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Topics - Gytyyhgfffff

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1
Modification Help / eggscript -- torquescript extension (v0.2)
« on: August 30, 2020, 11:04:08 PM »

https://github.com/bansheerubber/eggscript

i've been working on making a torquescript tokenizer/lexer/whatever you want to call it and the vanilla torquescript part of it is finished. i was thinking that i could add a bunch of additional features that could polyfill down to normal torquescript. ideas include:

- vector operators, no more nested vectorAdd/vectorSub bullstuff. you might write:
%distance = `||%vector1 - %vector2||`;
%dot = `%vector1 . %vector2`;

not really sure how to do the syntax for operations like cross product, distance, unit vectors, etc. open to any ideas on this one

- arrays are treated as objects. this would be polyfilled down to something efficient, but in eggscript you might write:
%array = [];
for(%i = 0; %i < 50; %i++) {
     %array.append(getRandom(1, 5000));
}
%array.sort();
for(%number in %array) {
     echo(%number);
}


- inlining functions for optimization (no more 2-6 microsecond overhead for calling functions!)
- using a string table to shorten variable names (better performance, especially for large loops)

features already in eggscript include:
- string templates. i.e. %variable = $"Welcome to {%client.getPlayerName()}'s server!"; will polyfill to %variable = "Welcome to " @ %client.getPlayerName() @ "'s server!";
- minification https://bansheerubber.com/i/f/GeuGv.png
- de-minification aka pretty printing

willing to look into additional syntax to add to this, really looking forward to making a bunch of cool extensions

2
Off Topic / piss on confederates' graves megathread
« on: August 15, 2020, 09:47:47 PM »
https://digitalcommons.unf.edu/historical_architecture_main/5064/
Quote
Our Dead. In Memoriam , our Loved Ones Who gave up Their Lives in the service of The Confederate States

lol they died

3

Tournaments has its 4th birthday on March 27th, and I thought it'd be fun to throw a little celebration with releasing a big map/weapon update. Here's our plans:
  • continue improving balance, so all weapons are on relatively equal footing.
  • introduce new secondary weapons with a focus on improving player movement. gunboats, teleports, you name it. the goal is to add some new flavor to the primaries.
  • new landmine secondary weapon, adds lots of zoning options to existing primary weapons. landmines will be very easy to locate with their characteristic beep, and depending on the placement you may be able to do some clandestine landmine removal with your AoE damage. a good landminer will be able to restrict certain sections of the map, or may even persuade their enemies to walk straight into one.
  • a healthkit secondary. takes a long time to deploy, and alerts the enemy to the user's location. daring players might use this secondary to lure enemy players into a trap.
  • 5 new maps, including a cut bushido map (now featuring less stage hazards lol).
  • we will remove hammer. nobody likes it.

I've made a lot of balance changes over the past few days. I'll try to list all of them:
  • secondary shotgun was buffed to have uniform spread and a shorter withdraw time
  • saw tomahawk was nerfed from 100 damage to 80 damage. extreme on-hit knockback was added to make it harder to chain tomahawk hits together.
  • missile l has a longer reload time, turning it from a rusher's weapon to a more precise weapon.
  • sniper rifle's bodyshot damage was increased from 50 to 70, and its shield breaker charge time was reduced from 1 second to 0.25 seconds, with a 0.75 second cooldown.
  • rocket jumper was buffed by giving it extreme air control, its now possible to actually rocket jump with this weapon. a skilled user will be able to cross the map maybe 2 or 3 times faster than someone with a gas op. self-damage was reduced, but each rocket jump adds 15 damage to your enemy's damage tally. this means its hard to scam with this weapon.
  • rocket punch withdraw time was reduced from somewhere around 0.8 seconds to 0.1 seconds
  • micro missiles were nerfed from 60 damage total to 40 damage total. takes 5 hits to kill from full instead of 3 hits to kill from full
  • slightly reduced burn motar's area damage, since by the numbers it was basically the same as the missile l except with fire

For those who have been frustrated with their ping while playing the last few days, I have just upgraded the server to a faster node. The CPU usage of the server has improved by more than double, which has been making for a pretty consistent ping at least for me.




