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Topics - Space Man

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1
General Discussion / Spades ADVENTURE RPG - boss fight footage
« on: December 12, 2015, 11:45:09 AM »
ADVENTURE RPG
better name pending









???

The goal with this ADVENTURE RPG is to create an "adventure" with rpg elements and where combat is an obstacle rather than the main grind. Quests and going through dangerous (hand made) tombs, crypts, catacombs and such in order to get sick loot or complete the quest or just for fun.






FEATURES

The whole default game is destroyed and everything is implemented so that it feels "default".


Cool Inventory System™
(seen in video)

The inventory is opened like you would normally open your everyday blockland inventory.

Navigating the inventory is done exactly like you would navigate the paint can: "e" (or whatever you have binded for it) to move right and shift + "e" to move left.
Selecting an item will show its stats

Left click un/equips the selected item and right click drops it.

You can also see some basic info like your total damage, defense, gold amount etc.

While the inventory is closed you can press "e" again to quickly draw your weapon to access your favourite hand. (to click on npcs and items rather than try to murder them)


Sick Skill System (SSS)
(seen in video)

The brick menu has been destroyed into a completely new thing which is the skill system.

You open up the brick menu like normal to see that it has no bricks in it but skills instead, you click on a skill and it appears on the tray.

Selecting a skill is like selecting a brick. Having your inventory closed you either click a number on your keyboard or scroll wheel the skill you want to be selected.
After the desired skill is selected you just right click to summon the skill provided you have enough mana and the skill isn't on cooldown.

Learning skills is done by acquiring skill tomes through looting or quests.


Hopefully Not Boring Combat (yea right)
(seen in video)

I am trying my best to make a fun AI that wont get old after the first 2 kills, but we will see how I do here.

As said before though combat will not be the main focus of this mod, it will be an obstacle through out your questing.

Of course sick boss battles are planned.


Questionable Quests (qq)
(not in video)

The quest system is complete, just didn't want to spoil the quest (yes the single quest q_q)

The quests will not be "kill 500000 spiders and report back bye".

I will try my best (again) to make the quests as interesting as possible and while the initial quest description might be something boring like "yo i lost my jacket in this dark ass crypt somehow i never even move" it will require you to go to the said crypt and find the jacket even if its locked behind 6 keys in a room full of lava, spikes and a massive 50 ft monster or maybe there is some really irritating puzzle you have to solve we will see.


Other Things
(maybe in video)

Leveling system: You gain levels through xp. Some items, skills, quests etc require you to have a higher level.

Shop system: Not seen in video, but works just like having 2 inventories (think a bit here its not hard to imagine how it works)

Cool UI features: Health/Mana indicators, a status bar for the npc/player you're looking at etc etc etc

Various items, skills and other stuff not seen in the video





CONTRIBUTORS

Spade [ID:562]

I am the main creator here and have made most of the stuff here

Spede [ID:39334]

My prestigious brother who makes Sweet Sick Ni©e models


Other small things like bits of building and stuff have been done by ANT and Sleven and maybe others


sounds stole- used "with permission" from some unknown game nobody ever played (diablo 2) (NOT MADE BY ME)




2
Add-Ons / Ballistic Gauss Cannon | A weapon of mass destruction
« on: March 02, 2015, 04:17:07 PM »
BALLISTIC GAUSS CANNON







         


EVER FELT LIKE OBLITERATING YOUR NEIGHBORS, EX-GIRLFRIENDS OR JUST ANYONE IN GENERAL??

WORRY NO LONGER AND WIELD THE LATEST TECHNOLOGICAL MASS DESTRUCTION WEAPON, THE BALLISTIC GAUSS CANNON!

GORGEOUS MODEL MADE BY MY BROTHER SPEDE!






3
Modification Help / Tombland - Teaser Trailer!
« on: June 08, 2013, 07:47:25 PM »
TOMBLAND
That mod where dungeons stuff you.


This is a mod that I with the help of some good friends have worked on too long due to me being lazy.
Some of you may remember the original Tombland which this basically is, just much much better.

