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Topics - Reactor Worker

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Help / Character model appears black in Badspot's Blockparty
« on: February 25, 2012, 03:30:26 PM »
As seen in the attached image, my character model shows up completely black when joining the Blockparty. The issue is isolated to just that server; I tried 4-5 other servers and my character showed up fine. I also tried restarting the game (3 times) and each time I spawned in the Blockparty the character would show up black. Killing the player or altering the avatar does not fix the issue.

Gallery / Space Station
« on: November 20, 2011, 05:23:29 AM »
A small space station I built on a multiplayer server. The interior isn't worth showing.

Suggestions & Requests / Build & Battle Gamemode
« on: July 21, 2011, 07:36:05 PM »
Originally I had plans to make it a fort wars type of game with alternating building and combat rounds

Apparently Blockland could have turned out quite differently if the free-build mechanic hadn't worked so well. The original idea sounds like fun though; anyone up for making a new gamemode?

Help / Automated downloading of files stalls
« on: April 10, 2011, 12:06:42 AM »
I just installed a fresh copy of Blockland and it appears that the downloading of addons stops about 80-90% of the way through. The connection to the server is fine as the player chat still comes through. Reconnecting causes the remaining items to be downloaded and allows me into the game.

It's not an issue that really breaks the game, but it is an inconvenience and might discourage new players.

Gallery / Rocket, Launch pad, and a Bio-dome
« on: December 06, 2010, 03:59:01 AM »
These two builds were both made in a Mars RP Ladios was holding awhile ago. I've cleared away most of the surrounding builds thus the structures may appear a little lonely.

There were plenty of bases in the RP so I figured the colony could use some means to coming and going from the planet's surface. I built the rocket ship and launch pad to go with it. The rocket sits on four legs with a set of thrusters under each one. The launch pad lights and engines are all controlled from within the ship and you can even attempt a launch with it (not that it ever succeeds).

The bio-dome was the result of team effort between Barnabas, myself, and a few others. Barn did some great work on the curves/glass of the dome whilst I set up the layout of the interior and the airlocks. Other players contributed by building foliage scenes for the inside of the dome. It was designed to be integrated with a large space colony that was never constructed.

Other builds:
Mars Base
Space Cargo Freighter
Small Island Castle
Rocket, Launch pad, and a Bio-dome

Gallery / Small Island Castle
« on: December 06, 2010, 03:30:44 AM »
This was originally built in Badspot's server many moons ago. I've deleted the surrounding terrain to avoid any confusion.

It's a basic castle with a stable, dungeon, dining hall + kitchen, and a series of battlements with which to defend from. The dungeon can be reached by descending a ladder located in the courtyard, or through a poorly hidden water entrance on the side of the castle. It also has a bridge and some statues.

Other builds:
Mars Base
Space Cargo Freighter
Small Island Castle
Rocket, Launch pad, and a Bio-dome

Gallery / Space Cargo Freighter
« on: December 05, 2010, 01:37:43 AM »
This is a build I've been working on for a little while in Ace's server. It is a craft for shipping cargo containers around the galaxy. I've written a small piece of fiction to go with it below.

Although heavily armed space cruisers, and the battles they participate in, are the usual facets of space exploration that the trans-solar media focuses on, there is a far more expansive, and perhaps even more critical role fulfilled by a slightly humbler class of ships; transporting cargo. The colonies of mankind may be fuel the fires of industry for the empire, but without freighters to carry those goods, a life-blood if you will, the entire operation would grind to a halt. Whilst critical for survival, the operation demands efficiency and as such much of this new transportation industry parallels similar efforts in the 20th century in which standardized, modular cargo containers became the norm for moving goods around Earth.

High speed and having a large capacity are the traits most desirable in a cargo ship and the Atlas-class freighter exemplifies both. It can carry 12 standard-sized cargo pods, each with a potential gross mass of up to 30,000 kg. It does so at terrific speed thanks to its massive warp core situated at the rear of the craft. In order to reduce costs the ship is not pressurized on the inside and the single pilot must wear a space suit at all times. This greatly reduces the tare weight of the vehicle and provides a significant decrease in expense. Whilst the craft is fast, it can still take several months for the Atlas to reach it's destination so the pilot enters a cryo-pod after the journey is under way and all systems are triple-checked. In this manner, the ship does not require any of the usual amenities a vessel usually might such as eating, sleeping, and hygienic quarters. Ultimately the Atlas-class freighter is a rather simple, frugal ship that exists to serve a single purpose, transporting cargo, and it does so at the maximum level of efficiency possible providing an invaluable service to the empire.

Other builds:
Mars Base
Space Cargo Freighter
Small Island Castle
Rocket, Launch pad, and a Bio-dome

Gallery / Mars Base
« on: November 28, 2010, 08:39:48 PM »
This is a small base I made on a public Mars RP server. It has a communication tower, a solar panel array, a small launch pad complete with fuel tanks, and the habitation building where the colonists live and work. I never got around to building an interior for the base hence the lack of pictures of the inside. If I were to redo this, I'd make the landing pad much larger, the comm. tower would have more detail and I'd probably try to make some better solar panels. I'd probably add a pipeline for bringing in water from the icecaps.