4
Add-Ons / minimap generator program
« on: January 08, 2019, 12:30:24 PM »
yeah i bet you never thought you'd see this project ever again. figured out yesterday there's some like nomad hermit community of good people still left and also figured out this mod was way more finished than i remember it being. this one goes out to all the Cool Dudes out there

i'll let the images speak for themselves before i force you to read the 50 pages every programmer writes about their program features

features:

q&a:
  • will you add x feature?
    • no


  • help, when i press "Create Minimap" nothing happens, even after waiting several minutes!
    • post the minimap.log, i'll try to take a look at it when i have the time

  • this program doesn't work on my ubarchebiankaliora OS, what do i do?
    • despite being a java program and in theory portable, the program relies on some .dll's that give it fast .obj loading functionality. the JVM for linux/macos doesn't like this and would much rather prefer .so's. the program might work on wine though

  • wrow, i never thought i would see your name again. are you staying for a while, or are you going to release anything else?
    • no. i cut blockland out of my life 6 months ago when i realized that interacting with this awful community was slowly killing me by giving me massive anxiety and self esteem issues. even as i write this after a 6 month break from the forums, i find myself strategically phrasing things to avoid looking weak so i don't get pounced on by 50 starfishs. looking back on it, i used to be a super irritable cunt (if i ever berated you for having poor balance in your server for 50 years, i'm really sorry. i feel ashamed i was ever like that) because of blockland and a blocklandless life has been way more fun and fruitful than i could have imagined. if you think you've escaped becoming the blockland starfish, you haven't escaped at all. i really recommend cutting this community out of your life because it really just makes you feel better. i do have nostalgia for a bunch of fun servers and their cool people, but that's the past and i want to move forwards in my life, not backwards. releasing all my add-ons would not only be a chore, but could be the catalyst for me rejoining this forgethole again due to the obligation to show people how my different add-ons work and how to set them up on their servers. i'm sorry, i just can't do that to myself. i can't exist in a place where deus ex told a rape victim it was her fault, where pear-earther gothboy raises his vaccine-less children with blockland, or where master matthew discredits all LIBBRAAL MEEEEDIA anymore.

      releasing this program is easy enough since its basically guaranteed to work on anyone's computer, since its an external program that doesn't have to worry about add-on intercompatibility issues and is reasonably well polished. also, it lets me gift something back to the small building community blockland still has, and as far as i can tell that's where all the nonsociopathic people of blockland are.

that being said, here's the downloads:
add-on: http://www.garycact.us/i/U2NlbmVyeQ/B_ILeKS2.zip
program: http://www.garycact.us/i/U2NlbmVyeQ/agnZA5o4.zip
program source: http://www.garycact.us/i/U2NlbmVyeQ/DEl1CH3f.zip (seems to be decently documented. i used this stuff in a school project and the teacher would've shot me if i didn't document it)

how to use it:
  • 0. do not be a fascist. if you are a fascist, the program will automatically detect it and blow up your computer.
  • 1. make sure you have the latest version of 64 bit JRE8 installed. you can find it here: https://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html . the program does not support 32 bit versions of JRE.
  • 2. place Server_Minimap.zip into your Add-Ons folder, and extract the contents of program.zip to Blockland/minimap/jars.
  • 3. with the new duplicator, select the bricks you want to make a minimap out of and use the command /createminimap filename to save the selection (filenames with spaces in them are not supported). with this method, only bricks within the selected area will be rendered in the minimap. only super admins can use this command. to save the whole map at once, do not select anything with the new duplicator and use the command /createminimap filename all. both commands will create a .blmm file inside Blockland/config/server/Minimap.
  • 4. run start.bat, which you should have extracted earlier into Blockland/minimap/jars along with some other files. this will open up a GUI that should look like http://www.garycact.us/i/U2NlbmVyeQ/yZHCcJaM.png . select the .blmm file you just created in Blockland/config/server/minimap, adjust the stud resolution and decide whether or not you want shadows, then press create minimap. when you create a minimap for the first time, the program will take a while converting brick files into a format the program can use. this may take several minutes at worst. afterwards, a separate window will open that will rapidly flash small birds-eye-view screenshots of your map. after this process is complete, the program will save the minimap's result as screenshot.png within the jars folder.
  • 5. congratulations, you did it. don't forget to sacrifice at least one minimap screenshot biweekly to your nearest gyt effigy as thanks for the major miracle that is this program working at all.

