Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Mac Workin

Pages: [1] 2
1
Gallery / lazy endless zombies city map (w/ download)
« on: January 07, 2021, 09:52:54 PM »
im posting this on behalf of mr noobler because he apparently lost access to his forums account
there isn't any brick pack required except for modter
the higher parts of the build have been blocked off with invisible baseplates, so there's no need to worry about zombies flying out of the map

he decided to upload this to the forums because there isn't much that could be done to lower the latency for other players in his server, so it could probably be modified to be a single player map or something else

feel free to criticize/judge the build

Quote from: credits
mr noobler (32916) - buildings
mac workin (32882) - vehicles
robot1 (oops forgot his bl_id) - some help with design choices
pecon7 (9643) - leopard hosting

download: https://leopard.hosting.pecon.us/dl/fqdbf/lazy+zombie+area.bls

2
Add-Ons / cars that can break the 200 BPS 'fear' barrier
« on: June 03, 2018, 10:20:18 AM »
i got a little bored with how some cars aren't quite fast, so i thought it'd be a good idea to release some edited cars that either hit blockland's speed limit or be at least faster than the current 'fastest' cars at the moment

Audi TT

======================
top speed: 399.6 BPS
acceleration: slow
braking: slow
traction: good

Fishtail Racer R

=======================
top speed: 398.0 BPS
acceleration: fast
braking: slow
traction: bad

Porscherrari

=======================
top speed: 299.8 BPS
acceleration: very slow
braking: instantaneous
traction: good

the normal variant of the Audi and the Fishtail Racer is still available in there, doing some people a favor since the Audi's old link was dead and some can't find the Fishtail Racer so here it is (the R variant of the Fishtail and the TT version of the Audi are different from the originals, they're the ones that are faster)

link: https://leopard.hosting/dl/eiiim
thanks to pecon for hosting the files as always

3
Music / mr noobler's music pack (44 loops)
« on: March 30, 2018, 05:06:00 AM »
this loop pack has been kept unused for almost 1 year, so i thought it would be a great idea for noobler to stop being a fatass and release it

just a 'safety' note, all of the loops have been amplified to audible levels for laptop/desktop speakers and not for headphones or earphones
so tone down the volume, that is if you're one of them that uses headphones or earphones

genres are sorted for your own convenience, though i might merge some of them that have too 'specific' genres into one that easily says what it is

==synthesizer pop==
Amy Holland - She's On Fire
Dana Jean Phoenix & Timecop1983 - Reach For The Stars
Elizabeth Daily - Shake It Up
Fleetwood Mac - Little Lies
FM-84 - Wild Ones
Satellite Young - Fake Memory
Sebastian Gampl - Without You <== needs Server_LargeMusic.zip or if you know what you're doing, increase the 1024kb limit to 2048kb and you're set
Who Ha - Out Running
Alison Moyet - Invisible
Icehouse - Electric Blue

==city pop==
Anri - I Can't Stop The Loneliness
Anri - Shyness Boy
Anri - Windy Summer
The Jadoes - Stardust Night
MACROSS 82-89 & YUNG BAE - Yebisu
MACROSS 82-89 - Lynn Minmay
nanidato - SUPER RISER!
Tatsuro Yamastuffa - Sparkle
Tsundere Alley - Give It To You

==chiptune==
Brandon Ellis - Firestorm
Brandon Ellis - Permafrost
ko0x - What Could Go Wrong
Chris Huelsbeck - Mega Turrican Stage 1-2

==funk==
Average White Band - Let's Go Round Again
Change - Miracles
Cape Coral - Morning Fit
Cape Coral - Lovely Slut
Dan Mason - Midnight
Earth, Wind & Fire - September
George Benson - Turn Your Love Around
Takenobu Mitsuyoshi - My Dear Friend, Rally
The Whispers - And the Beat Goes On
Toshiki Kadomatsu - Hatsu Koi <== do the same as you did for the above, if you're using this too
VANTAGE - Right On Time
VANTAGE - Sunset

==electronic rock==
Dominic Ninmark - Warfare Milodon's Stage
Isao Abe - Rooftop

==eurobeat==
Fastway - Rockin' Hardcore
Sara Righetto - Burning Up For You
The Snake - Speed Of Light

