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Topics - lilboarder32

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1
Modification Help / Tagged String Conversion
« on: April 02, 2013, 12:29:38 AM »
I'm having troubles with tagged strings, I think. I'm not entirely sure what the issue is, since they output funnily into the console which makes it hard to debug.

What I essentially am trying to do is to append a tagged string as a field on an existing string. The reason for a tagged string is because it is a command for use in the commandToServer function.

Let's say I've got the tagged string 'light' stored in variable %tagStr. I then create a longer string like such:
Code: [Select]
"Player's Name" TAB "10200" TAB "1" TAB %tagStr
Now when I output getField(%theStringAbove,3) to the console, it says something like "88 light". Which I think is messing up the function call:
Code: [Select]
commandToServer(getField(%theStringAbove,3),"1");
Now with the light example, this works when hosting my own server. But it doesn't work when a player on my server does the exact same method.

This may have something to do with my client and server being like a melting pot of functions and thus it only works for me. Any ideas though why this wouldn't work for a player in my server?

Edit: Also, the tagged string containing the command starts on the server, gets sent to the client via a parameter in a clientCmd, and then it's used as the main argument for commandToServer.

2
Modification Help / Sounds with Ghost Bricks
« on: March 22, 2013, 01:50:17 AM »
So I'm pretty sure there is no way around this, and it might have even been asked before, but it doesn't hurt to ask myself.

When creating a brick via script, a click sound gets played at the position of the brick. This sound does not seem to be played when the isPlanted field on the brick is set to 1/true, or .plant() is called on the brick.

It seems funny that calling an additional function seems to make the sound not play, and not calling it causes to play. My question is if there is a way to stop that sound. I've got a mod shifting sever ghost bricks around at once and it can be quite a cacophony.

3
Modification Help / Continuing Generated Noise
« on: November 28, 2012, 07:21:28 PM »
So I would like to know how I could continue a previously generated [slice? chunk? tile?] of noise (perlin noise).

For example, I generate some perlin noise with the dimensions of 128 x 128. Am I able to generate another perlin noise function the would seemlessly go next to it?

I know it's possible to make them tileable or repeatable, but I just want it to continue, not repeat.

Any resources or hints are appreciated.

4
Modification Help / Possible to make shift not play a sound?
« on: July 17, 2012, 03:08:33 AM »
The function shift(%brick,%x,%y,%z) is called when a player moves their ghost brick. It essentially just shifts %brick according to the parameters. When you call this, it also plays a little clicky sound coming from the brick. I'm wondering if there is a way to disable the playing of that sound.

5
Modification Help / "Could not locate texture" [Solved]
« on: July 16, 2012, 06:45:02 PM »
Anyone know the reason behind this console error?
Code: [Select]
Could not locate texture: Add-Ons/GUI_Underground/Images/Bits (download failed, using default texture)
  +- using blank texture
I know the image is there, as a simple isFile(pathToImage) returns a 1. Does this have to do with like resolution? It isn't a very large image... Also, other images in the same folder seem to work.
I've tried adding .png to the path, but same error. The image is a .png image, nothing special. It's simple text saved as a .png from Photoshop.

6
Modification Help / Angle ID's in Blockland save files
« on: July 11, 2012, 08:27:32 PM »
Has anyone else ever had an issue where certain bricks' angle id's don't save correctly? I've got a brick that is like the 1x4x5 brick, but has a different datablock name, and it's angle ID won't save correctly. This happens on other cuboid bricks as well.

I place a brick and check the angle ID using %this.angleID, it prints out 2. I save the build, break the brick, and reload the build, but the angle ID changes to 0.

I've looked at the .bls file and it doesn't save it as a 2. Normally this would be fine as it doesn't affect how the brick looks in the build, but my mod relies on that ID and a 2 will give me different results than a 0.

I don't have any mods (as far as I know) that alter saving functions, so something's wrong. Anybody else ever run into this issue? Or know how I can fix it without rewriting the save function?

7
General Discussion / The Underground - A Social Mining Mod
« on: July 09, 2012, 03:36:52 AM »



Download the GUI!
Important stuff to see

Info:
The Underground is a project created by Lilboarder, The creator of the Trench Digging mod, with the purpose of creating a mod both social and entertaining.
It has been worked on over the course of years, on and off, and recently Lilboarder came back from the dead and picked up progression of this mod as a summer project. The Underground features a new and original mining system to blockland, and offers more choices in "Home Construction". A big part of the inspiration for this is the underground system from Pokemon Diamond/Pearl.
Currently The Underground is in an Alpha Stage, after much work from Lilboarder and his testing guinea pig/Project Manager, Alphadin.
Back to Top

Gallery:
Hover over an Image to get a brief explanation of what you're seeing.