technical description of how this works, for nerds:
the program converts all .bls files it needs to render a map into .obj's, which are then positioned, rotated, colored, and later rendered in a simple rendering engine i made in JOGL. the .bls -> .obj code is robust and should work with just about any .bls, even the ancient ones that were seemly handtyped by the worlds first chimpanzee blockland modders. when the converter discovers a malformed .bls file, its almost certainly the brick maker's fault and its likely the brick wouldn't have even worked in blockland anyway. the program takes many orthogonal screenshots of the map from above, with different zoom based on the pixels per stud resolution the user specifies. with shadows enabled, the program uses the worst shadowmap generator code you've ever seen in your life to make shadowmaps for each orthogonal screenshot, with the frustum adjusted based on the tallest brick in the build. the last part ensures even massive mountains or skyscrapers have their shadows applied to the rest of the minimap screenshot for miles, with only a minor downside of decreased shadow resolution. i found the best (easiest) way to make the minimap image was to take many smaller resolution screenshots (500x500, because a window of that size should be able to display without being cut off on any monitor made in the last 20 years) and stitch them together at the end to produce a final image. i didn't ever get the chance to sit down and optimize the program for speed and memory, so its likely this code could still be optimized down to run lean and mean and not use as much memory as a simulation of the entire known universe. that being said, its still very quick and i haven't had any issues rendering massive builds at decent pixel per stud resolutions on my stuffty laptop (any other traditional minimap generator you have seen from years past was typically a raytracer implementation and would take at least 100x longer to render anything at an equivalent resolution. additionally, as build size increases or as resolution increases, these raytracers would experience the hell of O(n^2) complexity and it would literally take a full day of raytracing to render a shadowed minimap at any pixels per stud resolution above 4x4).

5
Drama / ThickDiggerNick (blid: 20201) using aimbot
« on: June 25, 2018, 10:49:12 AM »
just a heads up, this guy is using blhack

https://streamable.com/b5r2f particularly at 10 seconds in, he locks onto phanto precisely even through walls and perfectly tracks him even after flying into the air behind phanto. he instantly reacts to being blasted up into the air which is something that i've seen nobody do before. nobody reacts instantly to blasting up into the air and then follows up the launch with perfect tracking even when phanto is at a difficult angle. on top of that, the spam rifles (the weapon he is using) have velocity recoil, which make you fly through the air. not only does he perfectly track phanto, he perfectly tracks phanto as his velocity is constantly being changed in mid air. he may miss some shots, but this doesn't mean he isn't using blhack. blhack does not lead projectiles to hit targets, so you have to look at blhack user's aim alone to determine if they're using aimbot or not. he aims exactly like perfect aim ai bots i've made for FPS gamemodes before.

https://streamable.com/8sb1m particularly at 9 seconds in, he starts shooting into the air nowhere near protear and then instantly locks onto him and tracks him perfectly as protear jumps from the platform down to the ground. really erratic behavior, considering how he at first has no semblance of aim at all and then instantly becomes perfect at it.

the theory is that he is toggling aimbot on and off, which makes some shots look like he isn't using aimbot and others look like he is using it

6
this is a prototype (now outdated, rewrote the program because this version was way too slow) of my minimap generator:


i'm planning to release it as a standalone java program at some point in the upcoming weeks. how it will work is you'll select an area of your build with the new duplicator and enter in a command like /saveminimap name to save a minimap. you then open up a java program that gives you options that you tweak to make the best looking minimap image

current features:
  • it's fast: it can render ACM city at 4x4 pixels per stud in like 8 seconds
  • shadows
  • shading: if you look at the bottom left corner you'll see the canopy's ramps are shaded differently due to them being sloped
  • looks like blockland: i stole the shading code from blockland's shaders so the minimap will have the same colors as the blockland build
  • scans your blockland files for bricks: it will scan all of your blockland files for the bricks required to make the minimap


planned features:
  • handling bricks underwater
  • handling the ground color
  • handling custom environment settings like direct light/ambient light colors and sun direction and shadow color
  • a gui

     - will let you select different render resolutions. the image above is set to 8 pixels per stud; you will be able to have higher resolutions
     - will let you select different files to make minimaps out of
     - will let you mess around with environment settings after the fact
     - will give you the option to enable/disable shadows
  • memory optimization: the current program eats up a lot of memory so i'm going to optimize that at some point
  • 32-bit version: i compiled the dlls required for this at 64-bit a while ago and forgot to make 32-bit versions so i'll do that at some point


suggestions are appreciated and encouraged

8
General Discussion / Scenery's BUILDFIGHT
« on: November 26, 2017, 08:39:57 PM »
scenery's buildfight a server by scenery

Taking elements from fort wars, trench, and base raiders, Buildfight is a capture the flag deathmatch about cooperative engineering and destruction. Focus is given to creating and maintaining elaborate bases as players have liberal resources and the full range of the build inventory when building. However, all bricks can be permanently killed once fighting begins, so efficient building techniques and continuous upkeep are necessary.