==synthesizer wave==
Retouch - When Sirens Sing
Robert Parker - Lost Love

==house==
Daft Punk - Face to Face

==dos adlib==
Skrillex - Scary Monsters And Nice Sprites

link: https://leopard.hosting/dl/fndyv
as always, my thanks goes to pecon for hosting the files

4
EDIT: updates, the pack now has completely renamed vehicles so they don't overwrite or conflict with the original vehicles
you can now safely enable them alongside with filipe's official versions for comparison

no images since they're based off existing 2nd gen cars that filipe has released - but edited in a way to make them drift in very tight roads (32x32 or 16x16)

there are also grip versions so don't worry about not being able to stay on the road if you cant handle the oversteer

the main purpose of this was to add certain things like lights on some of his cars that didn't have it working, the 2nd thing is making them drift in a very tight track suitable for touge courses if you can ever do make a map for it (or grip races in the same place)

this pack features: the Hachiroku, Cronus, Lozenger Lozere, Evasion, Rosso, Hydric, Aero, Rodeo and the Saloon
[===NAME REFERENCE===]
Hachiroku - Sprinter Trueno/Corolla Levin
Cronus - GT86/BRZ/FR-S
Lozere - Elise
Evasion - Elusion
Rosso - F50
Hydric - Hydros
Aero - iQ
Rodeo - Rodio
Saloon - Silver Shadow

now for starters, certain cars have been readjusted with a different drivetrain:
Hachiroku - RWD
Cronus - RWD (2 variants still utilize AWD)
Hydric - FWD (the drifting variant did not have FWD)
Aero - FWD
=========any vehicles that aren't listed here have their original drivetrains intact======
the most important thing is that all of them don't understeer as much as they did before, some heavy vehicles do still understeer though

all of them have their suspension redone to make them less bouncy over bumps or just a little more tolerant over tall bricks that happen to be in the way, this is to make sure that they can go over those obstacles without facing physics problems

the acceleration, braking and cornering have been improved to make them easier to handle in those narrow roads, the handling MAY be sensitive to those that have not been used to jeep-like handling

the acceleration on the other hand in my own opinion is not very much and is considered a joke in my eyes, but i added a little detail to wheelspin so you can see them in action (for FWD/RWD cars, AWD is not very noticeable)

don't forget this crucial piece of information, you must use mouse steering to countersteer effectively when it comes to the drifting variants, strafe is too slow and too limited to be of any use (though it can be used to some extent, not to the extent of mouse steering's reach)

now, i do understand that there are some people that don't like this kind of change that Mr Noobler has done to them, if you don't like it... just ignore this

if you like realism - just stick with the original vehicles filipe released, please don't bother me or Mr Noobler over this

=[DISCLAIMER: i am not responsible for any type of anger/finger seizures/stroke/brain damage/NO REALISM forget U/im woman asian driver problems, please refer to your doctor if you happen to have any issues that can relate or match with these problems]=
link: https://leopard.hosting/dl/ofunr

the test racetrack that can be used as an example for these cars to race on [link below]

5
Modification Help / drifting jeep (with actual oversteer and body roll)
« on: August 31, 2017, 08:31:48 AM »
uses the same model as the drifting jeep, its behaviour tends to vary a lot due to how some drive this jeep

what the title says, it actually does oversteer and drift (for more information, it handles like a RWD but it is AWD)
before you go downloading this for no absolute reason, this jeep doesnt have a STUPIDLY wide turning radius

it also has brakes that should be decent enough for slowing down to turn a corner, not for emergencies which requires far stronger brakes though
======link=========
https://leopard.hosting/dl/ntwjx

i dont need feedback but i would like to hear your experiences driving this, all credits go to Mr Noobler BLID 32916 for making this jeep drift
best used in very tight and narrow tracks with a lot of corners

