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Topics - QuadStorm

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Add-Ons / Quicksave Bricks
« on: July 22, 2019, 02:07:41 AM »
Bind your desired key in Options > Controls > Quicksave Bricks > Quicksave, and you will need to do is press that key to save the bricks with automatic naming based on the server host name, server name, date, and time. Perfect for archivists.

Example Output Save Name: "Jasa's CRP2 YYYY-MM-DD HH-MM-SS"


Add-Ons / Cinema Tools
« on: January 27, 2019, 11:37:27 PM »
Version 1.1.0
Here is a server mod that utilizes BlocklandCEF to play videos or send players to any website you want to show off to everyone.

There's a /cinemahelp command that shows all the commands that you have access to.

Super Admins, grant/deny cinema control access with the /CinemaControlAccess (grant/deny) (player) command.

-Maximum resolution print texture for the highest quality Blockland allows
-Aforementioned help command
-Workaround to view embed blocked YouTube videos (music videos, etc)
-Client Sided Quality Selection for YouTube - Up to 8K (4k+ gimmicky)
-Quality Check Command
-Pausing Command
-Skip Ad Command
-YouTube Captions Toggle
-YouTube Nerd Stats
-Web search command
-Vimeo Commands
-Playing of Current Video on Spawn
-browserSupport Package for clicking the flat screens (must be enabled manually)

Brick_Screen - Made by Siba, it comes with a flat 16x12x1 cinema screen, a curved 32x24x3 cinema screen, and a massive two brick curved screen that's 128x76.8x10 combined
OPTIONAL Brick_Screen_Extra - Adds two flat cinema screens, one double and one half the size of the original flat cinema brick.
Print_Screen_Cinema - Put this print on cinema screen bricks for it to have the CEF screen
Client_ExtraCEFCmds - Unless you want to use the below console command, install this.
Code: [Select]
CEF_SetResolution(1536, 2048);

Obligatory Screenshots:

My name not included

Add-Ons / Color Temperature Lights
« on: January 12, 2019, 02:53:50 PM »

-Prefixed UI names ("CTA", A (ambient), AB (ambient bright), AD (ambient dim), B (bright), D (dim), F (flare), FB (flare bright), FD (flare dim))
-5 unique colors: 3 warm (3000K, 4000K, 5000K) and 2 cool colors (10000K, 15000K)
-45 total lights (datablocks)
-Preferences to toggle the nine bundles of lights (server restart required)


I'm aware maps have been gone for years, but something like this was never made, so I'll make it as a resource to anyone who's interesting in doing so.

The proper method

Tools needed:

1. Open the .ter file using HxD.
2. Press Ctrl + E or go to edit and select block to select a block.
3. Set the Start-offset to 1 and the End-offset to 20000, which should show a length of 20000 as well. Make sure you're using Hex mode.
4. Copy the selection, and paste it into a new file in HxD. Save this file as the original name of the .ter file but with the .data extension.
5. Open GIMP.
6. Drag and drop or otherwise open the new .data file you made using HxD. The "Load Image from Raw Data" GUI should show up.
7. Change the Image Type to "Gray unsigned 16 bit Big Endian", and set the Image Width and Height to 256.
8. Export the image as a PNG and change automatic pixel format to "16 bpc GRAY", then export.
9. You now have a perfect 16 bit heightmap of that .ter file!

Suggestions & Requests / Pioneers' Rock
« on: September 06, 2018, 09:53:08 PM »

Suggestions & Requests / Supercut projectiles
« on: August 08, 2018, 06:58:53 AM »
Back around 2016 Zeblote had a server where projectiles did new duplicator supercuts iirc. I'd like to see this again in a small add-on.

Modification Help / Improving the 'PCSS' shader
« on: August 03, 2018, 02:27:52 PM »
A while ago I released a PCSS shader of sort; however, it's not from perfect:
-Depth search distance must be manually set (this is supposed to be automatic)
-No automatic adjustment of fudgeFactors with the light angle
-Blending between cascades not looking too good
So I need help polishing up this shader.

