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Topics - Bester Bageler

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1
General Discussion / Let us spitball&discuss deathmatch ideas&servers
« on: April 11, 2016, 07:20:51 PM »
I was thinking about deathmatches, and how it is a very wholesome idea to have a topic where we discuss ideas for deathmatch servers. Which is to say, a server which involves the killing of another player. Capture the flag, snipers versus runners, dueling, general deathmatches. Ideas for new types of dm servers, and nifty thoughts for modifying severs already, or pros and cons with already existing servers (under the deathmatch category). I will probably update the op or multi-post ideas that come to mind as I have many ideas. Please note this not a suggestions/request thread. If people see an idea they like they are allowed to collaborate in fulfilling it at their own discretion. But as stated in the title this is mainly for spitballing&discussing ideas. Please post your own ideas and thoughts on other ideas/servers in this thread.

Idea 1: Map rotations, except the selection to choose from changes on player number. If twelve people are in the server a twelve person map is selected for the next rotation, if three people a three person map and so on. However many maps would need to be created for an ample selection to be possible for the varying playercount. Also the system for people joining. I think if someone were to join and the map was too small they would not join until next round. If someone left the map selection would simply go to a selection for a smaller group. I feel confident someone could code such a thing however the main problem is gathering a large enough quantity of builds.

Idea 2: I was thinking about how the butterfly knife is like the spear, except it can be used multiple times. Then I was thinking about what if it was a one time use item? What about a knife fighting server where after you use your knife it disappears from your inventory? Now like throwing knifes where you can pick it up but like spears where you would have to go and find the spawn of one. This would probably lengthen the time/increase the tension in battle. I imagine two people locked in stalemate, someone miscalculates a shot. Then it turning into a chase as he/she attempts to get another knife.

2
Awhile ago I came up with a filming trick, I posted that trick in the BLC thread today.
Trick of the day: use environment control events to move shadows across a build while also using a blue screen. Then record camera motion across another build. If you get the moving shadows of the overlapping recording to match the still shadows of the other, you can make it appear as if the first recording is in real motion!
Using path cam and environment events this is possible but it takes a long time to set up and get the speed on both correct. So what I would like is a mod that makes it so however the host rotates there camera the sun is forced to match.

Example: the hosts camera turns forty-five degrees left, the sun moves forty-five degrees left to compensate. the hosts camera looks forty-five degrees up, the sun moves forty-five degrees down to compensate.

This mod should have three keybinds: toggle shadow camera, record sun movements, playback sun movements. Path camera can already record camera movements so that is not part of this request.


In depth brown townysis of the concept:

What if you want to make it in a blockland machinima that bricks were moving? You would need the lighting to give this appearance by moving. But then it would only look like the lighting is moving, so camera angle and lighting need to stay constant. By using pathcam, a mod that records camera movements, you solve one of these problems. But still you face the problem of lighting, to solve this I used environment events. However getting the speed to match is difficult, and you cannot do complex paths.

So I request a mod that forces the suns movement to match camera movements. This will be toggled by keybind so the host can decide on starting positions of the sun. But what if you want to make it so only one thing is turning and not the entire build? First you would record camera movements with path cam. Then you would play that back and enable shadow cam/enable recording sun movement. Afterwards you situate the camera somewhere and play back sun movements. Having recorded the camera motion that can be overlapped with the fixed recording where the sun was moving so everything in the second recording recording would have appeared to have been moving. Or this could be done in the reverse where the sun was moving in the first recording and fixed in the second so it appears that everything in the first recording was moving while the second one was staying still.


The request simplified:
three keybinds
  • first keybind toggles it so the sun moves the same way the hosts camera does.
  • second keybind toggles recording of the suns movement
  • third keybind plays back recording of the suns movement, it would reset the suns position to before playback before beginning.
In control options under options (the options area in controls because the way I have to word this is confusing) would be a tick-mark box that if ticked would make it so untoggling shadow cam resets the suns position to before the host started using it. Having it unticked means that wherever the sun ends up is where it will stay.

Tl;Rd: A server side mod for filming that makes the sun move in the same way as the hosts camera so the angle of the sun is constant.

3
Modification Requests:

The majority of bricks in mini-empires are blockhead figurines. However they currently lack decent organization. This is do to the fact that they are listed alphabetically, and not by era. There are four distinct era in the blockhead figurines, medieval, colonial, modern, and future. However they all ended up jumbled up together as they are currently listed alphabetically.