6
Code: [Select]
datablock WheeledVehicleTire(HelpTire) //datablock name, always put Tire after the end of the name
{
   shapeFile = "./helptire.dts"; //the tire's shape, "./" refers to the script's origin directory

   staticFriction = 5; //how much friction is produced going forwards or backwards (more = better grip in front/backwards movement)
   kineticFriction = 5; //how much friction is produced going left or right (more = better grip in left/right directions)

   lateralForce = 18000; //how much force is produced going left or right
   lateralDamping = 4000; //how much damping force is produced going left or right (so that it doesnt keep moving to the left or right)
   lateralRelaxation = 0.01; //how responsive the tire produces damping and force (less = better grip)

   longitudinalForce = 14000; //how much force is produced going forwards or backwards
   longitudinalDamping = 2000; //how much damping force is produced going forwards or backwards (so that it doesnt keep moving forwards or backwards)
   logitudinalRelaxation = 1; //how responsive the tire produces damping and force (less = better grip)
};

datablock WheeledVehicleSpring(HelpSpring) //datablock name, always put Spring after the end of the name
{
   length = 0.4; //how tall is the spring
   force = 3500; //how much force does the spring have
   damping = 800; //how much damping does the spring have
   antiSwayForce = 9; //how much antisway force does the spring have (equalizes the spring length if its unequal)
};

datablock WheeledVehicleData(HelpVehicle) //datablock name, always put Vehicle after the end of the name
{
category = "Vehicles"; //always make sure its in Vehicles, otherwise it wont show up in the spawner
shapeFile = "./help.dts"; //the vehicle's shape, "./" refers to the script's origin directory
emap = true; //environmental mapping, set it to false if you dont want it to respond to environmental changes

   numMountPoints = 1; //how many seats are there
   mountThread[0] = "sit"; //seat animation, [0] means seat 1, [1] means seat 2 and so on

maxDamage = 200; //how much damage can it take before exploding
destroyedLevel = 200; //how much damage can it take before being 'destroyed' (does not destroy the vehicle in any way unless specified in a function)

massCenter = "0 0 0"; //the mass center, the offset starts from the origin of the model (X, Y, Z)
massBox = "0 0 0"; //the vehicle's rotational resistance on a specified axis (X, Y, Z)

maxSteeringAngle = 1.1; //the vehicle's maximum steering angle (in radians, 1 radian = 57.3 degrees)
integration = 4; //how many physics checks are done in a millisecond
tireEmitter = VehicleTireEmitter; //vehicle's tire emitters

cameraRoll = false; //makes the camera roll along with the vehicle, if the vehicle does roll that is
cameraMaxDist = 10; //how far is the camera away from the vehicle
cameraOffset = 7; //how high is the camera away from the vehicle
cameraLag = 0; //how much does the camera lag away from the vehicle
cameraDecay = 0; //how quickly does the camera moves back to the vehicle if it stops
cameraTilt = 0.4; //how much is the camera vertically tilted from the vehicle (in degrees)
collisionTol = 0.1; //how close does a object have to be from the vehicle to consider it as a collision
contactTol = 0.1; //how fast the vehicle has to go for objects to detect it as a contact (in torque units)

useEyePoint = false; //does the vehicle redirect the player's 1st person camera to the eye node of the vehicle

defaultTire = HelpTire; //what tire does it use
defaultSpring = HelpSpring; //what spring does it use

numWheels = 4; //how many wheel(s) does it have

mass = 300; //how 'heavy' is the vehicle (affects engineTorque, engineBrake, brakeTorque, spring, tire, rollforce, yawforce, pitchforce and maxwheelspeed)
density = 5.0; //how dense is the vehicle (affects the ability to 'float' on water)
drag = 1.5; //how much aerodynamic drag does the vehicle have
bodyFriction = 0.3; //how much friction is produced when the vehicle scrapes with an object
bodyRestitution = 0; //how bouncy the vehicle is when it hits an object
minImpactSpeed = 10; //the collision speed for the onImpact function to be activated
softImpactSpeed = 10; //how fast does it have to go to play the softImpact sound
hardImpactSpeed = 15; //how fast does it have to go to play the hardImpact sound

engineTorque = 8000; //how much torque does the vehicle produce
engineBrake = 2000; //how much brake torque does the vehicle produce at 0% throttle
brakeTorque = 50000; //how much brake torque does the vehicle produce when the brakes are used
maxWheelSpeed = 40; //how fast can the vehicle go (in torque units)

rollForce = 900; //how much roll force does the vehicle have
yawForce = 600; //how much yaw force does the vehicle have
pitchForce = 1000; //how much pitch force does the vehicle have
rotationalDrag = 0; //how much rotational drag does the vehicle have

