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Topics - CityRPG

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1
Games / Warhammer 40k
« on: February 25, 2012, 11:40:51 PM »
I will pay $50 for a method or strategy for this game that makes it fun to play.

I have been trying RTSs since Age of Mythology and I hate every single loving one of them. I tried playing Zerg in Starcraft 2 and my W/L ratio was something like 13 to 50.

Im a massive perfectionist. I have overwhelming OCD. When I played Zerg, I would HAVE to take the time out to patch up a single missing spot of creep because that little gap would annoy the forget out of me.


W40K has the worst camera angle I've ever seen in any game, ever. It's so close to the ground it's like I'm dragging my nose against the dirt.

Capturing points in that game is a pain in the ass and if you forget you're capturing points and try to pull away it falls back in the loving ground like you dropped something hot.

I run around the map trying to kill the enemy and when I go back to where I was not 3 minutes ago they've already built another loving turret and I have to sit there and kill it again.

My macromanagement is so bad I ended my last game with something like 50,000 Rec and 8,000 Plasma.

To give you an idea how bad my macromanagement is, I joined a Help Group for newbies when starting out in Starcraft 2 they kicked me out because they thought I was trolling.

I can either focus on building, or I can focus on troops. I cannot focus on both.

2
Off Topic / god loving damnit i cant sleep
« on: February 16, 2012, 12:52:44 AM »
everything hurts


i took melatonin, it's a sleep aid, but it can't overcome all the caffeine so now it's 1am and Im buzzed and here's no alchohol of course because the whiskey and rum are in the freezer in the house now full of maggots chewing away at the disgusting remains of food left in the fridge, because the plastic insulation around the frame melted so it's all rotten everything is loving rotten

you know, i cannot help but to think that despite all the good fortune that has come my way last year there is nothing to look forward to. i envision no people to be happy with, nothing to do. no production can overcome an overwhelming sense of waste and failure and despite my best efforts to look at the bright side the light only hurts my eyes.


how can those with inferior genetics to me be so much happier? i must be at some sort of terminal velocity in terms of IQ; smart enough to understand but not smart enough to purposefully ignore that which is unpleasant. ambitious enough to think, but not enough to do.

what i do know is that i am not the most ambitious of men nor am i the smartest, but i know i deserve better than what i do have and what i do not have is what i want.

i cant lift my left arm up all the way anymore. i hurt myself doing something strenuous. i am crippled. i dont know if it's just a sprain or what but it's lasted about a week and even as i stretch it now i can feel the new found limitations screaming at me, like "you idiot you put 5 pounds on more than you should have when you worked the deltoids and now you have to deal with the consequences of trying to improve yourself"


all i want to do is sleep but i cannot obtain that which i want. the one time i actually wish to relax and enjoy the ether, setting down my rights to work frivolously on a job that does not appreciate me as much as i do it, in favor of sleep, and it does not come.

i see people as investments, and if they are, i am horrible at investing.

i wonder what it's like to appreciate someone as an actual person.


when i have failed people i need to rid the people of the person who has failed them. it would go the same for anyone.


why cant i sleep

3
Off Topic / The Walking Dead
« on: February 15, 2012, 01:31:01 PM »

"The Walking Dead tells the story of a small group of survivors living in the aftermath of a zombie apocalypse. Most of the story takes place in the Atlanta metropolitan area, as the survivors search for a safe haven away from the shuffling hordes of predatory "walkers" who devour and infect any living thing they catch. The plot is focused primarily on the dilemmas the group face as they struggle to balance their humanity with their survival."


Basically, airs on AMC, is about zombies and people trying to not be eaten.

First season was great. Second season was slow because they took so long trying to find this stupid little girl. Also, lots of soap opera drama.

Second half of second season is going pretty great, though.


Watch it, and listen to this song: http://www.youtube.com/watch?v=2ziH7PfCmOY

4
Modification Help / Benchmarking Script Efficiency?
« on: February 09, 2012, 07:53:58 PM »
I'm using the function getRealTime() to compare start and end times of a script to figure out where things are slowing down, but I'm getting odd results like -4 and randomly skipping between almost nothing (between -4 ~ 6ms) and 16ms every second or so.

Does anyone have a better way to calculate execution time of functions?