My request is this:
Blockhead figurines be given subcategories: The blockheads all currently exist under one subcategory. I would like them to be placed under multiple. The categories I would like are:
Blockheads General - Walking, Standing, Sitting, Dead, Flag Bearer, Lumberjack, Fisherman, Miner, Zombie
Blockheads Medieval - Bowman, Crossbowman, Club, Spear, Sword, Knight,
Blockheads Colonial - Flintlock, Musket
Blockheads Modern - Rifleman, SMG, MG, Shotgun, Radio, Pistol, Sniper, HMG
Blockheads Future - Laser Rifleman

They're are much fewer in each category but it gives room if people develop more figures.

Blockhead figurines are treated like door bricks: A door brick can have three positions. Open, closed, and open counter clockwise. There are versions of a figurine for when they are standing still and when they are firing its weapon. I would like the number of figurines condensed. A figurine should be like a door, when closed it is standing still, when open its position is it firing. Preferably the counter clockwise position would be them reloading but since that would require so many new figures to be made the counter clockwise position should just be them dead.

They would not have any events on them when spawned, editing there position would require adding events. The most common positions would be the default "closed."

Walking, Standing, and Sitting are also condensed into one brick.

Blockhead figurines can be built in: Bricks can overlap with the blockhead figurines. In the way mod-terrain and water bricks overlap with other bricks. Because of small bricks in mini-building large questionable gaps are left between the blockheads and the walls, having them being able to overlap with other bricks should correct this.



Brick Requests:

Small chairs for blockhead figurines.
Office chair - 1x1x2 (plates) The backrest and seat can be colored. The armrests, behind, and below the chair are a simple dark grey. Bricks can overlap the top half so the blockhead figurine can sit in the chair.
Swivel stool - 1x1x1 (plates) The seat can be colored. The base stick is dark grey. It is not rounded and both the chair and base stick are square.
Swivel stool with backrest - 1x1x2 (plates) A mixture of the last two, mainly a modification of the last requested model. The backrest can also be colored as well as the seat. Two plates tall so the sitting blockhead overlaps and has its back on the backrest.


Robot Figurine - Where normal blockhead figurines have yellow skin I would like to request a robot where the head&hands are grey, an small antenna is situated directly on top of the head, and it has two yellow squares on the front of its face to light-bulb eyes. It would follow what I requested above with the three door positions. Being closed is it standing perfectly still, open is it being in a zombie like walk mode, where the arms are up and its legs are in a walking position. The third mode is it lying dead.

Skin-tone variants blockhead figurines - Having the figurines condensed in the manner I requested brings the number of figurine bricks down from 42 to 21. Also having them placed into subcategories as I requested thins down how they are organized even more. In the blockhead figurines the skin color is yellow and the shirt, pants, and shoes you are able to color. What I request are variants of the 21 bricks with different color of skin.
 
The colors would be: yellow, white, brown, black, green, and blue. Having five shades of skin tones as in the emoji scale seems a bit over-abundant so instead of having the two transitional shades green and blue are the other skin colors much like you get in Sims 4.
 



Tl;Rd: The blockhead category for mini-empires brick is not that organized. I would like it to be split down into sub-categories.
I would then like multiple poses of a blockhead brick condescend into the same brick like a door brick.

Because there are so few bricks now in each category I would like variations of the skin tones of the blockhead bricks. The skin tones would be yellow, white, brown, black, green, and blue.

Because of small bricks I want it so you can place the blockheads in other bricks just not each-other.

I want some chair bricks for the blockhead figurines because there are none and it is impossible to build one that looks good for them because they are so tiny.

Also a robot would be cool since there is only one future figurine in the entire currently existing collection.

4
Suggestions & Requests / Anonymous Chat
« on: March 05, 2016, 09:27:27 PM »
When not in a minigame pressing the keybind for team chat would open anonymous chat. Which simply makes it so no one knows who the message came from. This would be server side of course.

5
https://www.youtube.com/watch?v=5ymjp2uIBws Between 0:07-0:45

The reasons I want it as a sound file is so everyone in the server (minigame) could be made to hear it and making sure it stops at the appropriate point. I have a gamemode idea that revolves around the idea of entering the Twilight Zone.