In this mod you grab some friends, set up a party and go venturing on a randomly generated dungeon with randomly generated loot.






FEATURES

Code: [Select]
                                       
                                       
           C FFFFF                     This is a
           C FFFFF                     fairly
      FFFF C FFFFF                     regular
      FFFFDCDFFFFF    C                dungeon
      FFFF C FFFFF    C               
           C          C FFFF           Where
           C          CDFFFF           
           D          C FFFF           F = Floor
          FFF         D                C = Corridor
          FFFDCCCC  FFFF               D = Door
          FFF  D    FFFF               
           D  FFF   FFFF               Rooms generate
           C  FFF    D                 with the same
           C  FFFDCCCC                 logic as they
           C  FFF  D    FFF            did in the
           C      FFF   FFF            original
           C      FFF   FFF            Tombland:
           C      FFF   FFF           
      FFFF C FFFF        D             1. Make room
      FFFFDCDFFFFDCCCCCCCC             2. Make doors
      FFFF   FFFF  D   D               3. Make corridors
              D   FFF FFFF             4. Make rooms
         FFFF C   FFFDFFFF             5. Repeat
         FFFFDC   FFF FFFF             6. Until done!
         FFFF C   FFF                 
              C                        It's fairly
              C                        simple and
              C FFFF                   effective!
         FFFF CDFFFF                   
         FFFFDC FFFF                   
         FFFF   FFFF                   
         FFFF                         
               
                       

Randomly Generated Dungeons

In Tombland every dungeon you go in is different from the other, every dungeon is randomly put together with 16x16 prebuilt pieces. Rooms are found with different sizes and shapes and inside them is a varying number of loot and monsters.

Dungeons try to make themselves as challenging as possible within the given player level range without being too hard, dungeons scale the amount of rooms and levels and the level of monsters and the amount and quality of loot accordingly.

Dungeons are not in any case or form a safe place to be for anyone, not even the highest leveled heroes, since hidden traps and ever growing monsters are always present.

There are also special rooms which may have something valuable within...












Randomly Generated Loot

Every item in Tombland is based on a simple base item, which is then heavily modified to make sure every item is different from its stats.

Items can have various different qualities and attributes which are randomly applied from a list of premade modifier affixes and then randomized even further.

The better you are and the better the monster is, the better the loot is. Naturally.

Gold drop is based on the monsters or the bricks level.



Custom GUIs and HUD

In the original Tombland there was only a simple inventory system and a simple hud. While it may have been simpler and faster (duh), I believe that this far FAR better than that the original was.

The inventory to your left is quite simple to use:

1. Click an item, it appears to be on your cursor now
2. Click somewhere else
3. The item is now there! (if it can be)

Hovering your mouse cursor over an item will show its attributes and everything.

Better items and such come unidentified which means that you have to identify them which is just a right click away!
If you ever need to drop gold, just click the gold pile icon and enter your desired amount.


(note: bigger ingame)

This the piece of HUD that is at the bottom of your screen and (hopefully) scales correctly depending on your resolution.
It shows all the important stuff such as your health, mana, experience, free slots in inventory, level, gold, your current total damage and defense.

The brickcart looking cart is for skills and will be spoken later on.

There is also a piece of HUD on the top of your screen which shows health, level and name of whatever you're looking at. It won't be visible unless you look at someone.

NOTE: You must have the GUI downloaded to get to the server.





Skills

Skills are something that was planned to be on the original Tombland but I were too lazy.

But now they're here better than ever planned.

To the right you have the skill GUI which works much like the default brick cart system thing:

1. You click a skill, it appears to be on your cursor now
2. You click on the cart
3. Done! It should now appear on the HUD cart too (see above)

To gain a skill you must find or buy a scroll that looks like



that, you right click on it and if you're high enough level you have learned that skill!

It should then appear on your skill GUI where you can place it on the cart.

To use a skill, highlight the skill on your skill HUD bar like you would if you were building with bricks,
then right click and if you have enough mana you will cast the spell and a small swirling cooldown animation appears over the skill icon!

