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Topics - honytawk

Pages: [1] 2 3
1
Modification Help / Virtual Reality brainstorm
« on: August 24, 2016, 05:15:29 PM »
Yes, I know this has been posted before, but I have had some ideas on how to fix some of the problems and the other topics were too old.
I must say, they are pretty hacky.


One of the problems was the tilting.
Tilting the camera can be done in vehicles like planes.
So what if there was some sort of "vr vehicle" in which the player sits that tilts the way the headset tilts?
A sort of invisible ball rolling in place with seats.

An other problem was the ability to have 2 cameras, which is unsupported by the engine.
But what if we run a second client, which acts as the second eye?
Since it is allowed to run 2 clients from the same IP, it shouldn't be an issue.
And most VR games already demands a beefy PC, so that shouldn't be a problem either.

And to make it work with my first idea, the ball can have 2 seats.
One for each eye.
Then they will always stick together, if the second players aim gets reset if moved.
The movement can be done by warping to not get motion sick.


We also have to disable cam shake in some way, to not get eye raped by the other people.


I am throwing it out here because this board has more of the technical minds than the other ones.
I hope we can figure this out, because I'd love to actually be inside the game I've been playing for over 8 years.

So any other problems on why VR wouldn't work?

2
What if there was an event that spawned a bot-clone of yourself on a named brick.
And the bot would mimic your actions but in reverse.
Every step you took, every animation you made, the bot would do it too.

This would make it possible to make
mirrors


Just imagine a bathroom with a mirrored part on the other side of the mirror.
When the player almost enters the room, he could step on a brick to spawn a clone of himself in the mirror room.
It would feel exactly like a mirror!

And when the player leaves the room, the bot could be killed (silently) by walking on a brick behind the spawn brick.

I think this is the way other games do it too.

3
Suggestions & Requests / Fantasy CityRPG
« on: June 22, 2016, 06:36:17 PM »
Fantasy Town RPG


So I have been thinking, why not combine 2 of my favorite Blockland RPG's: Medieval/fantasy RPG and City RPG?
A City RPG in a fantasy setting with blacksmiths, merchants, knights, magic, dungeons, dragons and quests.
The normal City RPG is getting stale.

I would do it myself, but I don't have much experience in coding with Torque and don't have a suitable CityRPG version either.
So I throw this idea out there for anyone to pick up.
But I am certainly willing to help once such a person is found.


Quick list of features:
-Weapons will consist of: blades, bows and magic
-No cars, only horses and wagons, maybe a dragon or something
-Roads will be beaten tracks through woods and cobble in towns
-Hunting boars as a labor job
-Hostile beasts outside of city walls
-Small difficult dungeons where groups can get loot every so often



Lots
16x16: Small houses, shops and market stall   Can be placed in towns
16x32: normal houses and shopsCan be placed in towns
32x32: big houses and shopsCan be placed in towns
64x64: farmland / mansionCan only be placed outside towns

Notable features:

Any job will be able to carry magic
But the player will first have to be the mage jobs (apprentice, wizard, mage, warlock, arch-mage) to train their magic.
They get exp which increases their mana pool while being in those jobs. This stays while changing jobs
This will mean we will have magic knight police fighting thieves.

Merchants will not be able to sell everything, but will have to learn a trade.
Blacksmiths will only be able to sell swords and shields
Fletchers only sell bows
Magic merchants sell spells (but need to have magic training)
Cooks sell food
Tailors sell clothes
This will mean more variety in shops and less direct competition since 5 shops can live peacefully together in one town, also more RP

The merchants also receive experience in their field.
Fletchers can only sell the default bow first but will be able to upgrade to the compound bow or even the recurved bow.
Blacksmiths can only sell knives first but this will expand into numerous other weapons.
Magic merchants will need to train their magic skills to sell more difficult spells
This will mean there could be a legendary fletcher living in an other town where people will flock towards.

Police would be town guards and spawn with swords and horses.
They will have to keep watch on the town walls for invaders and bandits.
Most battles will be close combat as a sword will be cheaper than getting a magic education and bows shoot slower than an ak47.
This will mean gang fights will be more entertaining and innocent bystanders will be killed less.