5
Modification Help / Zombies are People, Too
« on: February 09, 2012, 01:51:17 PM »
Zombies are People, Too - v3

ZAPT is long overdue for an update. The most popular Zombie Gamemode continues to be Rotondo's, despite not having had an update in 2 years come the 23rd of February.

This mod isn't exactly perfect either. There are a number of severe issues crippling gameplay and turning away people from using it. This topic is geared for addressing both mechanical aspects that are either too difficult to understand or outright malfunctioning, along with suggestions for new features and improvements for existing features.

What I want to do is hear from people what they don't like about what already exists. I will aim to improve the code more than add on to it, enhancing the undead's artificial intelligent and resolving bugs that cause the mod to be unusable and/or boring.

It seems to me, even now as I go over other people's builds and servers where ZAPT is being used, that I am the only person capable of hosting a really efficient server. So, I'm curious: Why is this? What aspects are unintuitive and hard for people to work with?



Bug Fixes
Please report ANY bugs to me through PM/This Thread/RTB's Bug System.

Known Bugs:
  • I'm in the dark. It's been too long. :(



Enhancements
Things that exist which are going to get a makeover.

  • The Zombies - Improved AI, especially the addition of wall-scaling.
  • The Tank - v3 will never be published until I get my tank model. Not compromising this time.
  • Mutations - From my knowledge, nobody has created a zombie mutation that works with the existing system. It was done poorly, makes no sense, and interacts with the game code with the finesse of a gang rape.
  • The Director - Nobody knows how the damn thing works and I need to make it more intuitive.
  • The Molotov - Someone posed a way to make the flames do damage as opposed to the epicenter of the explosion. Already done, waiting to be shipped.



Additions
New stuff. Hopefully, not much.

  • Hoarding Mutation - Adds a new brick that spawns foodstuff to be carried back to a depot. As time goes on and the director becomes angrier, less food spawns (disguised as "More perishable food spoiled!"). If the group manages to secure enough food, they can return to the safehouse and win the game.
  • Survival Mutation - A modified infection mode that does not allow for player zombies or respawning.
  • Wave Mutation - 10 waves of zombies at multiple intensities.



Contributing
Because ZAPT is a public mod and will eventually be released to everyone, I'm going to try something totally different and let other people help with the game mode. If you'd be interested in supplying code, PM me an example of what you've done. It needs to demonstrate code cleanliness, ethical packaging, and comprehension of object-oriented programming. ( And don't guilt-trip me into accepting you, please. I'm a bleeding heart. :c )

The project's bitbucket page will be here:
https://bitbucket.org/Iban/zapt/



FAQ
  • What about CityRPG? - I'm one of those people that works on a bunch of stuff at once. I can't look at the same 50,000 lines of code every day.
  • Estimated release date? - When it's done.

6
Help / Asus Gaming Laptop -- Has numpad, but not being detected.
« on: February 07, 2012, 09:44:21 PM »
This is my laptop:

http://rog.asus.com/notebook/17-inch/g74sx/

It has a full keyboard, numpad included.

Problem is, Blockland's key input isn't detecting the keyboard keys as from the numpad. A 5 on my numpad is the same key as on my number row.


Does anyone have a driver or something for this? Can't seem to find any information on it.

7
Off Topic / ACLU -- Internet Identities for All Americans
« on: February 01, 2012, 09:09:48 AM »
Quote
Rep. Zoe Lofgren of California -- a SOPA hero who also led Democratic opposition to this bill -- said, "It represents a data bank of every digital act by every American [that would] let us find out where every single American visited Web sites."

http://www.slashgear.com/sopa-sponsor-has-another-internet-bill-that-records-you-247-20210264/

Quote
A commercial provider of an electronic communication service shall retain for a period of at least one year a log of the temporarily assigned network addresses the provider assigns to a subscriber to or customer of such service that enables the identification of the corresponding customer or subscriber information under subsection (c)(2) of this section.

Basically, everything you do will be monitored and they're passing it under the guise of protecting children from being in kiddy research because Americans are forgettarded enough to believe in it.

Bisjac noted the last time with the SOPA/PIPA bullstuff that this is what the bill would have allowed them to do -- identify citizens with their online activity. I guess this was the original intention, and since SOPA got wrecked, they're stripping off all the other bells and whistles and just passing what they wanted all along.