Skill scrolls are rare and expensive though.









spades not included


Parties!

Original Tombland had a primitive party system and no lobby whereas the new and improved Tombland has this and a lobby.

You start off in the lobby where you can then click on people and invite them to your party! Or others can invite you.
When in a party you can open your party screen to see who are in your party and who is the leader. (leader name is in golden)

If you're the party leader you can kick anyone you want, excluding yourself. If you're not a party leader and you don't like the party, just leave.
While inside a party, you will go where ever your party leader will take you, if he decides to make a new dungeon, you will spawn there with him.
If you leave that party you will spawn back at lobby while the other party is still there.
If the party leader leaves the party the whole party will be destroyed and the dungeon will vanish and the party members are set to the lobby.

You can also enter dungeons alone, but that's dangerous!


Your default teamchat ability is now your partychat ability as you may already have had an idea of by looking at the above picture.





Shops & Trading

In the original Tombland we had a pretty crappy shop, but here again we have some GUIs to do that.
Originally you "traded" by dropping the items but now we have a GUI for that too.

All items that can spawn unidentified will spawn unidentified in the shop.

In the trading GUI your offers are in the box below and your partners are above.
You can trade any item you want as long as you and your partner have space for the items.
You can also trade gold by clicking on the gold pile icon and setting an offer.

Click trade and you're ready to trade!











So there we have it!
I have hopefully covered all the main features of this new and improved Tombland mod.

Current team

Spade [ID:562] - pretty much everything else
Brian Smith [ID: 2199] - besty friendy beta testier C: and maybe some scripts
phydeoux [ID: 10403] - lots of testing, quite a few models, more to come!
JakeBlade [ID: 7088] - some testing, many models and probably more models to come!



More stuff to come!

I will probably host a first public alpha test this weekend so stay tuned!

4
Modification Help / Tombland - just wait
« on: October 18, 2012, 04:23:21 PM »
TOMBLAND


Tombland is a mod where a group of brave adventurers are set in a dark tomb in search for glory and treasure.

VIDEO (old parts)





FEATURES
   
-Randomly generated tombs!

-Simple Inventory system
 -You pick up an item, select it in inventory, click it, done!

-Simple loot system

-Monsters!

-Shops!

-Much more!





ABOUT TOMB GENERATION


I bet some of you are interested in how this thing generates then.

Well thankfully I decided to make this layout thing that I'll use to demonstrate how it works

Code: [Select]

" " = Nothing
"C" = Corridor
"F" = Floor
"S" = Shop
"L" = Last&First rooms
"0" = 0 x and 0 y (not in the example)


Step 1.

We start the generation by making a room.


FFF
FFF
FFF


Step 2.

We make some doors for the selected room.


 D
FFF
FFFD
FFF


Step 3.

We make corridors for the doors.


 C
 C
 C
 D
FFF
FFFDCCCC
FFF


Step 4.

We make doors for the corridors.


 C
 CD
 C
 D
FFF
FFFDCCCC
FFF   D


Step 5.

We make rooms for the doors.


 C FFF
 CDFFF
 C FFF
 D
FFF
FFFDCCCC
FFF   D
    FFFF
    FFFF
    FFFF
    FFFF

Step 6.

We select a room that hasn't been selected yet and repeat step 2.


Step 7.

When we have generated the level we check if there are more levels to be made.
If there are we start all over again from step 1.
If not we start planting the bricks.


Step 8.
Done!


And here is a 18 room pretty usual tomb layout generated by the generator.