steeringAutoReturn = true; //does the steering return to its 0 degree position
steeringAutoReturnRate = 0.9; //how fast does the steering return to its 0 degree position
steeringAutoReturnMaxSpeed = 10; //how fast is the auto return's max speed (setting it higher will make the steering auto return at that speed quickier)
steeringUseStrafeSteering = true; //does it use strafe steering
steeringStrafeSteeringRate = 0.1; //how fast does the strafe steering turn

maxEnergy = 0; //maximum energy it can store
jetForce = 0; //how much force is applied when its 'jetting'
minJetEnergy = 0; //minimum energy to allow 'jetting'
jetEnergyDrain = 0; //how much energy is used when its 'jetting'

splash = vehicleSplashEmitter; //the vehicle's splash emitters
splashVelocity = 4; //how fast is the splash emitter's speed
splashAngle = 67; //the angle of the splash emitter
splashFreqMod = 300; //how frequent is the splash emitter
splashVelEpsilon = 0.6; //minimum speed to start splashing (in torque units)
bubbleEmitTime = 1.4; //how long does the splash emitter bubble stays for (in seconds)
splashEmitter[0] = vehicleFoamDropletsEmitter; //splash emitter
splashEmitter[1] = vehicleFoamEmitter; //splash emitter
splashEmitter[2] = vehicleBubbleEmitter; /splash emitter
mediumSplashSoundVelocity = 10; //how fast does it have to go to play the mediumsplash sound (in torque units)
hardSplashSoundVelocity = 20; //how fast does it have to go to play the hardsplash sound (in torque units)
exitSplashSoundVelocity = 5; //how fast does it have to go to play the exitsplash sound (in torque units)
mediumSplashSound = ""; //the sound for the mediumsplash
hardSplashSound = ""; //the sound for the hardsplash
exitSplashSound = ""; //the sound for the exitsplash
jetSound = ""; //the sound for the jetting, its the engine's go sound for some reason (if the vehicle stops, this sound will still play in its 'idle' state)
engineSound = ""; //the idle sound of the engine
squealSound = ""; //the wheel(s) squeal sound, when the tires slide that is
softImpactSound = slowImpactSound; //the softimpact sound
hardImpactSound = fastImpactSound; //the hardimpact sound
wheelImpactSound = ""; //the wheel(s) impact sound, not too sure if there is anything that makes it play when hit at a speed defined

uiName = "Help"; //the name of the vehicle that shows up in the spawner
rideable = true; //is it rideable
   lookUpLimit = 0.5; //how far can you look up (only affects playertype animations, doesn't affect your actual viewing capabilities)
   lookDownLimit = 0.5; //how far can you look down (only affects playertype animations, doesn't affect your actual viewing capabilities)

paintable = true; //is it paintable

   damageEmitter[0] = VehicleBurnEmitter; //the emitter for the damage ([0] > [1] and so on if more damage emitters are needed)
damageEmitterOffset[0] = "0 0 0"; //the offset of the emitter (X, Y, Z)
damageLevelTolerance[0] = 1; //at what damage level should this emitter show up (0-100%)

   damageEmitter[1] = VehicleBurnEmitter; //the emitter for the damage
damageEmitterOffset[1] = "0 0 0"; //the offset of the emitter (X, Y, Z)
damageLevelTolerance[1] = 1; //at what damage level should this emitter show up (0-100%)

   numDmgEmitterAreas = 1; //how many damage emitters are there

   initialExplosionProjectile = HelpExplosionProjectile; //the projectile used when the vehicle's maxdamage reaches its value
   initialExplosionOffset = 0; //the offset for the projectile's position (on the Z axis only)

   burnTime = 4000; //how long does it 'burn' before spawning the final explosion projectile and deleting itself (in milliseconds)

   finalExplosionProjectile = HelpFinalExplosionProjectile; //the projectile used when the vehicle's maxdamage reaches its value
   finalExplosionOffset = 0; //the offset for the projectile's position (on the Z axis only)

   minRunOverSpeed = 2; //how fast does it need to go to damage a playertype (in torque units)
   runOverDamageScale = 12; //how much damage does it deal when ramming a playertype (speed * runoverdamagescale = damage received)
   runOverPushScale = 0; //how much does it push a playertype when hit

   protectPassengersBurn = true; //does the vehicle protect the passengers from burning
   protectPassengersRadius = true; //does the vehicle protect the passengers from radius damage
   protectPassengersDirect = false; //does the vehicle protect the passengers from direct damage
};

