courtroom where they finally vote on who they think the killer is. Choose correctly, they win and the killer gets executed! Choose poorly... the killer wins and everyone else gets killed!

If at least two people examine the corpse, a body announcement will play. If someone was killed during day/night, there will be a different body discovery announcement at midnight/morning to tell everyone there are bodies to be found and that the investigation period has started.


  • Blood splatters on the floors and walls! Blood drops falling from the ceiling into a puddle! Bloody footprints trailing from the scene! Blood splatters on players' clothes, shoes, hands and weaponry!
  • All of that totally washable! Mops and water buckets will make the ground clean again! Wash your hands and tools in the sink, or take a nice shower to clean your clothes and soul!jack noir too lazy to implement showers
  • Random identities for players, including names, hairstyles and an improved female model!
  • A great deal of talking features: whispering, shouting, /me actions and out-of-character chat!
  • A working day/night cycle that ties into gameplay! Parts of the map lock down and water stops running at nightfall!
  • New melee combat system, with blocking, powerful backstabs, and non-lethal knockouts!
  • Exhaustion system that cuts at your attacking-and-sprinting stamina every night unless you get some sleep! Killers get to stay fresh with pure determination alone!
  • Everyone gets a soundproof dormitory room they can lock with their personal key. Opening the door means hearing everything going on outside/inside, though.

  • Don't be a richard! We're all here to have fun. If you block doorways, lock people in your rooms or break dormitory doors as a non-killer w/o a reason you will be banned.
  • Don't freekill! It's really obvious to admins when you freekill. We will figure if it's self-defence or not, but expect to be banned if you kill someone without a reason.
  • Don't metagame! Do not use OOC chat for in-game info! If you are seen talking about ongoing round in team chat chances are you will be banned.
  • Don't ERP (Erotic RolePlay)! It is obnoxious as forget and serves no purpose other than to get some preteens' richard wet and annoy everyone else.
  • If someone is breaking the rules, use /report *message* to get an admin's attention!

GUIDEBOOK (Copy-paste from in-game /help command):
  • For Trial gametype, the first day is the day without the killer. However, as soon as night strikes, the culprit is picked.
  • Killer's objective is to murder someone and get away with it. They can only kill up to three people (two if investigation period has started).
  • Once the killer does their job, they have to blend in and try to seem least suspicious.
  • A body discovery announcement is initated when at least two people examine/click the body. The announcement also happens at morning/night when bodies are undiscovered.
  • After a body has been discovered, investigation period starts. After investigation period ends, the trial period starts.
  • In trial, everyone is teleported to the courtroom where you are given time to discuss everyone's alibis and possible suspects.
  • After trial period is over, it's time to vote the most suspicious person.
  • If majority vote is correct and everyone votes the killer, the killer dies and everyone else lives.
  • However, if the vote is a tie, people didn't vote or majority vote is wrong, the killer wins and everyone else is executed.
  • [CHAT]
  • To use OOC (Out-Of-Character) chat, use TEAM CHAT (Default key: Y)
  • Normal chat is local/IC (In-Character) chat. Put ! before your message to shout, @ to whisper (like so: \"!shout\" or \"@whisper\")
  • You can also say /me *action* to do an IC action, like \"John Doe grabs a weapon.\"
  • [KILLER]
  • You can become the killer at first night or by killing the killer.
  • Once you become the killer, you have to kill someone and get away with it. Killing people in public or having a killing spree is completely discouraged.
  • You can only kill a maximum of 3 people (2 if one or more bodies have been discovered).
  • You can clean up the blood with a mop and bucket, and to wash blood off of yourself you have to use the sink.
  • But be careful! At night time, no sinks work, meaning that you will have to wait until day to clean the blood off of yourself!
  • You can sprint with JET key (default: RightClick)
  • To unlock/lock the door with the key, press LEFTCLICK and JET key (default: RightClick) respectively.
  • Conserve your stamina! Swinging weapons, blocking with weapons, sprinting and jumping deplete your stamina.
  • Weapons like Umbrella and Pan are /NON-LETHAL/, meaning that they will only drain stamina and knock people out when their stamina is low.
  • Press LIGHT KEY (default: R) when aiming at a door to knock, and when aiming at the corpse to loot it.
  • To navigate the inventory menu, use building controls (move brick forward/backward, brick plant key and cancel brick key)
  • Double-click and hold to carry around a corpse. Hold click to carry an item. Fast click to pick up an item.
  • Dormitory rooms are SOUNDPROOF, meaning all sound made inside the room is isolated. Nobody will hear you scream on the outside unless you leave the door open!
  • To sleep, say /sleep. You will be unconscious for some time.
  • [COMBAT]
  • You can find melee weapons all over the school.
  • Pans and Umbrellas are NON-LETHAL WEAPONS, meaning that they will drain stamina and knock people out when their stamina is low.
  • Pipe Wrenches and Canes can BREAK DOWN DOORS, however, it takes a while to do so and it's incredibly loud.
  • You can block incoming attacks with JET key (default: RightClick). Earlier you block, less damage you receive. Blocking drains attacker's and your stamina.
  • Attacks from behind have multiplied damage. Use this to your advantage!
  • Knives cannot block, but they are incredibly fast and drain little stamina from you. They're a great offensive weapon.

Jack Noir (Crystalwarrior), Port - Coding, gamemode
Kobble, Navar0nius, Bit, Jack Noir and various other people - Build
Navar0nius - Topic draft, administration, DANK ASS LOGO, screenshots, being a gay retard
Plastiware - Hair colors help (as well as some misc sfx help)
Brian Smith - Hosting the gamemode when my internet was especially stuff (also inspiring the "no ERPing" rule)
Gytyyhgffffff - being awesome and hosting the server 24/7! Woo!

Modification Help / Gamemode_Stranded I made back in 2013.
« on: July 23, 2015, 05:43:02 AM »
Here's the github link to the gamemode:

This has hunger, thirst, plastic system (wood required to build) and a bunch of more stuff.
Note that this gamemode ceased development in 2013.
I'm thinking of resuming work on it sometime. If you want to work on it yourself feel free to do so.

I'm releasing this because it might be a useful resource for developers.

Help / SetTimeScale is completely broken and unusable
« on: June 09, 2015, 06:06:50 AM »
This issue was already reported by Sentry in  r1956 topic:
When you set server timescale to 0.4 or 0.3 it causes massive rubber banding. Is anyone else getting this issue?
If you go inbetween with 0.35, Its completely normal. Very very strange.

A lot of timescales are really buggy and rubber bandy.

I can confirm. Tested the issue on Single Player, Lan and Multiplayer. Timescales 0.5 to 1 seem to be slightly faster than 0.2, timescales from 0.26 to 0.49 freeze up the game completely until you shift + tab or alt+tab out of the game and unlock input (doing so lets you use the console to reset the timescale).

This is a massive issue for me as I was trying to create a new singleplayer gamemode which sets player's timescale based on his velocity (a la superhot).

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