Back to Top

News:
Back to Top
7/11/12 - Updated to v3a
7/11/12 - Updated to v2a
7/9/12 - Topic created

Update:
Code: (v2a --> v3a) [Select]
Gem trails separated from dirt trails
Gem trails added
Spawn added
Code: (v1a --> v2a) [Select]
GUI Updated
Gem Spawning improved
Gem management improved
Added automated help system
Back to Top

Topic created by Alphadin.

8
Modification Help / Gui Control Profiles [Solved]
« on: July 06, 2012, 12:28:05 AM »
How exactly do you define a new profile? Yes, I've searched the forums, and through RTB files. What I'm looking to do is create a scroll profile that uses my own images.
So, I've looked at this in RTB:
Code: [Select]
// RTB Scroll
if(!isObject(RTB_ScrollProfile)) new GuiControlProfile(RTB_ScrollProfile)
{
   fontType = "Book Antiqua";
   fontSize = 22;
   justify = center;
   fontColor = "0 0 0";
   fontColorHL = "130 130 130";
   fontColorNA = "255 0 0";
   fontColors[0] = "0 0 0";
   fontColors[1] = "0 255 0";  
   fontColors[2] = "0 0 255";
   fontColors[3] = "255 255 0";
   hasBitmapArray = true;
  
   bitmap = $RTB::Path@"images/ui/scrollArray";
};
All fine and dandy, it creates a scroll profile, uses the image that RTB has for it. My question is, how does the profile know what parts to use from the image? I've looked at the RTB scrollArray image, and the default BL one, and they don't use the same sizes for parts of the image, and they aren't necessarily the same layout. How does Blockland know that the top left box with the up arrow is actually the up arrow to use? Do you define this somewhere else? Does it do it all automatically? If so, what layout do I need to follow for it to work?

9
I've been troubleshooting and debugging this issue for a while now and I've pinpointed it to the part where Blockland crashes. I have a couple functions that get called one after another that talk between the client and the server, but on the last clientCmd function, I schedule a call 2000 ms later to perform a function that sends a command to the server. When that function gets called, Blockland crashes.
I'll post the snips of code and what the console is saying at time of crash.

So the schedule that has the 2000 ms delay and calls "relayFunction" is what we're looking at. (The "UG_addItem" function says that it finishes up in the console, and the crash happens after the 2000 ms has passed, that's how I know it is the "relayFunction" function)
Code: [Select]
lilDebug("clientCmdUG_addItem: Checked spaces");
if(%check)
{
lilDebug("clientCmdUG_addItem: Space was found at ["@%x@","@%y@"]");
schedule(1000,0,"UG_addItem",%itemID,%x,%y);
lilDebug("Set schedule for relayFunction");
schedule(2000,0,"relayFunction");
}

Here is the relayFunction that gets called. (lilDebug is a simple function that echoes if a variable is true)
Code: [Select]
function relayFunction()
{
lilDebug("relayFunction called");
commandToServer("SayHi");
lilDebug("relayFunction ending");
}

The serverCmd that gets called. Extremely simple, nothing should go wrong.
Code: [Select]
function serverCmdSayHi(%client)
{
announce(%client.getPlayerName()@" says hi!");
}

Here is the console.log part just before crash:
Code: [Select]
Entering lilDebug(Set schedule for relayFunction)
      Set schedule for relayFunction
   Leaving lilDebug() - return
Leaving clientCmdUG_AddItem() - return
Entering UG_addItem(0:04:08, 1, 2)
   [This is unnecessary code within UG_addItem that will just clutter]
   Entering lilDebug(UG_addItem: Finishing up function)
      UG_addItem: Finishing up function
   Leaving lilDebug() - return
Leaving UG_addItem() - return
Entering relayFunction()
   Entering lilDebug(relayFunction called)
      relayFunction called
And that is where Blockland crashes. So the relay function gets called after the 2000 ms, but it never actually processes the serverCmd it should be calling.


So one thought that comes to mind, would be that it might be a Mac instability issue. My BL has been known to crash when many things happen at once or something similar, but those with the Windows version didn't. So maybe try running a similar script? Or maybe you see an issue my syntax? Or a blatant error I made? Thanks for any attempts at helping

10
General Discussion / Reviving "Underground" - Alpha coming?
« on: June 27, 2012, 03:09:15 AM »
So I decided to come back to BL for now and attempt to revive my old "Underground" server mod. I had a couple different topics on it a long time ago, so I just decided to bring this up.
I want to create a game mode that I know I will enjoy, so that is the main source for my ideas, but I always love getting ideas and feedback from others.