                                
         FFFF                    
         FFFF                    
         FFFFDC FFF              
         FFFF CDFFF              
              C FFF              
              C                  
              C                  
              D                  
             FFF   FFF          
             FFFDCDFFF          
             FFF C FFF          
                 C    FFF        
                 C  CDFFF        
                 D  C FFF        
    FFF C       FFF C  D        
    FFFDC FFF   FFFDC  C FFF    
    FFF CDFFF   FFF C  CDFFF    
        C FFF       D  C FFF    
     C  C          FFF C  D FFFF
 FFF C  D          FFF    C FFFF
 FFFDC FFF         FFF    CDFFFF
 FFF C FFFDC FFF    D LLL C FFFF
     C FFF CDFFFDCCCC LLLDC      
     D     C FFF    D LLL        
    FFF C  C       FFF          
    FFFDC  D       FFF          
    FFF C SSS      FFF          
        CDSSS                    
        C SSS                    
        D                        
       0FF                      
       FFF                      
       FFF                      






FULL ITEM LIST


To get items from ground or shop, click on them!


All "shop only" items are also availabe as drops from boss mob.

Shop value is how much the items cost in the shop
Selling value is:  %shopvalue/2


ARMOR

Armors have 3 different tiers so far: "Rusty", "Normal" and "Polished"


Body Armor

Code: [Select]

Rusty "Armor"

- 6 Defense
- Shop value 5500


"Armor"

- 10 Defense
- Shop value 10000


Polished "Armor"

- 15 Defense
- Shop value 15000
- Shop only!



Helmets

Code: [Select]

Rusty "Pointy Helmet"

- 2 Defense
- Shop value 2500

Rusty "Flare Helmet"

- 2 Defense
- Shop value 2500


"Pointy Helmet"

- 5 Defense
- Shop value 5000

"Flare Helmet"

- 5 Defense
- Shop value 5000


Polished "Pointy Helmet"

- 10 Defense
- Shop value 10000
- Shop only!

Polished "Flare Helmet"

- 10 Defense
- Shop value 10000
- Shop only!


"Plate Helmet"

- 15 Defense
- Shop value 15000
- Shop only!


Shoulder Pads

Code: [Select]

Rusty "Shoulder Pads"

- 2 Defense
- Shop value 2500


"Shoulder Pads"

- 5 Defense
- Shop value 5000


Polished "Shoulder Pads"

- 10 Defense
- Shop value 10000
- Shop only!



Shields

Code: [Select]

Rusty "Shield"

- 2 Defense
- Shop value 2500


"Shield"

- 5 Defense
- Shop value 5000


Polished "Shield"

- 10 Defense
- Shop value 10000
- Shop only!



WEAPONS

There aren't much weapons yet, but soon to be more!
Some weapons have limited ammo.


Melee


Code: [Select]

"Sword"

- 35 Damage
- Fast attack speed
- Starting weapon!

Ranged

Code: [Select]

"Long bow"

- 30 Damage
- Average attack speed
- Max 25 ammo
- Starting weapon!


"Spear"

- 50 Damage (direct)
- Slow attack speed
- Max 10 ammo
- When ammo runs out this will disappear from inventory



OTHER WEARABLE ITEMS

Other stuff you can wear.


Backpacks
   
Code: [Select]

"Backpack"

- 5 Defense
- Increases your total inventory space by 3!
- Shop value 7500


"Cape"

- 5 Defense
- Makes you faster!
- Shop value 7500


"Quiver"

- 5 Defense
- Increases your arrow holding amount by 25!
- shop value 7500



PICKUPS

Pickups are items you dont need to click on the ground to pick them up.
Just walk over them.

Code: [Select]

"Gold"

- Comes in various shapes depending on the amount of gold!
- Very common in pretty much everything!
- Vital for your success!
- Ever wanted to give your friend a bit? Type : /dropgold [AMOUNT]  (values over your gold amount will drop everything you have)


"Ammo"

- Items that have ammo can be restocked with these
- Not as common as other pickups


"Heart"

- Increases health by 10!






MONSTERS


Our brave adventurers are still young and haven't gotten deep enough to see the real monsters...
(which means that there aren't many monsters yet)


Orcs

Code: [Select]

"Normal" Orc

- Smallest orcs
- Lightest skin color
- Fastest
- Weakest

"Leader" Orc

- Bit bigger
- Darker skin color
- Slower
- Stronger

"Boss" Orc

- Biggest
- Darkest skin color
- Slowest
- Strongest
- Drops bypass shop limits!