Small towns
Towns would consist of 10x size 32 lots, but there would be multiple towns connected with small roads
Some will have stone or wood walls and will be bigger, others will have no walls and be smaller
Outside of towns will also be lots for thieves or brave players
This will mean more exploring

Criminals are thieves and can start a gang to ambush traveling merchants
Outside of the walls, it is a wild land.
Long roads between towns means excellent places to set up shop as a thieves gang as there will be less knights
This will mean more interesting criminal activities

Not a lot of ways to travel
Wagons will be expensive and the roads are filled with thieves
This will mean a taxi service could earn a lot of money

More labor jobs
Jobs like fishing and hunting
You know medieval things
This will mean more variety at start

Drugs could be converted to blood magic.
The mechanics would be the same: place blood altars, collect blood, sell on black market
This will mean less coding required

Mayor could be converted to King
If I can get my hands on one of the CityRPG versions where there is a mayor keeping the economy in check, this job could be the king.
And when a king is dethroned he can get killed by an angry mob.
This will mean less coding required


King's duties
Not only does the king need to upheld the economy, he also gets to decide a couple of things
The tax rate of lots for example, which also correlates to his own income
The lower the tax the less he gets per tick, so the less he can invest into the economy
The higher the tax the better he can manage the economy, but the mob might get angry
This will mean a more dynamic gameplay with the chance of a corrupt king

Kill the corrupt king
Instead of only being able to change kings with democratic vote
What about if a bounty of at least 5000 (which is a lot) is set on his head and a bounty hunter is able to kill him
Also then will a new king be chosen
A lot of small bounties that count up to 5000 will count too
Just imagine sneaking into the castle and avoid all knights to assassinate the king
This will mean the bounty hunter job is actually useful other than to settle a dispute between the rich

Protecting the king
Now the king needs extra protection so his reign doesn't end prematurely
What better choice than the knights!
But to keep them loyal, the king is able to decide their paycheck, which again lowers his own.
And when the king is death, they won't get a paycheck until a new king is chosen
As long as the bounty on he king is high enough, knight will be allowed to kill bounty hunters without getting dems
Only bounty hunters though, so infiltration by pretending to be a merchant or a knight yourself could get you close to the king
This would mean the knights want to protect their king

King organizes Games
The king can organize different games like jousting, an shooting contest, a fighting tournament, ...
Probably just with a couple of evented buttons, the king can make the equipment appear in the castles yard.
It will also have different prices given out by the king.
This would mean different ways to gain money other than just waiting or doing labor.


Able to duel
A duel would mean the 2 fighters wouldn't get dems from attacking or even killing each other.
Only when both parties accept will this work.
It would also need the player to get downed before they die
This would mean it is possible to settle disputes like barfights or to train your skills

Random events
Like a couple of dragons attacking a village, a couple of meteorites, fire from the firemod or even a viking attack
All would of course be limited to the amount of players online.
You don't want a fire breaking out if there is only 1 afk person to stop it.
Brick damage is also not permanent, but it will take a much longer time to regenerate.
This will mean it keeps the gameplay fresh while not doing any permanent damage

Farming
A labor job with a huge payout.
The farmer would require to buy a farming lot and place farm ground.
The lots are 64x64, so they won't fit inside towns, their house can be on it though.
Every harvest would give a huge payout.
So farmers will be rich, although they will have to work for it.
This will mean beautiful scenic farmlands around a small farm house

Lot placement
If it is possible to place lots on public mod terrain bricks, then it would be possible to choose your own location for your house outside of town.
In town you still need to align with the grid, but you will have protection of the watch guards and will be close to the service buildings.
This would mean next to the freedom to live among angry monsters, a thieves guild could also buy a lot on top of roads and set up a roadblock.


I'll update this list if I get more ideas.

So is anyone interested in this idea or has a copy of CityRPG I can use?

4
Help / Blockland Launcher stops at "setting pixel format"
« on: June 16, 2016, 02:41:55 PM »
After doing a big update on Windows 10, I can't start Blockland anymore.
It worked perfectly before on Windows 10.
But it seems like the update deleted a couple of programs (yay).

So are there any programs necessary to run Blockland?
I got all .NET frameworks from 4.5 to 4.6.1.
And all Visual C++ versions from 2005 to 2015 (32 and 64 bit)

OpenGL should be default because of the graphics card.
And I updated all drivers.

I have reinstalled Blockland a couple of times, as well as use the files from my previous (working) version.

The launcher console stops at:
Code: [Select]
Acquiring a new device context...
 setting pixel format

The launcher log on the other hand, says this:
Code: [Select]
Trying to launch game with CreateProcess, binary is 'C:\Users\DoubleD\Documents\Blockland//Blockland.exe'
Shutting down the OpenGL display device...
Making the GL rendering context not current...
Deleting the GL rendering context...
Releasing the device context...


Anyone got an idea as to why this problem occurs?

5
Add-Ons / item_Bike
« on: February 06, 2016, 09:49:45 PM »
This gives you a deployable bike as an item.
Kinda like the skis but with a bike.