datablock DebrisData(HelpTireDebris : jeepTireDebris) //the tire debris, always end the name with TireDebris (not a class itself, but to prevent confusion)
{
   shapeFile = "./helptire.dts"; //the shape of the debris
};

datablock ExplosionData(HelpExplosion : jeepExplosion) //the explosion, always end the name with Explosion
{
   debris = HelpTireDebris; //what debris is it using
};

datablock ProjectileData(HelpExplosionProjectile : jeepExplosionProjectile) //the projectile, always end the name with Projectile
{
   explosion = HelpExplosion; //what explosion is it using
   uiName = "Help Explosion"; //the name of it to spawn it through events
};

datablock DebrisData(HelpDebris : jeepDebris) //the vehicle debris, always end the name with Debris
{
   shapeFile = "./help.dts"; //the shape of the debris
};

datablock ExplosionData(HelpFinalExplosion : jeepFinalExplosion) //the explosion, always end the name with Explosion
{
   debris = HelpDebris; //what debris is it using
};

datablock ProjectileData(HelpFinalExplosionProjectile : jeepFinalExplosionProjectile) //the projectile, always end the name with Projectile
{
   explosion = HelpFinalExplosion; //what explosion is it using
   uiName = "Help Final Explosion"; //the name of it to spawn it through events
};
attachment is available for download, just in case you lazy gongs dont want to ctrl + c the entire thing, or cmd + c

7
Add-Ons / Tier+Tactical 2.1 [WARNING: NO BALANCE - USE AT RISK]
« on: April 26, 2017, 11:09:41 AM »
it appears that Mr Noobler has messaged me and requested me to take this down, since its his... i will comply and remove the link

change log stays for no reason, topic is locked due to severe disinterest and disappointment

at least i have done something to get those two to make a weapon pack lol

what this features:
+ weapons from the old T+T that some missed

+ functional bullet hose (no reload no ammo) and T+T1 (bullet hose didnt work on some weapons and T+T1 didnt even work at all)

+ RTB is no longer required to jumpstart the ammo system

+ most weapons have akimbo variants

+ easter eggs now work without odd problems

+ grenades now have an infinite ammo reserve option, allowing for ghetto carpet bombing from a flying jeep

+ light machineguns dont slow you down anymore

+ the melee extended packs have some of their old melee weapons back (example: fire axe)

+ gun reloading now makes sense (somewhat lol)

+ the filesize of all or most of the weapon packs have been reduced, the original T+T 2.1 totaled up to at least 12.1MB

+ all pistols now have a new sound (very subjective because i believe this is far better than T+T 2.1's pistol fire sound)

+ all magnums now fire faster, theyre pistols for christ's sake (using bigger calibers of course)

+ toggleable recoil, requires RTB or blockland grass (the camera screenshake if you ask)

+ all shotguns now have their old pushback whenever they fire (causing you to be pushed back when its fired)

- balance is no longer in existence, because Mr Noobler doesnt believe in balance

+ shotguns and magnums now have emitters shown once they are fired (the original didnt because bushido used a projectile to spawn the gun flash instead, didnt work well lol)

+ all sport rifles have 'new' sounds, should sound pleasing to the ears when you get to kill something with any sport rifle

+ shotgun concussion blasts now actually do damage instead of the puny 20

+ few weapons have unused animations, now theyre used!

+ unused models have been coded to life, for example the PDW if you people didnt know that much

+ the combat shotgun now doesnt have the gay ass 'altfire', it instead has a semi-automatic mode (like the SPAS-12)

+ the ammo display no longer disappears after 5 seconds once a weapon is equipped and not fired, it will forever be displayed

+ the RPG and the grenade launcher now have their old flash emitters (waay better mang)

- because of the akimbo variants being executed, the datablock count is still high as usual

+ the ammo reserves have been raised, so dont worry about running out if you like limited ammo reserves

+ the riot shield now no longer breaks after 20 hits, it is invincible and deflects magnum bullets or anything that is projectile-based (the only thing that can hit through the riot shield is a riot shield, lol)

+ a gun called H-Covert Pistol has been added to the pistol skins, looks like bushido's secret HANDS on a gun project?