Skeletons


Code: [Select]

"Normal" Skeleton

- Faster than orcs
- Slightly weaker than orcs
- They see a bit further






Stuff you probably want to know


So how does my armor change anything?


It's pretty simple:

For example if you have 25 defense, it means that all damage taken is recuded by 25%

example.

%damageInflicted = 100 (you would die instantly)
%armor = 25

25% of 100 is 25 so you would only take 75 damage and not die instantly


What happens when I die?


You lose all your items, but your gold stays the same.
Then you spawn at the spawn room.


Why isn't gold shared?


We had a long discussion about this and came to that conclusion that if gold is shared you can just sit back and enjoy doing nothing.
Or you could rush through the entire thing to kill the boss and still get the money.

Also lets take an example:

%goldget = 10
%playercount = 10

Gold would be equally shared between all of you so
10 gold would only be 1 for everyone.





THE TEAM

- Spade [ID:562], pretty much everything
- JakeBlade [ID:7088], modeling stuff
- Brian Smithers [ID:2199], helping with the code.
- Ipquarx [ID:9291], helping with the code.
- Jorgur [ID:199], ideas and testing.
- Pass [ID:2976], building and maybe modeling?.
- Demian [ID:10334], building, ideas, few models, stuff.
- Phydeoux [ID:10403], testing, ideas, models.
- Rykuta [ID:4523], coding weapons nd stuff.
- Mr.Lol [ID:3306], testing, ideas, BEST MAN IN THE WORLD.

If you want to help, pm me or post in this thread that what are you able to do (building,modeling,testing etc) and some pictures of your work.

Also if you guys have steam you should probably add me: http://steamcommunity.com/id/spadeofallspades/ and we will talk with other team members too!
Or you can post here or PM me or talk in rtb or Blockland or anything you find me on.





PLANNED STUFF

  • Varaible Loot - Basically a borderlands-esk system for loot generation, AKA weapons thatvary statistically from one another, so you can choose which one you prefer using. This feature also adds a level of freshness to each tomb/dungeon you raid. Each weapon will vary statistically in:
    • Firerate (Swing rate, bow sling rate, spear charge rate, etc.)
    • Damage (Paaaiiinnnnnn)
    • Knockback (When you hit an enemy, it pushes them back a bit.)
    • Range (How far It can hit stuff.)
    • Critical Hit Chance (Scoring that special attack that does bonus damage.)
    • Critical Hit Damage (How much more damage.)
    • Enchantments (Rarer loot has some kind of enchantment, sometimes these are inate,other times these allow special abilities.)
  • Armor Revamp - Armor will have a few key features, these (like with the weapons) willvary statistically when any type of armor is spawned.
    • Protection (% of damage negated from each blow against the player)
    • Deflection (% chance of damage to be completely ignored)
    • Durability (Lifetime, armor will eventually become worn out, generally based on material.)
    • Enchantments (Rarer loot has some kind of enchantment, sometimes these are inate,other times these allow special abilities.)
  • Durability - Eventually all items will wear down or become unusable. With the case of armor, armor will become "battered" or "destroyed" the more damage it takes. In the case of weapons, items will simply become ineffecient, dulled, unstrung, etc. Weapons willnever be destroyed however, this is a result of the premise that, in order to obtainloot, you need to be able to kill things, in order to kill things, you have to have a weapon. Although getting newer more powerful weapons, is something to be encouraged.
  • Enchantments - Items have a chance to be "enchanted" when they are created. Enchantmentsvary from inate bonuses, to special abilities. With each inate ability, it has an effectiveness (Dmg/Duration) and a % chance to work. Some basic Inate Weapon enchantmentsare as follows:
    • Fire (This weapon has the chance to ignite enemies on impact.
    • Leech (This weapon has the chance to add a % of the damage dealt to the player'shealth. Basically steals health.)
    • Stun (This weapon has the potential to stun opponents, or disorient them, making them more valnerable to attack.
    • Mark of Death (Weapon has a chance to mark the enemy with an omen of bad luck, whilethe omen is active, the enemy takes more damage from all forms of attack.
    Some Inate Armor enchantments:
    • Spell Guard (If the enemy attacks you with an enchanted weapon, you have a chance tonegate its effects.)
    • Thorn (The armor has the potential to cause spike damage to the enemy, AKA, if attacked, the attacker has a chance to be harmed in the process.)
    • Memory (A weird hybrid of the thorn and Mark of death. If you are attacked, theenemy has the potential to be marked for death.)
    Active Weapon Abilities are abilities that are activated using the Jet key, these will often have cooldown times, and the abilities are unique.
    • Dash (This allows you to dash forward at your enemy.)
    • Charge (This allows a player to charge his next attack with a 100% critical hit chance.)
    • Impulse (The weapon produces a shockwave beneath your feet, knocking back all nearbyenemies.)
    • Rage (For a short amount of time you are immune to damage, and your weapons dealdouble. During the cooldown, your damage is halfed, and you take twice as much damage.)
  • Legendary Gear - With all of this customization, you'd think that the odds of you findinga REALLY cool item are pretty low. Well, they are, but there is also another feature called "Legendary Weapons." These are weapons with utterly unique stats. Often featuring some unique power or feature that sets them apart from every other generic form of a weapon. These will often have their own custom models. Legendary gear is also incredibly valueble, so selling it to a vender will earn you quite a large amount of gold.