Other builds:
Mars Base
Space Cargo Freighter
Small Island Castle
Rocket, Launch pad, and a Bio-dome

Modification Help / What would you like to see in a map?
« on: October 26, 2010, 02:08:58 AM »
There are many user-made maps available to the Blockland user, but most are small edits and rehashes of original maps. So my question is: what original ideas do you have for a map? Preferably some ideas for maps other than slate edits with custom sky-boxes?

Don't forget, at the the mappers disposal are:

  • Custom DTS shapes (Typically folliage, but could be any item imaginable)
  • Interiors (Best used for simple, inorganic shapes)
  • Emitters (If used sensibly, they can greatly influence the appearance of the map)
  • Terrain Block (Self-explanatory)
  • Sky-boxes
  • Precipitation (rain, snow, fireballs, etc)

Post below with your suggestions.

Maps / Worlds
« on: September 25, 2010, 04:36:37 AM »

The successor to the original "Planets" map, "Worlds" seeks to break the monotony of slate-edits by providing players with several unique build spaces. Said spaces include: a spawn world, a lava world, an ice world, a desert, and a water world complete with it's own moon.

Whilst the "Planets" map tried to emulate real-world planets using spheres, "Worlds" uses brick-like interiors that integrate perfectly with the 8x and 4x building blocks.

RTB Link:

Current version : 3

If you have any suggestions or would like to see what changes may occur in future versions, please check out the development thread :

Modification Help / RTB Preferences for maps?
« on: September 21, 2010, 02:39:27 AM »
Could RTB preferences be used to enable/disable content within a map assuming the settings were changed before the map was loaded? For instance, could you have an option to disable loading a certain interior or set of shapes? Perhaps a way to comment out or disable entire portions of a mission file?

If this is possible, would anyone be willing to create the necessary code and help me integrate it into my map?

Modification Help / Creating an active shape in a mission file
« on: June 12, 2010, 04:32:01 PM »
Awhile ago Packer helped me by figuring out how to create working shapes within a mission file. Below is the code he provided.

Code: [Select]
datablock StaticShapeData(flyingboardblade)
   category = "Packer";
   shapeFile = "base/data/interiors/flyingboardblade.dts";

function flyingboardblade:: onAdd(%this,%obj)

Unfortunately, I seem to have forgotten how to use it correctly. I altered the file names and locations as appropriate and then placed the code at the end of my mission file but now the mission won't even load.

Any help you can provide is appreciated. Mission file is pasted below...

Code: [Select]
new SimGroup(MissionGroup) {

   new ScriptObject(MissionInfo) {
         name = "Worlds";
         saveName = "Worlds";
   new MissionArea(MissionArea) {
      Area = "-360 -648 720 1296";
         flightCeilingRange = "20";
         locked = "true";
         flightCeiling = "300";
   new Sky(Sky) {
      position = "336 136 0";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      materialList = "~/Map_Slate_Desert/cloudy02.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 = "0.850000 0.800000 0.600000 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 = "0";
         locked = "true";
   new Sun() {
      azimuth = "153";
      elevation = "45";
      color = "0.700000 0.650000 0.500000 1.000000";
      ambient = "0.300000 0.250000 0.200000 1.000000";
         position = "0 0 0";
         rotation = "1 0 0 0";
         locked = "true";
         direction = "0.57735 0.57735 -0.57735";
         scale = "1 1 1";
   new SimGroup(PlayerDropPoints) {

      new SpawnSphere() {
         position = "0 0 0";
         rotation = "0 0 1 130.062";
         scale = "0.940827 1.97505 1";
         dataBlock = "SpawnSphereMarker";
         canSetIFLs = "0";
         radius = "100";
         sphereWeight = "1";
         indoorWeight = "1";
         outdoorWeight = "1";
            RayHeight = "150";
   new InteriorInstance() {
      position = "0 0 0";
      rotation = "1 0 0 0";
      scale = "1 1 1";
      interiorFile = "~/Map_Slate/slate.dif";
      useGLLighting = "1";
      showTerrainInside = "1";
   new WaterBlock(Water) {
      position = "0 0 -1";
      rotation = "1 0 0 0";
      scale = "2048 2048 1";
      UseDepthMask = "1";
      RepeatTerrain = "1";
      surfaceTexture = "~/Map_Tutorial/SAND";
      ShoreTexture = "~/Map_Tutorial/SAND";
      envMapOverTexture = "~/Map_Tutorial/SAND";
      envMapUnderTexture = "~/Map_Tutorial/SAND";
      submergeTexture[0] = "~/Map_Tutorial/SAND";
      submergeTexture[1] = "~/Map_Tutorial/SAND";
      specularMaskTex = "~/Map_Tutorial/SAND";
      liquidType = "OceanWater";
      density = "0";
      viscosity = "0";
      waveMagnitude = "0";
      surfaceOpacity = "0";
      envMapIntensity = "0";
      TessSurface = "50";
      TessShore = "60";
      SurfaceParallax = "0";
      FlowAngle = "0";
      FlowRate = "0";
      DistortGridScale = "0";
      DistortMag = "0";
      DistortTime = "0.5";
      ShoreDepth = "20";
      DepthGradient = "1";
      MinAlpha = "0.03";
      MaxAlpha = "1";
      removeWetEdges = "0";
      specularColor = "1.000000 1.000000 1.000000 1.000000";
      specularPower = "6";
      waterColor = "0.200000 0.600000 0.600000 0.300000";
      useCustomFog = "0";
      customFogDistance = "800";
      customVisibilityDistance = "1000";
         params1 = "0.63 -2.41 0.33 0.21";
         params0 = "0.32 -0.67 0.066 0.5";
         extent = "100 100 10";
         params3 = "1.21 -0.61 0.13 -0.33";
         textureSize = "32 32";
         floodFill = "1";
         params2 = "0.39 0.39 0.2 0.133";
         envMapTexture = "Add-Ons/Map_Tutorial/SAND";
         seedPoints = "0 0 1 0 1 1 0 1";
datablock StaticShapeData(grassatmosphere)
   category = "Reactor_Worker";
   shapeFile = ".../Add-Ons/Map_Worlds/grassatmosphere.dts";