Time to shut down the Internet... Again.

8
Modification Help / Namespace Linking
« on: January 29, 2012, 03:35:56 PM »
Code: [Select]
function DatablockOne::doSomething(%this, %obj, %arg)
{
// Really long and complicated code.
}

function DatablockTwo::doSomething(%this, %obj, %arg)
{
return DatablockOne::doSomething(%this, %obj, %arg);
}

DatablockTwo.doSomething(%obj, true);

The above code will work. DatablockTwo will completely emulate DatablockOne's functionality. In fact, %this in DatablockOne's function will properly reference DatablockTwo, if DatablockTwo is what was originally called.


Can anyone think of a reason this code should not be used?

9
Drama / Blockland Greasemonkey Scripts
« on: January 19, 2012, 01:52:43 PM »
Greasemonkey is an add-on originally for FireFox that allows users to write up JavaScript that executes after the page has loaded. Google Chrome includes support for .user.js files by default.

Requires Greasemonkey
Firefox
Chrome supports .user.js scripts by default. Just click a link and install it.

Scripts

  • Master Ignore Script
    Completely and totally removes a user from existance in such a way you won't be able to tell they even posted, except slight "Unwanted User" remarks in the Last Post areas of the forum.
    Can dynamically add and remove users through their profile, and can reset the block list by viewing your own profile.

    Added by default are Lord Tony and Stocking. To remove these filters, click their profiles and then "Remove this user from your block list."


  • Kingdaro's Youtube Embed
    All youtube video links convert to youtube embeds.




If there's any other requests you guys got that would be easily doable for modding the SMF interface, let me know. I'll be more than happy to pin other user's scripts to this post.

10
Help / Dedicated saveBricks()
« on: January 13, 2012, 09:50:03 PM »
Was this function removed?

11
Modification Help / CityRPG
« on: January 10, 2012, 12:04:04 PM »
CityRPG is a mod that has existed since Blockland v8. It has lived over the course of years. It has been developed and modified by more people than I will ever really know. It is a mod that has one of the most convoluted and sordid histories that this game will ever see.

Oh, it's also pretty fun.

(It's going to take a little bit for me to document all of CityRPG. Most of it was in Closed Beta, and it's been awhile. OP will be changing.)





Features
If you'd like to call them that...


Jobs

BranchTier 1Tier 2Tier 3Description
BumUnemployedVagaboundUnemployed is the default job. It alows you to collect welfare. After 10 welfare checks, you become a vagabond, which allows you to beg for money.
MerchantGrocer or Arms DealerStorekeeperFactory Owner or ProfiteerMerchants handle goods. Grocers sell food, Arms Dealers sell ites. Storekeepers can sell either, and vehicles. Factory owners run factories that generate high profit through employees, Profiteers generate consistant profit through investing Refined Plastic and money into auto-generating skyscraper lots.
LawPolice OfficerSWAT OfficerPolice take care of criminals. They are armed with a Baton for stunning, and Handcuffs for arresting. SWAT Officers are the most lethal. To even be one, you need 50 arrests, 50 kills, and to maintain a Kill Death Ratio of 1:1.
LaborMiner or LumberjackSkilled LaborerForemanLaborers mine raw plastic from trees and ore bricks. They sell this ore to factories for processing. Skilled Laborers give a small bonus to all nearby unskilled laborers. Foreman give off an even bigger bonus, and the larger the group mining with him, the faster everyone mines.
PoliticsBureaucratMayorBureaucrats pull strings to reward those the favor, and disadvantage those they do not. Mayors are democratically elected, and can change laws and taxes, and buy upgrades for their Police Department (or themself)
MiscRogueRogues do not collect unemployment or a paycheck, but they are pretty skilled at parkour...



Weapons
CityRPG has a unique, balanced weapon set. It uses raycasts, has headshot damage, range falloff, and custom models and animations (courtesy of Monty).





Vehicles
In the old CityRPG, the price of a vehicle would be the price of the vehicle spawn brick. This had no restrictions, and depending on what vehicles the server host had enabled, players could spawn tanks, helicopters, whatever.