+ the console no longer complains about errors, like it being clean??

anyways heres the link:

8
Gallery / which shotgun do you prefer (t+t agen)
« on: January 28, 2017, 12:47:41 PM »

===================================
history of bushido's nicely modeled shotguns

ill start with the lineup so you dont need to scratch your head and find out from memory: (from left to right)
Modern Shotgun, Classic Shotgun, Combat Shotgun, Hunting Shotgun, Lever Shotgun, Pump Shotgun, Riot Shotgun, Scattergun, Single Shotgun, Slick Shotgun, Slam Shotgun, Tactical Shotgun, Lever Shotgun?

thank mr noobler for readding them back in, the quad barreled shotgun was just a failed experiment lol
link if you want to mess with them, or how it 'was' like back then to have it in action: http://leopard.hosting/download.php?f=zeddr

note: just dont ever use them in a DM or a TDM, theres a reason why some of the shotguns there didnt appear in T+T 2.1

9
Music / Mr Noobler's music pack (68 loops)
« on: January 20, 2017, 06:30:19 AM »
doubt he would ever think about posting it, so here you go... 68 loops of i dont know what
dont blame me if i dont get everything on the list, not easy typing 68 songs jesus

the music pack consists of:
=====================
a-ha - Take On Me
Ace - Power of Sound
Arata Iiyoshi - Craggy Coast
Arata Iiyoshi - Goofy
Asphalt 4 Elite Racing - BGM 2
Asphalt 4 Elite Racing - BGM 3
Carpenter Brut - Roller Mobster
Carpenter Brut - Turbo Killer
Christopher Cross - Arthur's Theme
Christopher Cross - Arthur's Theme Ending
CycloMusic - Whereabouts of the Wind
Dance With the Dead - Skeletons in the Attic
Dance With the Dead - Andromeda
Dr. Love - Max Power
Droid Bishop - Light Years
Eagles of Death Metal - Don't Speak
Eddie Money - Take Me Home Tonight
Go Ichinose - Pokemon Diamond Day
Go West - Call Me
Go West - Call Me Intro
Hall and Oates - Out of Touch
Hampton The Hamster - Hamster Dance
Hemorrhoy Rogers - I am handicapped
HOME - Resonance
Unknown Artist - Underwater Washout
Huey Lewis & the News - The Power of Love
Huey Lewis & the News - Back in Time
Icehouse - Great Southern Land
Iceman - Shining Collection - over 1mb because audacity decided to forget me over
Ippo Yamada - Trap Factory
Isamu Ohira - The Drift of Air
Jester - Elysium
Kenny Loggins - Danger Zone
Kinuyo Yamastuffa - Dr. Doppler Stage 1
Kinuyo Yamastuffa - Zero's Theme
L.Y.F.F.E - Jurassic
LAMF - Neon Highway
Lazerhawk - Fight To The Top
Lazerhawk - So Far Away
Leslie Chueng - H2O
Lion - Never Surrender
Manfred Linzner - Cloudy Stairway
Manfred Linzner - Good To Feel
Manfred Linzner - Two Years Gone
Mega Drive - Acid Spit
Mega NRG Man - Supertonic Lady
Miami Nights 1984 - Clutch
Miami Nights 1984 - Clutch Long (aka Clutchn)
Miami Nights 1984 - Ocean Drive
Hitoshi Sakimoto - Flood of Power
Hitoshi Sakimoto - Flood of Power ?remix?
Mr. Mister - Kyrie
Mux Mool - Get Better John
Nik Kershaw - Wouldn't It Be Good
Nathalie - Heartbeat
Pascal Dion - High as the sun and the moon
Paul Engemann - Push it to the Limit
Steven Velema - A Fistful of Gun BGM6
Televisor - Midnight
The_Conman - Gay
The_Conman - Owned
Timecop1983 - Journeys
Timecop1983 - Summer Heat
Unknown Artist - Jerry's Hideout
Wang Chung - Dance Hall Days
Whitesnake - Is This Love
==========================
good lord i still have an ancient ThinkPad that has the best keyboard ive ever typed on, seriously... laptops these days have catstuff keyboards (especially the GODDAMN GAMING ONES)

link: http://leopard.hosting/download.php?f=fatyf
total size should be around 57MB, thank you pecon for hosting the file (well as always)