The bike has 3 seats.
One for the player with the item, and 2 for passengers.
Can be recolored by selecting a color with the paintcan.


Bike model was made by Pandan (the one in the front):
addon topic



DOWNLOAD

6
Add-Ons / setRandomTransform
« on: February 06, 2016, 09:37:59 PM »
In regards of releasing some small addons I made.

You know how the setPlayerTransform teleports a player to the first brick with a certain name?
This addon adds the event setRandomTransform that teleports the player to a random brick with a certain name.

So say you want to teleport players to a random spawnpoint on the map.
Just give the bricks all the same name and setRandomTransform will pick one out of random to teleport to.

Download


edit: Forgot to mention. It needs setPlayerTransform to work.



Sorry people, this addon is not mine.
You can still download it from Marble Mans pastebin here:
https://www.dropbox.com/s/0wnizevyu7vyrt3/Event_RandomTransform.zip?dl=1
Sorry for all this.

7
Suggestions & Requests / Resource Gathering Survival Gamemode
« on: January 11, 2016, 12:07:04 PM »
So, since GSFs terrain generator is almost finished which has an infinite generation feature.
We can start thinking about making a resource gathering gamemode with survival that resembles Minecraft.
Now when I say resemble, I don't mean a complete copy.

What we need for this is:
  • Inventory system (we already have: Item Storage)
  • Resource gathering system: example: chopping down trees with a certain tool gives you wood (brown-ish bricks), Stone gives you gray bricks, ...
  • Building costs resources: The bigger the brick the more you need, but cheaper than using a lot of small ones to prevent spammy builds
  • Crafting system: Not the 3x3 square kind but more of a list that shows you what you can make like Terraria
    • An easy way to add your own recipes for an addon: to make each survival server a bit different
    • An encyclopedia of recipes to see what is available on the server
  • Hunger system with food items
  • Farming system with actual growing crops
  • Animal husbandry system
  • Hostile mob spawning system with cool hostile mobs
  • Mining System: something like the infinite mining gamemode but build in.
    • Ores of different kinds
  • Tiered weaponry: (we already have but still need tiered tools from the same materials: RPGWeapons)
  • Some kind of magic system would be cool
  • Some kind of energy system with machines to automate things would also be awesome
  • ...

Anyone else have any ideas on what I missed?

8
Modification Help / Execute a forced addon crashes at loading
« on: December 29, 2015, 12:30:03 PM »
I have this weird problem where I use ForceRequiredAddOn and I crash while loading.
It doesn't happen with using the exact function, but when I execute the required addon after forcing it.

I force other addons and they don't crash while I copied their code.

Loading the addon normally also works perfectly.

Code: [Select]
%error = ForceRequiredAddOn("Bot_Spongebob");

if(!(%error == $Error::AddOn_NotFound))
{
   //we don't have the jeep, so we're screwed
   error("ERROR: Bot_Spongebob - required add-on not found");
}
else
{
   exec("Add-Ons/Bot_Spongebob/server.cs"); //This makes me crash.
}

Anyone encountered that problem before or maybe knows a way to fix this?

9
Modification Help / Dynamic ImpulseForce for different players
« on: December 26, 2015, 07:54:49 AM »
Is there a way to change the impulseForce dynamically per player?
Like, some players should get flung away less than others from the same explosion based on a player variable.

I was thinking of using functions like:
Code: [Select]
function Armor::Damage(%this, %obj, %sourceObject, %position, %damage, %damageType)
function Armor::onCollision(%this, %obj, %col, %thing, %other, %other2)
But I don't find enough documentation to find out what every variable in there is suppose to represent or if any are useful to my problem.
The Appendix A doesn't list those kind of functions.


I could possibly slow down or speed up their velocity after they get damaged by an explosion.
But that would also incorporate the speed they were moving at, giving a distorted trajectory.
So I'll probably use that if no better ways are found.

10
Modification Help / Change players aim server-sided
« on: December 24, 2015, 06:11:08 PM »
Is there a way to change the players aim from a server sided script?

I need them to look down for half a second and then back up again.
Read something about changing to an AI, but is that the only way?
And if it is, how would I go about it?
Any addons using a similar principle I can use as a reference?

11
Modification Help / Switch selected Playerslot server-sided
« on: December 23, 2015, 12:59:01 PM »
Would it be possible to change the player's selected tool slot from a server-sided script?
Like, a function that changes the player's slot to 2 which is the printer for example. (starting from 0)

I know "%obj.currTool" can get this variable, but it can't be set I don't think.