This is different now. Vehicle spawns are free, but to get a vehicle you have to buy it from a Shopkeeper. Shopkeepers are allowed to sell vehicles through a Vehicle Sales GUI. Buying a vehicle causes it to appear on the modified Vehicle Spawn Wrench Dialog. As a result, vehicles you own can only be spawned on your property, not another player's. Vehicles can be locked and unlocked, but they can also be picklocked and hijacked by the City's villains.

If your vehicle is sold illegally, you're out of luck. You'll have to find your local Police Department and pay to have them find it. This is about 10% of the original price paid.



Crime

Crime works differently now. By default, all players have a fail-safe to their actions called Villainy Mode. This is similar to Oblivion and Skyrim, where you have to crouch to pickpocket. Villainy is toggled through a keybind; I use Mouse 3. When Villainy is enabled, this icon appears above Super Shift:


Without this enabled, you can do no evil. Shooting people does no damage, running people over halts your vehicle miraculously, stray gunfire does not damage other people's property, and so on. You can defend yourself safely, however. Gunfire towards aggressive criminals will work just fine, and police can safely tackle spree killers in a crowd without risking their own welfare.

Enabling crime will allow you to whatever you please. Incurring demerits of any form will force you into Crime mode.


Demerits also function differently. Crimes can either be blatant (automatic demerit incursion), witness only (innocent or police must be in viewing distance of the crime),  or they drop a clue.  Clues can either be visible or invisible, depending on the crime. If a cop touches a clue that is visible, it incurs demerits on the player. If a Law Enforcer uses his magnifying glass in the vicinity of a clue, it becomes visible. If a civilian uses his Cellphone in 9-11 mode near a clue, visible or not, it incurs demerits on the perpetrator.

Clues are dropped by all sorts of events and last for different periods of times. Clues tend to collect around shady lots were lots of illegal activity happens, but drop where people are shot or killed, where bricks are destroyed with a pick-axe, and so on.

This is a clue:




Elections
Blockland will have its maximum population at 0100 UTC, so elections will begin at 0000 UTC and end at 0103 UTC, or 6pm - 7pm Central Standard Time.

An in-game week is 1 hour, 3 minutes.

A mayor will remain mayor until voted out of office, or assassinated. A mayor's natural term will be 24 hours, starting from the end of his electing vote until the end of the next election period. A 6 months in-game is 25 hours, so this is just under half a year.


Getting elected is a battle of strategy, and money. You pay into campaigning. A level 1 campaign costs $100, and each level thereafter is 150% the price of the last level. Level 2 is $150, and so on.

The top 4 campaigners will appear on the ballot box next to the incumbent mayor. Incumbents have no need to campaign, their popularity will be dependent on their actions as mayor. Mayors can be re-elected as many times as the public is willing.

Letting people know what you're about and securing votes with public expeditions is just as important, however, as some people may give you money to help with your cause. Simply being on the ballot is not enough.


You can lose your public servant position one of two ways:
1. Betray the public and incur demerits. By default, the Mayor is a Do No Evil position, and cannot ever hijack vehicles or do other sorts of harm to his or her civilians. However, the Mayor can embezzle money and buy vehicles with the government treasury. If a police officer is astute and willing enough to track your actions, you will lose the faith of your people.

2. Being assassinated. Political Assassinations are the most heinous of crimes, as they eliminate a person put into position by the people themselves. Because the punishment of assassination is so high (life in prison without possibility of parole), it's unlikely anyone will ever want to kill the Mayor. However, if taxes are too high and you pardon too many prisoners, someone might just be tempted.

If a mayor is removed from office for any reason, the election will occur at the next natural election period. In the time between removal and vote, there will be no governing body. The city will have to take care of itself.






History
To whom it may concern...

Birth
CityRP is based off the mod for Garry's Mod called "DarkRP." It is a mod that is based off a mod for a mod.

In the beginning, there were three types of jobs:
  • Shopkeeper, which could spawn items.
  • Police officers, which could arrest criminals (the only crimes back then were Assault and Murder).
  • Civilians, which didn't do anything.

Every 5 minutes, a tick would happen. People would get income based off their job. Civilians earned $25, Police earned $50, Shop Keepers had to make money by selling items. These were the simplest times of the mod.