Buildfight consists of two stages

The Building Phase
Both teams build up their defenses around their flags. Each player has limited bricks, so collaboration for larger structures is necessary. Special defensive bricks are available to regenerate brick and player health. Players have jets and a wall separates the teams to prevent premature fighting. The building phase lasts for 6 minutes.

The Fighting Phase
Once the building phase ends, the wall separating the teams comes down, pitting fortifications against each other. Players try to grab the flag while eroding enemy and maintaining friendly defenses. This phase lasts until a team captures the flag twice, resetting the map and restarting the build phase. No bricks can be placed in this phase.

Scenery's Trench classes are brought back from the grave due to lack of originality. While most info on how to play the game can be scraped from it, some important pointers are:

Bricks will die if unsupported. Don't make a magic skybridge without properly fortifying it otherwise someone will shoot one stair out and collapse the thing.

The brick and player healers are absolutely essential to maintaining a base. They heal players or bricks respectively in an area. Without them, a fortification is sure to fall quickly as players inside it are killed or its supports are destroyed. Brick healers heal through walls, but player healers need a line of sight to the player they are healing.

The hunter class has C-4, incredibly useful for doing significant damage to a structure rapidly.

We'll host this from time to time as we bug fix and add new features, as the game is not finished yet.

9
Add-Ons / Super Minigun
« on: November 26, 2017, 01:18:24 PM »
Super Minigun


features:
- manly single handed version as seen above
- chest mounted minigun version if you can't handle the ultra realistic one handed strongman minigun displayed in the above image
- one handed version has amusing firing animation where it shakes around in one's hand a lot
- deals 8 damage per bullet, shoots 20 bullets per second
- moderate spread, making it not effective at long range



gallery:
pusillanimous individual ass version for weak menvideo demonstration of range



credits:
me
phanto for posting the model in his model dump
charles for avatars for screenshots and the build in youtube video

download:
http://www.garycact.us/i/U2NlbmVyeQ/bu2yuME1.zip

models:
http://www.garycact.us/i/U2NlbmVyeQ/_6aFKy22.blend
http://www.garycact.us/i/U2NlbmVyeQ/Bi9vi8S7.blend

10
Off Topic / what happened to DestroyerOfBlocks (aka You)?
« on: October 21, 2017, 09:53:12 PM »
he hasn't been online since october 1st and i have no clue what happened to him. i don't think he's been killed or arrested (i checked because i got paranoid) but otherwise i don't know jack stuff about his situation. additionally i don't think he was stephen paddock so we're good on that front. was he finally taken away after playing the gray garden like he said he was going to be in his review? has he finally gone insane from playing wadanohara? was he assassinated by a rival ttrpg or merp server hoster? did he retire from having a presence on the internet to practice playing warsow so he finally can beat me? did he have an aneurysm after seeing the new paladins update? i don't know. maybe one of you has better contact with him than i do. i don't know what else to do to figure out what is going on with him at this point and i would like to know because we're good friends so if you know anything speak the forget up or i'll kill you like how i killed destroyerofblocks in warsow

edit: he hasn't been online on anything at all since october 1st including steam and he has been on steam every day for like the last 2 years so i do have reason for concern

11
Add-Ons / Four Seater Horse & Two Seater Horse
« on: September 23, 2017, 05:20:40 PM »
Four Seater Horse


features:
- comes with two seater version
- compatible with kobble's two seater horse. if both add-ons are enabled at the same time, my two seater horse is renamed to "Two Seater Horse v2" in the vehicle selection list
- seats are spaced apart far enough to allow for weapons to be fired
- you can pretend that its a horse limousine