12
General Discussion / Pokemon World RPG V5 [With new updates]
« on: December 12, 2015, 04:05:05 PM »
Pokemon World RPG V5

By Honytawk, Twixzzy, Jefrhum, Flareon, Buritto




Introduction

I am hosting this server again!
Our Pokemon RPG in Blockland has you choosing between being a Pokemon or a Trainer.
Trainers get the story aspect, Pokemon get the action combat.
Level up battling automated trainers, earn money to buy items that help you along the way.
Fight your way through all 8 GYMs to ultimately become the Pokemon Master.

Had to make a new topic as the old one was too old to bump

Complete with:
  • 100% new map made with Mod-Ter bricks
  • 9 towns
  • All 15 Pokemon Types of Gen 1 with unique special abilities
  • 5 levels per Pokemon type, giving health and new moves
  • Fainting Pokemon that can be healed to normal
  • Automated Trainers and GYMs
  • HMs needed to traverse the map
  • 8 GYMS with different types and badges
  • Buyable Bike, Medipack and 2 Pokeball upgrades
  • Weakness/strengths system true to the real game
  • Unable to damage trainers and pokemon in the same group
  • Safari zone for leveling up your pokemon
  • Fun story events
   
  

Map info

The map consists of towns which are connected together via routes.
There are currently 9 towns each with their own element (except starter town)

TOWNS:
1: Sativa Town
2: Ruderalis City
3: Sour Diesel City
4: Mount Jonko
5: Volcano Town
6: Indica Town
7: Haze Island
8: Maui Wowie Seaport
9: Crystal Hamlet

Landmarks:
a: Prof Oak Lab
b: Jefrhum Statue
c: Power plant
d: Pokemon Stadium/ Twixzzys Statue
e: Flame Cave
f: Honytawks Statue
g: Crystal Cave
h: Canyon
i: Aztec Ruins
j: Jungle beach
k: Lone Ferry Captain
l: Wanderers Forrest
m: Jack error bar
n: Beach
o: SS Mary
p: Storm Island
q: Safari Zone

HM roadblocks:
HM01 [Cut]
HM02 [Fly]
HM03 [Surf]
HM04 [Strength]
HM05 [Flash]
ð Snorlax

Trainer Info

Trainers will need to have the addon Item Storage from [GSF]Ghost
The Backpack is used to carry all the Badges you have earned.
Trainers can earn money by beating bot Trainers along the routes, beating the gyms, doing quests (not yet implemented) and finding treasures(not yet implemented).

Good qualities of a trainer:
Be a leader
Caring for their pokemon
Encourage their pokemon
Heal their pokemon when necessary
Let the pokemon choose whether they want in or out the Pokeball
Respect their pokemons opinion
Protect their pokemon from harm
Stop quarrels between his/her pokemon
Use their pokemons abilities to reach their goal


Pokemon Info    

PokemonTypesSpecial abilityLearnable HM
GrassHookshotHM01 [Cut]
FireLava swimmingHM05 [Flash]
WaterFast swimming/infinite oxygenHM03 [Surf]
ElectricStunningHM05 [Flash]
RockGravity gun for bouldersHM04 [Strength]
GroundDig by right clickHM04 [Strength]
GhostInvisibility watch/leap playerHM02 [Fly]
IceSlide by right clickHM03 [Surf]
PsychicTeleportHM05 [Flash]
BugAgile playerHM01 [Cut]
DragonDeflectorHM02 [Fly]
FightingShielded playerHM04 [Strength]
FlyingInfinite JetHM02 [Fly]
PoisonPoisioning attacksHM01 [Cut]
NormalMultiple HMsHM01 [Cut], HM04 [Strength], HM05 [Flash]

Good qualities of a pokemon:
Respect their trainer and the rest of his/her pokemon
Listens to their trainer
Do not attack without getting asked this is not a Deathmatch server
Fast reflexes and nimble maneuverability
Uses their types special ability to their advantage



Buyable Items

Trainer Items
Bike300$
Medipack200$
Pokeballs
Pokeball50$
Greatball100$
Ultraball250$
Pokemon HMs
HM01 [Cut]100$
HM02 [Fly]150$
HM03 [Surf]80$
HM04 [Strength]100$
HM05 [Flash]100$


Commands

Pokemon Commands:
/beweak
Lowers HP in order to be able to get caught

Trainer commands:
/pokemon 1 ... 6
Switch between pokeballs. This command is changed to switching between the pokeballs in your inventory
/callback
Teleport all owned pokemon to the trainers coordinates. Do not use in GYMs as it can bug the events, making you do the entire GYM over.
/ListMyPokemon
Lists all owned pokemons in pokeballs
/ListAllPokemon
Lists all pokemon on the server
/ListAllTrainers
Lists all trainers on the server
/ToggleGroupDamage
Toggles the damage of your group of pokemon on or off