6
Suggestions & Requests / Public Builder Mode (Host Only)
« on: January 14, 2016, 05:11:04 PM »
Toggled by a type "/" command or by a key bind, it makes it so whatever the host plants is considered public. If they type the type "/" command or press the key bind again it reverts to planting bricks with their ID. Also a prompt should appear in the chat box saying "public building mode activated" and "public building mode deactivated"

If possible it would be good to have RTB pref for this allowing the host to change the restriction level. The default being host only but it can be changed to Super Admin, Admin, and player.

7
Gallery / Coastline (Download Included)
« on: December 17, 2015, 02:10:23 PM »


Awhile back I constructed this in microsoft paint for a personal project of mine. As I have since abandoned that project I decided two days ago to remake it in blockland. The build itself is suppose to be for a map on a continental scale. Feel free to use it for your mini-empire servers or use it for a heavily detailed normal sized island. I plan on some point after I am finished with other builds of mine going back and using this. But as that will not be for sometime I am releasing it for the general public's use. As it is just the coast it leaves room for builders to develop something unique from others who use this. 

The dimensions are 1,455 studs by 597 studs.

V Download V

8
I think this would be useful. when you type /brickcount it shows you how many bricks are on the server. What I am requesting is a modification so it does not show simply x bricks but x/x bricks. Such as the brick limit is 256,000 and the brick count is 29.746 when you type /brickcount instead of 29746 bricks it would be 29746/256000 bricks. It would be helpful for large projects where avoiding the brick limit is important.

9
Just wondering, also would it be possible to use the save environment feature in-game and with editing what is in it a bit to create the atmosphere file?
Quickly just solved my own problems.

10
Gallery / Minispace Pack - Download Included!
« on: March 16, 2014, 10:20:58 AM »


Seven ships for you to use.

Includes (from smallest to largest):

Heavy Shuttle
Recon
Stealth Frigate
Luxury Liner
Medical Cruiser
Colony Resupplying Ship
Colony Settler Ship - (model is used in Pecon7s server)

11
Suggestions & Requests / Gamemode Idea - Advanced Towel Placement
« on: March 05, 2014, 05:19:05 PM »
Short Description

As the build floods shoot bots with towels to keep them dry. Try to keep the bots dry for as long as possible. The person who has saved the most bots from getting wet wins.

Long Description

Water slowly rises flooding the map. Bots all over the map slowly take damage from the water when they come in contact. Players instantly die on contact with the water.

All players are equipped with one item being a towel gun. When a bot is shot with a towel gun they will recover some of there health and walk a few paces towards you. As well you shall receive one point for helping the bot. Shooting a player with a towel gun makes them invincible for a few seconds letting them go into the water.

The goal is to try to keep yourself and the bots alive as long as possible. When all bots are dead the player with the highest score wins. A prompt saying "winner" comes up in big yellow text as well.

The water rising to only a certain point means a time limit is in place. If any bots are still alive at that point when the time runs out the player with the second highest score wins as well and a prompt saying "flood survivors" comes up in big yellow text.

2 models are needed for this, a towel gun and a projectile being a towel.

A ton of scripting is needed as well to get all the other parts to work.



Since the current name is also sort of dumb here are all the name ideas

Advanced Towel Placement
Towel Boy
Super Towel Boy
Flood Survival
Towel Placement

12
Games / Anyone else plan on doing the Destiny Beta?
« on: February 24, 2014, 07:11:16 PM »
www.destinythegame.com

I pre-ordered and signed up just yesterday. From what is said about it a lot of stuff is based around player interaction. With that said should I plan on interacting with any of you during the beta? Any of you im going to run into ingame? Not sure about y'all but im excited for this. :)

13
General Discussion / Community Builds/Projects Discussion Thread
« on: February 16, 2014, 07:22:06 PM »
After this post
v21 - "Even after the fall of the bedroom, we are brought together to work on things even better than before"
I started thinking about all the large, amazing projects we were suppose to supposedly see be made. It has been over a year and a half since we got shaders and people who claim they are being made are full of stuff since nothing has came around. That's why I think its a better time than ever to discuss community projects.



Builders

You have two ways to go about this. Either the team is preselected, this will be a "group project". Or the builders are people who just join the server and help out, this will be a "community project".