My original source of inspiration was from the Underground system from Pokemon Diamond/Pearl which sucked cuz you felt so alone. You get all this cool stuff, but who do you show it too? I want to have a centralized cavern system where people can establish bases and design them accordingly and easily show their buddies, or even strangers.

Old topics (here you can see more info on the development of the mod to date)
http://forum.blockland.us/index.php?topic=151512.15
http://forum.blockland.us/index.php?topic=151315.0

So my question to you guys, is what makes mining mods/games so fun? I'm most certainly not trying to re-invent the wheel and have this compared to minecraft or other BL mining mods. I just want to capture at least a basic essence of what makes them so fun.

Currently, the mining system I have created involves using a pickaxe to hit cubes which then after a bit spawn gems all around you, with varied rareness. There are thousands of combinations with gems between different colors and shapes. Ex: "Crimson Khumunium" and "Black Somethingium".

TL;DR - I want a fun mining system that doesn't involve grinding, yet rewards dedicated miners for it, and includes a feeling of anticipation and discovery. Help me out by giving me ideas, whether in part or full, and whether you feel it fits or not. The more ideas I get, the better this can turn out!

All further discussion should be taken to the newest topic
http://forum.blockland.us/index.php?topic=199809.0

11
Add-Ons / Trench Digging V10
« on: March 04, 2012, 09:01:09 PM »
This is long overdue, but after a super long break, I decided to finally update this mod.
Changelog to date is:
Code: [Select]
V9 to V10
---------
Added saving dirt by implementing Destiny's blockByte system
Added Trench Cluster Item
Added Trench Cluster Bomb Item (disappears after 1 use)
Fixed /dumpDirt not working in even more cases
Added /addDirt *player* *amount* *colorID*
Added /removeDirt *player* *amount*
Added changelog in the mod
---------

V8 to V9
--------
Fixed /dumpDirt not working in certain cases.
--------

V7 to V8
--------
Fixed the RTB Pref for dirt count not showing up.
--------

V6 to V7
--------
A whole brick category for "Dirt" bricks
This will allow for multiple dirt colors able to exist in one game
This will allow for the mod to run on any server, regardless of server type
Say, in a freebuild, you don't have to worry about people digging up your house, because it has a certain colored brick in it.
Instead of setting color ids and all that nonsense to dig up bricks, you just build dirt bricks
Cube mode and Brick mode no longer exist separately
/DumpDirt command should now work everywhere a 4x Cube or 4x4 Brick should fit
Regrouping sets the end result regrouped brick to the majority color (of the original regrouped bricks)
/SpeedDig and /SpeedPlace work again for admins
Some bug fixes
--------

V5 to V6
--------
Bug Fixes
Changed /setDirtColor cmd to /getColor so you may get the color id of the brick you are looking at so that you may enter that in RTB Server Options.
A little bit more clear of a description to set up
--------

V4 to V5
--------
Added an RTB Pref that allows you to choose what dirt type you would like to choose: Cubes or Bricks (Bricks is referring to smallest unit as a 1x1 brick and largest an 8x16 brick)
Minor bug fixes
Some code clean-up
Added a serverCmd to set the dirt color
Either type /setDirtColor *colorIdHere*
ex: /setDirtColor 32
Or type /setDirtColor - and it will set the dirt color to the brick you are looking at
*Changing the pref through RTB is preferred, as it will most likely save the value for the next time you host
--------

V3 to V4
--------
Big changes:
Everything works by cubes now:
Smallest unit is a 2x cube and the largest is 32x cube
Fixed the brick count being inaccurate
Fixed most instances of falling through or getting stuck in bricks that are split or regrouped.
--------

V2 to V3
--------
Fixed minor typo with finding a correct brown in your colorset.
--------

V1 to V2
--------
Fixed the problem where the admin commands /speedDig and /speedPlace caused errors in the console.
--------

Here is the download link for V10:
Gamemode_TrenchDigging.zip

Please post any bugs you find in this topic before I update via RTB. /dumpDirt should be fixed in all cases now. And servers are now able to run this 24/7 due to saving dirt and color values using Destiny's blockByte system.

12
General Discussion / Finishing a Project
« on: August 11, 2011, 07:53:13 PM »
Does anyone have any tips on finishing a project and keeping motivation throughout it?

I understand some arguments that some projects can never be finished as there can always be more added to it, but I'm talking on just getting far along in a build or project, enough to be playable or proudly shown off.

Has anyone tried drawing out their project a bit on like a drawing board beforehand? Does this help at all in the sense you know what to do as opposed to just continuously and randomly building?

I'm looking for tips such as mentioned above. I'm sure many people would appreciate feedback on this topic.