gallery:
two seater horse in useempty four seater horseempty two seater horse



credits:
me

download:
http://www.garycact.us/i/U2NlbmVyeQ/nMnSRJ5K.zip

12

ok so this is what i've been working on the past month. it's a game where you control a starship along with 2 other teammates and try to kill the other team's ship. there's 3 roles each teammate plays on each ship: pilot, gunner, and engineer. pilot flies the ship and has various movement abilities he can use, gunner shoots guns that fire along predetermined paths and also has abilities, and the engineer supplies power to the 2 other teammates because abilities use power, and also manages a crew resource that buffs various different stations around the ship. this stuff is based on some real old roblox stuff called space conflict so if you know about that holy stuff i'm impressed and no it isn't like space conflict because space conflict had grinding and intercosmic doesn't suck even that much richard. anyways we're doing a semi-public test where i'm just going to post the password on here and you can join. make sure to get the client from the download below if you're going to help playtest. this stuff is first come first serve and there's only room for 6 people right now (planning to have 2 ships per team in the future, allowing for 12 players max. maybe we'll increase the limit of that too who the stuff knows) so join now. for you testers i don't care if you take pictures and talk about the game and whatnot so go wild call the game stuff if you think it is

password is newgame
here's the download for the client: http://www.garycact.us/i/U2NlbmVyeQ/Kq4PWRYX.zip
its being hosted under Scenery's Intercosmic

ok we're done with testing for today check back on the thread for progress

13
i'm doing some compressing work for music and before i tackle some songs i would like to check and see if they are in blockland's cloud cdn or whatever the stuff you want to call it. it is my understanding that even downloading super compressed music from a bl server is slower than downloading the same uncompressed music from the cdn because the cdn stuff is way faster than direct downloads from a blockland server, which is why i would like to know how to check the cdn before i compress some of this music

14
Add-Ons / Warhammer: Space Marine Playertypes
« on: May 21, 2017, 06:29:54 PM »
Space Marines

features:
- purges all heretics
- avatar recoloring for stylin' fashion in battle
- there's animations and that's better than nothing
- can ski like the 355.m38 winter olympics finnish space marines
- has jet and no jet versions

the playertypes:
there's two playertypes so far: normal ass space marine and the chaos space marine. you can extensively recolor both through the avatar gui and also through script because there's a bunch of different body parts a creative modder can recolor to recreate a space marine chapter in blockland or even create their own. the .blend files are here so you can look at the different node names yourself. i tried making an image that listed all the different nodes but that failed horribly.

setting your avatar:
customizing your avatar is easy because the limbs in the default avatar editor correspond to the limbs of the space marine. however, there are a few different customization options available to one using the avatar editor:
backpack/cape slot color: controls the color of the skull/vent on the space marines and chaos marines as well as the inner chest armor piece
shoulder pad color: controls the color of the shoulder accents on the marines
hat color: gas mask tubes/vent color
feather color: various jetpack decoration pieces' colors and on the chaos space marine the chaos wheel color



gallery:

character customization possibilities

size relative to blockheads (about 1 head taller)

chaos space marine



credits:
tingalz for donating me the space marine models and letting me release them

download (v2):
http://puu.sh/vYzTm/bf53814ccb.zip

not required downloads but recommended nonetheless:
warhammer 40k weapon pack: https://forum.blockland.us/index.php?topic=303618.0
"why aren't we killing yet" confusion emote replacement: https://forum.blockland.us/index.php?topic=297235.0

source models with a ton of extra stuff with it:
http://puu.sh/vX77Y/f3a9580706.obj


begging:
ok so the playertype has stuff animations. all i did for the animations was copy/paste body parts onto an imported blockhead.dts and exported it because i can't do anything worth stuff animation-wise. on the upside, it supports all the brick tool animations. on the downside, the jump animations are forgeted if you look down/up, the sit animation is so forgeted i made it so you can't sit with the playertypes, the walking animation is a bit forgeted at times, and all the animations look a little goofy but who cares about that i certainly don't. if someone is willing to do better animations all the source models can be downloaded in the above download section

15
Off Topic / [USERSCRIPT] Quote Notifications
« on: January 29, 2017, 01:38:16 PM »

QUOTE NOTIFICATION USERSCRIPT

download link: https://www.garycact.us/notifications/notifications.user.js
my older userscripts: https://forum.blockland.us/index.php?topic=289137.0

suggestion thread: https://forum.blockland.us/index.php?topic=306706.0

so this is a userscript that adds a little box at the bottom right of your blockland forums screen which lists out people who quoted you in different threads. you can minimize the box and save notifications in it for later or delete all the notifications if you have already seen them. this mod is really useful especially for me because i constantly forget about conversations i take a part of on the forums




this thing is a userscript, so you'll need some form of tampermonkey, greasemonkey, violentmonkey, or monkey face (ouo)

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