function grassatmosphere:: onAdd(%this,%obj)


Modification Help / Worlds (AKA "The Planets" map)
« on: May 18, 2010, 05:59:29 PM »
I've started work on a replacement for "The Planets" map I made awhile ago and I have created this thread in the interests of posting my current progress, building up some hype for the map, and for getting feedback on the design changes I have made.

To recap, the original map known as "Planets" or "The Planets" was well received and went through several revisions as I fixed various bugs that arose and added new features. The principle of the map was always to have separate build spaces wrapped in space theme as inspired by Gmod's popular Spacebuild gamemode. The planets consisted of hemispherical interiors surrounded by one or more DTS spheres to form an outer sphere and inner atmosphere/sky. They were designed to emulate the appearance of the planets within our solar system. Eventually (and thanks to the help of Nitramtj) different degrees of gravity and kill triggers were added to appropriate portions of the map. Build pads were added around key planets to aid in the construction of orbiting space stations. My own developmenton the map stopped when I was in the middle of a third revision of the map which had rotating DTS spheres and a separate cloud layer.

This new map will be significantly different in appearance from the original, but will keep the "essence" of the map that separated it from all of the slate/slope edits that preceded it. I've posted a list of features/changes below that should make it into the new map....

  • "Planets" will now be cubes in general shape
  • Ground textures will be studs of varying colors
  • Name change from "Planets" to "Worlds"
  • "Worlds" will now reflect interesting environments, not the planets in our system
  • "Worlds" will be placed at reasonable distances from each other
  • Smaller "Worlds" to encourage concentrated development
  • Surface details (Mountains, craters, rivers, foliage, etc)
  • Focus on a small overall file size
  • Single release of the map to reduce confusion and work load
  • Small selection of miscellaneous, unique build spaces

My main objective is to make a unique map that will be fun and hassle-free to play on. I'd like to encourage and inspire creative building. These are two things I failed to fully achieve in my last map, but certainly something worth striving for and the concept deserves a second shot.

The most obvious change is in the general appearance of the map; whereas the original map aimed to replicate our solar system, "Worlds" will emulate a pseudo system with it's own batch of cubular build spaces. Overall the map will be very "Blocko" with stud textures on the ground and terrain that fits in with the baseplate 'cubes' that are now a default feature in BL. Speaking of terrain, part of my plan to inspire creative building is to add more features to the planets surface so rather than just being a flat you may end up seeing rivers, hills, craters and more on the various worlds.

I'll attach some W.I.P. screenshots of the worlds I am working on right now in Constructor. I've thoroughly tested the interiors in game and it works seamlessly with the bricks (such as the baseplate cubes). Interiors and bricks handle lighting slightly differently and I have yet to find a way to match up the colors perfectly, but it won't be distracting when complete. Since I am not messing with the scale of the interior in game, the placement of bricks and lighting of the interior is flawless; this fixes perhaps the greatest set of issues with the original map.

If you have any suggestions for cool ideas I'm open to them.  (Grass prototype video)

Gallery / Badspot's Blockparty and Eyefinity [Pagestretch?]
« on: March 28, 2010, 02:40:38 PM »
Just tried out a little experiment combining Eyefinity with the Megashot tool.

The image was originally generated at a resolution of 12120 x 2160 pixels and added up to a raw file size of 14MB. I just resized it down to my normal screen resolution of 6060x1080.

One thing I noticed that looks kind of cool is that the waterfall emitters ended up blurring into a coherent flow in the image.

EDIT: Hmm, it appears that Tinypic has resized my image. Anyone know of an image host that preserves the file in its original size and format?
EDIT2: OK, fixed it by uploading to Imageshack. Click the thumbnail for the full size.

Help / Game Zooms in too much.
« on: March 25, 2010, 09:04:52 PM »
I just got my Eyefinity setup running and tested BL. To my surprise it let me select the correct resolution and the game runs fine.

However there is a slight problem with the game zooming in too much in both first and third person perspectives.

I've attached a screenshot of the problem. The resolution I'm trying to play at is 5760x1080.

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