Group Project

pros
  • The builders know each other. So they wont be afraid if another member of the group wants to edit there bricks making working with each other easier.
  • The builders working together will develop a general theme so the build looks like one large build not a series of smaller separate ones.
cons
  • Since the group is limited less people will be on at a time making communication harder. Scheduling when people should come hardly ever works.
  • With limited builders the project will take longer to complete

Community Project

pros
  • Build is made quickly
  • A number of people are on at a time, communication between builders working next to each other is easier.
  • Friends working together normally get other people to join in, some big amazing things are put into the build this way.
cons
  • The build is clearly a bunch of smaller ones. The style changes quite quickly through out and is noticeable.
  • With there being builders of different skill levels, you have parts of it that are extremely low quality and seemed rushed.
  • Trust is an issue with the better builders wanting to stay away from the worse, makes it flow unevenly.

Standardly group projects work better, community projects have trouble being organized and the builds fail because of this. But the point of this topic is discussing community projects and getting them to work!



Organizing

Some people might notice and agree with the following point, others may not. A community build should have a admin on it at all times. The admin should act as a filter for taking the bad builds out and leaving in the good ones. A trend I have come to notice is that when an admin is on the server others come to the server. When there are no admins on no one will come or a lot of people won't join. One of the key things in getting a community build to work is communication between builders, so it is better when all of those builders are on at the same time. If a admin leaves the server they should password it when it closes in till another comes on and opens it or they come back. The people building at the time will all leave out of there freewill the second the admin leaves or finish what there building than leave. Either way no one can come in to spam the place and order is still there.


A simple way to force people to have the build organized is the lot system. In a lot system different color lots are placed down. A admin controls who is allowed to plant stuff on the lots with build trust. Examples of a lot system include

Bushido and Eksi's Collab City
Spo Kingdom

This is slightly more along the lines of a group project though since the admin gets to pick the people and its not blockheads coming in and freely making stuff. The system could work if the lots were planted under public but I have not really seen a server do that.

Another way to get people organized is if there is a certain builders everyone follows as an example. People will try to replicate this persons work and with this a theme is developed and building styles for the whole place look the same. This is more rare though since in community build servers the general population sucks.



Starting
This is the hardest part about a community project.

Ideal starting points would be making a topic in Suggestions & Requests or General Discussion asking for help. People will come willingly if you are a recognized member but the problem is for the more unrecognized members who get ignored. Also the topic needs to be constantly near the top of the list since if its not people will get bored of waiting for a response or constantly have to bump it and no one will look at the topic.

Trying to PM people to come help is not a good idea in my book since they will all come at different times and it becomes one of the problems that group projects have.

Contest style community projects are not as effective as they use to since everyone feels there entitled to a goddamn prize now. To actually get people to want to build for fun is a different matter all together.

Here are the some ways projects get popular

  • It is made by someone important
  • It is endorsed by someone important
  • It is considered a bad idea and everyone enters the topic just to say it sucks without anything constructive but it still becomes a popular topic. (this is the worse way fyi)

One of the key things in getting a project started is interest. People need to have interest in the idea to help want to make it. One of the problems though is that all the people who become interested can not help make it.



Problems

With everything above said the main problem is that all the builders who can make the builds are not willing to work on the builds. The second problem is that people who try to start projects are instantly shot down. Sure the topics lack layout but there not trying to make a topic there trying to gather people to help them. The last problem is trying to get your "team" on to work but only half of them show up and nothing gets made.




With all said I find this topic needed so we can actually come up with a way to get people into working on these community builds. It wouldn't be hard for the heads of the projects form a steam group for notifications on what is being done as well. Sorry for the topic not being well constructed and jumping around from point to point.

14
Suggestions & Requests / Add-on Edit: Jetpack that explodes on collision
« on: February 12, 2014, 06:11:42 PM »
http://forum.returntoblockland.com/dlm/viewFile.php?id=2828
a item you equip like skis. Also like skis you tumble a bit when you run into something at a high speed.

Instead of tumbling I would like an explosion to be spawned that kills the player. For the explosion effect I would like tank shell with the noise of vehicle explosion.


Optional:

If the person would like to go above and beyond could you make it so the tips of the wings leave a trail like the stunt plane?

15
Off Topic / Just got my 100th PM!
« on: January 05, 2014, 12:05:24 PM »
I have just got my 100th message! I would like to thank Evan5626 for sending this to me to help me reach that astounding number!





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