Future content

   Pokemon League
    Moltres/Zapdos/Articuno cave (battle able)
    Quests
    Treasures
    More Pokemon Types
    Revive Item (consumable)
    Pokemon able to remove nodes
    Jobs for trainers so they can earn money


Pictures
Maui Wowie Seaport
Jungle



Haze Island
Canyon



Volcano Town
Crystal Hamlet



Sour Diesel City
GYM Battle



Safari Zone



13
Modification Help / Orbit Camera Offset
« on: December 06, 2015, 12:41:08 PM »
Is there a way to offset the orbit camera so it focuses above the player instead of directly on?

If the player you are orbiting stands against a wall, the camera is squished between the wall and the player, obstructing the view.
I need it to make it so the camera sees over the head of the player when this happens.


One thing I found is from an update from Badspot:
Quote
Orbit camera now has a fixed vertical offset so your view doesn't spaz out when the person you're observing crouches/uncrouches rapidly

If I am able to edit this variable, I should be good.

14
Suggestions & Requests / Tractor link?
« on: November 11, 2015, 07:40:09 AM »
Has anyone a link to something resembling a tractor?
I remember seeing something like that on some servers, although I don't remember how it was called.
I have searched the entire forums and RTB archive and all I could find was the semi-tractors which are just a bunch of trucks.

Need it for this TDM gamemode I am making.
Although it is just mainly to bring the map more alive.

15
Help / Bot Hole setBotType event deleted with Slayer
« on: June 07, 2015, 10:19:08 AM »
The event line:
OnRelay > Self > SetBotType > Zombie
on all my bot holes always gets deleted when I load a save on my dedicated server when Slayer is active.
There is no problem when Slayer is deactivated.

The save comes from the same server and all Addons stay the same.
I don't even have many other addons active. Only like 5 weapons and 10 vehicles, a couple of extra bricks (no special ones), some small event additions and a couple of tools like the duplorcator.
I looked in the savefile and it is definitely saved, so the problem arises at the loading process.

The logfile shows:

Code: [Select]
<input> (0): Unknown command getTeam.
  Object (15587) AIPlayer -> AIPlayer -> AIPlayer -> Player -> Player -> Player -> Player -> Player -> ShapeBase -> ShapeBase -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject -> SimObject -> SimObject
<input> (0): Unknown command getTeam.
  Object (15587) AIPlayer -> AIPlayer -> AIPlayer -> Player -> Player -> Player -> Player -> Player -> ShapeBase -> ShapeBase -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject -> SimObject -> SimObject
<input> (0): Unknown command getTeam.
  Object (15587) AIPlayer -> AIPlayer -> AIPlayer -> Player -> Player -> Player -> Player -> Player -> ShapeBase -> ShapeBase -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject -> SimObject -> SimObject
<input> (0): Unknown command getTeam.
  Object (15587) AIPlayer -> AIPlayer -> AIPlayer -> Player -> Player -> Player -> Player -> Player -> ShapeBase -> ShapeBase -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject -> SimObject -> SimObject
<input> (0): Unknown command getTeam.
  Object (15587) AIPlayer -> AIPlayer -> AIPlayer -> Player -> Player -> Player -> Player -> Player -> ShapeBase -> ShapeBase -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject -> SimObject -> SimObject
<input> (0): Unknown command getTeam.
  Object (15587) AIPlayer -> AIPlayer -> AIPlayer -> Player -> Player -> Player -> Player -> Player -> ShapeBase -> ShapeBase -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject -> SimObject -> SimObject
<input> (0): Unknown command getTeam.
  Object (15587) AIPlayer -> AIPlayer -> AIPlayer -> Player -> Player -> Player -> Player -> Player -> ShapeBase -> ShapeBase -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject -> SimObject -> SimObject
<input> (0): Unknown command getTeam.
  Object (15587) AIPlayer -> AIPlayer -> AIPlayer -> Player -> Player -> Player -> Player -> Player -> ShapeBase -> ShapeBase -> ShapeBase -> GameBase -> SceneObject -> NetObject -> SimObject -> SimObject -> SimObject

I tried giving them a team, but the same thing happens.
I think it happens because "zombie" is selected in setBotType and for some reason can not find it anymore.
This is the line out the save:
+-EVENT   26   1   onRelay   0   Self      setBotType   1844   
Is it supposed to be such a high number?

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