The original developers of CityRP were Jookia and Boltster. Jookia was the main contributor of code, and although Boltster did make attempts to help, Jookia's extreme concern for the formatting of his code would cause him to want to integrate Boltster's contributions line-by-line. The result is, submitted progress would take a week to appear on the main server. This did not change when I, Iban, joined the team and began to add to the pot as well.

The rate at which my code was being added was upsetting, so instead of just working and submitting progress to Jookia, I hosted my own server. I called my server "[Iban] CityRPG", which was different in only one aspect: The name had a G on the end. Jookia never liked this, saying that Blockland was the game, CityRP was the roleplay. Our relationship crumbled extremely quickly, and after a week of adding on to CityRP, I had a mod that was getting much more sophisticated than Jookia's. I had added two jobs: The Thief and Bounty Hunter, adding more crimes and ways for people to stop crime.

In jest (or maybe not), I renamed the server "[Iban] Better CityRPG". Jookia did not like this, and he asked me to stop working on the mod and delete my copy of the add-on. I declined, and CityRPG was born.


Diggy
Jookia and Boltster continued to develop parallel with me. However, because Jookia was slower at adding new features, and Boltster's rate of contribution was almost none because of how Jookia needed to integrate his code,  I quickly won that race. Eventually, my server was poplocked at 16 players at almost all times, while Jookia's 32 player server dwindled with inferior numbers. Jookia gave up, and posted CityRP publicly to get back at me. I remember having a conversation with him, where he was going on about how he had won, because now CityRP was not special. Anyone could run it. He intentionally killed his own mod to have revenge.

This did not work as expected. Even though there were many clones of CityRP floating about, they all lost popularity and paled in comparison to the mod I was running. But one day, I just got bored. I looked at all I had made and decided, "no more." I shut down the server and disappeared for months.

In that time, someone did take my place. That was Diggy. He had attempted to modify his copy of CityRP through scripters in the USSR Clan, and although progress had been made, it was slow and insubstantial. Diggy himself did not know how to script. However, his ability to build awesome cityscapes and layouts struck a chord in me. I had great faith in Diggy, so I gave him CityRPG.

After helping him get set up, I disappeared again. When I returned, Diggy had changed. He had modified the gamemode in odd ways, giving some lots high prices and negative tax rates, calling them "Industrial Lots". It was a mess, but he still had the gull to rename the mod "MetropolisRP" and remove my name from the credits. There was a bunch of new jobs that had little purpose, just different weapons. Even Diggy himself had mutated, becoming extremely arrogant and aggressive for what I considered no reason. At the height of our conflicts, I told Diggy I had saved his CityRPG build and teased him over it. He banned me from the server. Deja vu...

To spite him, I began hosting again after a few months, developing and fixing what he had made, but better. This is when I met three people.


Striker150, Pedgi, Spacefar1
This group were frequenters of Diggy's MetropolisRP (I think he was Wentworth at this point), but they once visited my server to see what it was. This is when they were all banned from Diggy's server for the reason "Iban Lackey." None of them knew me, we didn't talk, but Diggy had been using RTB to check who was in my server, banning almost everyone who joined.

Upset with Diggy Wentworth, the four of them spoke to me and we just clicked. Pedgi owned a business level Internet connection and a server capable of holding 48 players. Spacefar1 was good with graphics. Striker150 was a college student studying 3D modeling. Wentworth had inadvertently dropped the three best people I could have hoped for right into my lap.  This was the start of the GUI, one of the first of its kind. The only mod that had a way to require a GUI. I was no longer bound to the ground with center prints and bottom prints, the sky was the limit.

CityRPG v2 was born, and it destroyed Wentworth's server population after only a few weeks.


Fallout
Wentworth had fallen the same way that Jookia had, but life takes precedent. Striker was swamped by college material, Pedgi and Spacefar and Shark were socially active and extremely charismatic. And I was bored, again.

CityRPG v2 faded away for the same reasons it had before. I was tired of doing the same thing every time I got on my computer. They wanted to see more, but I did not. There was some sort of elusive crash bug that would cause the server to die at complete random, sometimes every day, sometimes an hour into hosting. I could not fix it. Building upon Jookia's design for 2 years had finally come to its end. 25,000 lines of code over a dozen or more files, and CityRPG v2 had died.

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