AND MUCH MORE TO COME





PICTURES




5
Gallery / The Death Dish
« on: August 12, 2012, 06:59:11 AM »
Death Dish

This is a lazily made "dish" where you team up with people in cars and shoot other cars.
Nothing else much to say.



not hosting atm

JOIN!

(topic made in 2 secs so it sucks)

6
Modification Help / Checking if a position has brick or not?
« on: February 23, 2012, 09:05:27 AM »
How would I check if the wanted position has a brick or not?

7
Gallery / Spade's SWAT vs Terrorists
« on: November 10, 2011, 01:19:16 PM »

Spade's
SWAT vs Terrorists





Tired of those TDMs where you can do nothing but just kill people (though some of them are really good)? Then have a look at this one. This TDM has the good old people killing, but also bombs, which gives a nice kick for the gameplay. Now lets see...



Bombs





The bombs are made from evented bricks. There is a red and a blue button in every bomb. Terrorists click the red button to activate a bomb, and guard it until it detonates. SWAT clicks the blue button to disable a bomb. It takes 20 seconds for a bomb to disable. In this time Terrorists have to click the red button again to save the bomb. There's a screen in the bombs showing the time left for a bomb to detonate.

There are 3 bombs in this game:
- Center bomb (primary)
- North-East bomb (secondary)
- South-West bomb (secondary)

The Center bomb is the primary bomb, which means that Terrorists have to blow up this bomb to win, and SWAT has to disable it to win. This bomb is worth 25 points to blow up or disable. One tick in this bomb is 2.5 seconds, so this bomb detonates in 2 minutes and 30 seconds.

The secondary bombs, North-East and South-West, are just for points. They both are worth 10 points to blow up or disable. One tick in these bombs is 1 second, so these bombs detonate in 60 seconds.



Map





The map is a custom made afghanistan style map (no, it's NOT that default afghanistan DM map by USSR). It has many different kind of buildings. Good sniping spots also included. As you can see from the picture above, the bases and secondary bombs are in corners, and the Center bomb is in center of the map, making it the hardest one to guard.

Every bomb has mines around it, making them even harder for SWATs to disable. Many players have noticed that mines, those invisible (yes) little green killers, are, in fact, quite annoying, and they must be removed. No, they're here to stay...



Mines





Ah, mines. I love them. Don't ask why. Every bomb has a visible non-exploding blinking mine near it. Click this mine to add mines around the bomb your at. Adding mines costs 2 points. Well, what can I say more about these shiny, polished and annoying little things?