13
Help / Mac Issue
« on: May 05, 2011, 08:20:15 PM »
This just happened, not sure if it was just a one time thing or has already been mentioned. But I was given some warning (not and in-game message), and crashed when I hit okay. Here are the last few lines of console:
Code: [Select]
fxDTSBrickData::Preload - unknown texID '0 0 1'
fxDTSBrickData::Preload - unknown texID '0.996 0.996 0.910 1.000'
fxDTSBrickData::Preload - unknown texID '0.3 -0.1 0.5'
fxDTSBrickData::Preload - unknown texID '0 0'
fxDTSBrickData::Preload - unknown texID ''
fxDTSBrickData::Preload - unknown texID '0 1'
fxDTSBrickData::Preload - unknown texID '-1 0 0'
fxDTSBrickData::Preload - unknown texID 'NORMALS:'
fxDTSBrickData::Preload - unknown texID '0 1 '
fxDTSBrickData::Preload - unknown texID '0 0 -1'
fxDTSBrickData::Preload - unknown texID 'NORMALS:'
fxDTSBrickData::Preload - unknown texID '0.5 0.5'
fxDTSBrickData::Preload - unknown texID ''
*** Phase 2: Download Ghost Objects
*** Phase 3: Mission Lighting
  Successfully loaded mission lighting file: 'Add-Ons/Map_Kitchen/kitchen_1be18cd5.ml'
Mission lighting done
Executing config/client/Favorites.cs.
Could not locate texture: add-ons/script_adminshields/icon_goldBadge.png (download failed, using default texture)
  +- using default 'gold' texture 'Add-Ons/Map_Bedroom/gold.jpg'
Fatal-ISV: (../engine/bricks/octBatcher.h @ 24) octVertex::validate - out of range pos.z
 
I'll attach the picture of the warning.

14
Modification Help / MessageVectors
« on: May 02, 2011, 12:32:16 AM »
What exactly are messageVectors? Is there any documentation I can find on them? Are they useful?

15
Modification Help / Underground System [Open Beta] - Server Status
« on: April 28, 2011, 02:34:29 AM »
Underground System
A unique take on mining

What:
First off, this mod is being created, so descriptions/features may change throughout the course of creating it.
Players will spawn randomly in a pre-built large underground cavern. They receive nothing but a pickaxe to their name. Once spawned, they have many choices, but they would generally start mining nearby walls in search of precious gems. These gems have specific rarities and are worth more according to their level of rareness. There will be vendors stationed randomly throughout the build that are willing to buy your gems off of you in exchange for cash. This cash enables you to purchase the rights to a base, which can be built anywhere along the walls of the cavern. You may build inside the base and design it to your liking. Eventually you will be able to upgrade the base to allow for more customization/showing off (this feature is iffy at the moment due to Mac instability for me). Players may visit other bases stationed throughout the massive cavern. I hope to incorporate many different elements into this gamemode to fit most players and make it fun for all.

Current Features:
  • Gem System that allows for thousands of possible gems and values
  • Mining gems from walls
    • The larger the brick you're mining, the longer it takes, but the more gems it yields
    • Planned: The larger the brick, the gems are more likely to appear and be rare
  • Placing Bases
    • Bases can be placed right now and traveled to
    • Bases are stacked vertically outside of the build, which allows for infinite bases to be placed, and to be largely expandable
  • GUI Inventory
    • A GUI is required to enter the server, due to several serverCmd's needed to be called and easy inventory displaying
    • You can not join without the most updated GUI I have available via Dropbox
  • Destiny's blockByte System
    • This allows for complete saving/loading control so you don't have to worry about losing everything when you disconnect or the server crashes
    • Bases, Gems, Money, and other values are all auto-saved every ten minutes and when certain actions are performed.
  • Selling Gems to receive cash (not sure of another way to call it besides cash or money)
  • Custom Projectiles for when gems are mined.

Media:
Here is a sneak peek video I posted a bit ago, but it shows a few features of the mod:
[VIDEO]: Underground Sneak Peek
Here are some pictures of the build and other stuff:


Planned Features:
  • A more unique GUI, possibly an interactive one
  • An above ground village, where you can go to buy different items
  • Restrict building colors and allow you to place your rare gems in your base to show off your rare ones
  • Rights to use different colors while building
  • Personal trading posts where you can trade gems or items
  • Item to expand your base (I already have the function, just not the item to perform it)
  • A more stable gem creation process (sometimes mined gems don't actually "materialize" into gems)
  • A better system that creates less to save, which would allow for faster saving/loading
  • Perhaps an arena where you can go to DM with gems as rewards..?
  • And I will add more as I see fit

Also, please post suggestions and feedback, I love to hear what you guys think


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