10
wowe another blunder because i was so ignorant to my screen

EDIT: found the problem, some dumb mistake left by my own self :[
according to conan, the old t+t links have been somehow removed or killed in some way... so ill post the entire t+t pack here in this topic if you ever want to see it again: i promise you wont regret it

11
Modification Help / speedkart [very heavily modified]
« on: December 07, 2016, 03:55:42 PM »
now, you might think this is just some dumb edit that sends people flying away to the moon... it isnt, i swear
no pictures because all of them are literally the same old speedkarts you see in the default gamemode, well, except for the Original and Hover

to be honest i just want feedback on this, and experience in comparison with the original speedkart or filipe's updated speedkart
===modded gamemode to use the karts and the karts itself=====
link: http://leopard.hosting/download.php?f=lexwa

save yourself the trouble from editing, just use the gamemode alongside with the karts... and no other addons are required (default required)
speedkart tracks work with the gamemode, so no worries if you think it wouldnt work

KARTS WITH HANDS: this gives the karts' updated models with hands, no exhaust smoke because we already have tire emitters
link: http://leopard.hosting/download.php?f=ewjfl
other changes are, you now have superkart inside it (every vehicle in the superkart pack is in this)
some changes are made to make the speedkarts more competitive in terms of challenges, the 2 hardest karts to drive is the SpeedKart Original and the SuperKart Plane (cant fly because gta 3 dodo simulator)

12
Help / blockland suddenly crashes after planting a brick
« on: May 16, 2016, 03:02:35 AM »
started up a LAN server and planted a brick, 1 second passes and i got no error messages but just blockland closing up... the gamemode used was freebuild

now before you ask me to do a multitude of checks that wont even work.. i tried deleting the cache i tried trace(); to look at the functions being used and nothing unusual came up

the log files below for you to see... oh yah, dont throw me the hardware specifications "problem"

the hardware has ABSOLUTELY nothing to do with this problem
only software!!!

13
Add-Ons / ion cannon
« on: August 18, 2015, 07:22:40 AM »
enter the ion cannon??

Ion Cannon Akimbo
===============

===============

Ion Cannon Trikimbo
===============

===============

Ion Cannon Quadkimbo
===============

===============
here ya go for the most (probable) op weapon tat is only outmatched by the Death Ion Cannon
ther are two more variants i didnt include since they all look the same
thanx 2 pecon again V

http://justfilehosting.space/download.php?f=hfayh
isnt this the gayest regret ive made to POST THE ION CANNON?!!

14
Add-Ons / [port] sniff's barrett m82 and the old gun from V8
« on: June 23, 2015, 02:46:36 PM »
ohey u remember the old barrett m82 snif snif created??
was badly ported so i decided to try porting it again, it workd out prety well except for that ejection point
=======pics===========

sniff's nicely made barrett m82

comparison to the barrett m82

and also the old gun from v8!!!
looks the same doesnt it
======links===========
v8 gun: http://www.justfilehosting.space/download.php?f=oscvo
baret m82: http://www.justfilehosting.space/download.php?f=mkmke
ion cannon akimbo - JK i wont upload it lol

15
Gallery / guns quadkimbo/fourkimbo/doubletwicekimbo
« on: May 05, 2015, 03:50:41 AM »
erhhhh this piaece o stuff has been sitting in my HDD for aprox 5-6 months ago
not too sure if this still works since it was having many problems with the 3rd and 4th gun
===pic====

=========
doesnt alternate... just shoots every gun on one click
normal gun damage ( 30 dmg )
- no custom ci
- no custom icon
- whacky
bugs====
if any other image is mounted with the Guns Quadkimbo equipped, it will replace one of the guns
==link
U ALSO ASKED 4 THIS
linke: http://justfilehosting.space/download.php?hash=2c5f0512d498e8cf8b53cfaa7c1bc401cdde1b9315f451f0511b38ed0bbdd6c6
thx pceon agin
===porscherrari ( the orange v0002 car )=========
kk u asked for it

pic showin how fasts the car can speed
===spec===============
top speed: 147.8 torque units
acceleration: slow
braking: fasts
grip: extremely bad
durability: slightly better than a tank
handling: average
====================
linke: http://justfilehosting.space/download.php?hash=f87fb8a06c29867c6ef24315d194744c29eb1f7ceed1892be56f55bd4d717946

thx pceon7 for hostin that since 2shared makes gay ass advertisements to confuse u

Pages: [1] 2