Weapons





This game is using:

- L4D2 Weapon Pack (by Rykuta and Yndaaa)
- Tactical Knife (by Rykuta and Yndaaa)
- Flash Grenade (by AGlass0fMilk and Darkstar)
- Grenade from GCat's Firearms
- Medpack (by Iban)

The weapon system is evented too. At every weapon there's a green ! button and a red ? button, which gives you information about the weapon. ! is for buying the item.





The server is usually up. Now get down here and blow up some bombs.





8
General Discussion / Fixed event quota limit?
« on: November 09, 2011, 10:20:32 AM »
Since v20 I have been unable to raise the event schedule quota limit thing past 1000.
Before I was able to go up to 9999 before it resets to 1 or something but now whenever I try to set it past 1000 it will just reset to 1000.
This makes some of my event intensive things to not function properly.

I found a way past it by splitting the events to multiple bricks but that requires much work especially with some larger things.

So is there a way past this or have I broke Blockland somehow?

9
Modification Help / Spawning a brick directly above another
« on: October 07, 2011, 10:45:42 AM »
How would I spawn a brick directly above another spawned brick via script?

I know how to spawn a brick and change its position in all axes but is there a good way to spawn a brick on top of another, other than
changing its z axis.

10
Modification Help / Changing cursor color via script?
« on: July 29, 2011, 09:27:49 AM »
Hello,

I know how to make new cursors and set them and blah blah.

I was just wondering that, is it possible to change to color of the cursor(s)(bitmap) via script?

I have tried to:

Quote
MyCursor.setColor(%color);

But it doesn't change the color and just says that it's an unknown function. (setColor changes the color of any other bitmap though)

11
Add-Ons / Weapon : Sflamer - Flame Thrower
« on: July 09, 2011, 08:34:56 AM »
THE SFLAMER


Tired of the old spraycan sounding flamethrowers we have? (excluding the ones that aren't like that)

Then this is for YOU. This flame thrower is packed with hot player burning flame action!
The infinite tank will hold an... Infinite amount of flammable material! The golden colored thing is colored in gold!

You have never experienced such as flaming action in Blockland!

This "Sflamer" features :

- Custom models for both item and the weapon you hold!
- Sounds that I downloaded from somewhere and edited in Audacity!
- Custom item icon and CI!
- Flashy lights!
- Flaming action!
- And more!






Known issues:

- When in 1st person and looking down the tank will block your view.
- Crouching will position the tank oddly.
- Throwing the item is just... silly.

Credits :

Spade [562] - Everything other than the things listed here.

TheArmyGuy [16937] - Standing there and shooting while I take a picture.

Various of people who made the add-ons from which I took some code and modified to my use. (there were a lot)

I can't do updates in 3 days so you have to wait.


12




In the first picture the highlighted armature is the mountPoint.

The model was made in the newest blender version and then loaded into the one with the exporter working.

Before this I made a simple box gun with armatures and all those in the same exact way as this:

1. Make model in the newest blender

2. Load in the older blender

3. Add armatures.

4. Make it into Blockland.

The box gun worked perfectly but why won't this work?!

Any help is appreciated.

13
General Discussion / Datablocks per Add-On
« on: July 07, 2011, 08:35:13 AM »
How many datablocks would be reasonable per an Add-On.

(Of course it depends on the add-on but lets say like a normal weapon.)

14
Gallery / Spade's Tank Wars - New Server!
« on: July 05, 2011, 03:15:17 PM »
TANK WARS


The Spades are back with a blast!

This intensive war between "Conquerors" and "Battlers" is packed with modified tank goodness.
Your objective is simple: Kill any opposing enemies. But it ain't that easy since you've only got a pistol and a knife.

So how do I kill anyone in this war?

Team up and grab the nearest tank belonging to your team and start blasting your way trough opposing enemies!



THE MAP


The map is custom made and designed to give the best tank killing action in Blockland.

The map is a simple canyon with a narrow center.




The orange dots are turrets.

You can't climb the mountains to get to the cliffs. You have to use the teleport.


THE CLIFFS


If you don't feel like teaming up and going to a tank with your friends; Go to the cliffs, grab up a MAS Heavy Launcher and break havoc in your enemies attacking force.

(Of course you can't take the launcher out of the cliff area).

THE TANK

Here's a list of the modifications made to the tank:

- It's slower but much more stronger and it is able to withstand approximately 5 tank shells.

- More mass meaning that it won't be bouncing around the battlefield.

- The shells have been upgraded with extended lifetime meaning that they won't explode midair.

Small modifications have big effects!


PICTURES









RULES AND STUFF


Rules:

1. Do NOT attempt OR successfully climb the mountains that surround the area in attempt to leave the area.

2. Do NOT spawn/base kill. (We have eliminated most ways of doing this but if you find a way to spawn/base kill, just don't)

3. Play fair.

4. Use common sense. Even though there aren't much things listed here it doesn't mean you can spam/ask for admin/etc.

These rules apply to standard players as they do to any admins. Breaking these rules will result in a ban/kick.

Stuff:

1. Soloing (meaning you take a tank without any other people) isn't fun unless your team doesn't have more players than you.

2. Tank with +2 players > Tank with 1 player

3. There is nothing more fun than listening to the admins when they have something important to tell.


CREDITS

Spade(s) - Doing the map and buildings and all that.

Nickel - For the idea of an canyon.

Various of people - For testing the map.


That's all for now.

I'll see you at the server!




15
Modification Help / Strange blender dts exporter problem [SOLVED]
« on: May 01, 2011, 04:12:21 AM »
Ok, so i have made 3 models which one of them has 1 color and the other 2 have more than 1 color.

The one with 1 color will export just fine without any errors.

But the problem comes when I add another material (color), that makes the exporter say "pyhton script error; check console"

I have tested taking out all but 1 color and it works. I am using blender 2.48, python 2.5, and the dts exporter 096beta3

Here is what the console says:

Quote
Compiled with Python version 2.5.2.
Checking for installed Python... got it!
Loaded Preferences from text buffer.
Dumping output to file 'C:\Users\model1.log'
Exporting...
Traceback (most recent call last):
  File "C:\Users\<spadee>\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\
Common_Gui.py", line 1491, in button_event
    c.onAction(evt, curMousePos, -1)
  File "C:\Users\<spadee>\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\
Common_Gui.py", line 598, in onAction
    control.onAction(evt, newpos, value)
  File "C:\Users\<spadee>\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\
Common_Gui.py", line 160, in onAction
    if self.callback: self.callback(self)
  File "C:\Users\<spadee>\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\
DTSGUI\DtsGUI.py", line 309, in guiBaseCallback
    export()
  File "C:\Users\<spadee>\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\
Dts_Blender.py", line 369, in export
    doExport(cur_progress)
  File "C:\Users\<spadee>\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\
Dts_Blender.py", line 106, in doExport
    Shape.addAllDetailLevels(SceneInfo.DTSObjects, sortedObjectNIs)
  File "C:\Users\<spadee>\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\
DtsShape_Blender.py", line 357, in addAllDetailLevels
    self.addDetailLevels(dtsObjects, sortedObjects, visDetailLevels)
  File "C:\Users\<spadee>\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\
DtsShape_Blender.py", line 452, in addDetailLevels
    polyCount += self.addMesh(o, masterObject)
  File "C:\Users\<spadee>\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\
DtsShape_Blender.py", line 292, in addMesh
    tmsh = BlenderMesh( self, o.name, mesh_data, -1, 1.0, mat, o.size, hasArmatu
reDeform, armTargets, False, (self.preferences['PrimType'] == "TriLists" or self
.preferences['PrimType'] == "TriStrips") )
  File "C:\Users\<spadee>\AppData\Roaming\Blender Foundation\Blender\.blender\scripts\
DtsMesh_Blender.py", line 155, in __init__
    pr.matindex |= matIndex
TypeError: unsupported operand type(s) for |=: 'int' and 'NoneType'

I have searched for it but it seemed to yield nothing.

That problem is fixed now, I didn't know how to texture properly or something...



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