This is what I'm working on now, actually trying to implement it correctly:


Blockland Attempts
Latest version of the 'old' shader:
Old PCSS shader release thread


Other Implementations
NVIDIA demo pcss: - originally from "OpenGL Graphics and Compute Samples"
Some random paste with a opengl 120 implementation of PCSS:

Off Topic / Austin Bombing suspect dead
« on: March 21, 2018, 03:18:38 AM »
BREAKING: APD, FBI arresting suspect in Austin bombing. Suspect detonated device, shots were fired. #AustinBomber #austinPD #kvue

4:06 AM - 21 Mar 2018
APD is working an Officer Involved Shooting in the 1700 block of N. IH-35. Media staging area will be at the Sherwin Williams Paint, 3321 N. IH-35. APD PIO will be en-route.

3:46 AM - 21 Mar 2018
BREAKING: Bombing suspect is dead, law enforcement sources confirm.

4:23 AM - 21 Mar 2018 from Austin, TX
BREAKING: Sources say the suspect killed himself using an explosive device.

4:40 AM - 21 Mar 2018 from Austin, TX

prior person of interest photos

* based on port's poisson disc shadow shader, and includes minor modifications by me, and distance is not distance from the camera anymore...
There are issues with blending between shadow cascades, but I'm satisfied with the results. This isn't really ready to use all the time since I messed up some stuff but it'll be fine for a demo. Certain settings make the shadows simply get lighter with distance as well, rather than softer, especially with distant objects. The shadow map resolution matters too with what the effect ends up looking like (lighter shadows vs correct softening), something which I tried (and apparently failed) to mitigate.

Suggestions & Requests / An improvement upon Better Shadow Control
« on: January 04, 2018, 10:17:55 PM »

The ability for the add-on to scan your shader directory (if possible) and use a dropdown list instead of manually inputting the shader would make it quicker to swap between shaders using it. Additionally, the ability to save shader configurations to not have to set them up on every run would also be a massive convenience.

Suggestions & Requests / Save console.log files forever
« on: December 23, 2017, 04:27:36 PM »
Something that keeps the console.log file beyond just the current session of running Blockland.

Suggestions & Requests / Playercount Data over time and related statistics
« on: December 20, 2017, 07:50:06 PM »
I know that at least one person is saving this data, and it'd be nice to have it for fancy excel charts and stuff.

Off Topic / The Best 404 Page Ever archive zip file
« on: December 12, 2017, 05:01:55 PM »
Quote from:
For archivists, here is a link to the entire website's SWF repository:
The link is gone now, and the site redirects to the new one, but I still want this file in particular. Does anyone here have it or can point me to a link for the zip file?

Modification Help / Font Changer
« on: December 08, 2017, 10:59:51 PM »
The original code is also nearly 2 years old, and maybe this has been done before considering how simple this is, oh well. It won't replace the fonts for the start game menu, but otherwise appears to work OK, and partially for glass, the start a game menu, and the advanced section of the custom game menu. I have done a pretty large touch up on the code today, which was originally 2 functions and now has somewhat easier configuration. Most things will have the font changed instantly, while others need to be updated somehow for the change to be reflected.

Code: [Select]
// potentially useful guis list
// PlayGui_ShapeNameHud - shape names

// ISSUES (old)
// changing text size on options is broken - no longer the case?

$fontChange::primaryFont = "Segoe UI";
$fontChange::fontSizeScale = 1;

function fontToggle(%bool)
if (%bool)
for(%i = 0; %i < GuiDataGroup.getCount(); %i++)
%obj = GuiDataGroup.getObject(%i);
if(%obj.getClassName() $= "GuiControlProfile")
// remember original values to reverse
if (%obj.origFont $= "")
%obj.origFont = %obj.fontType;
echo("original font name saved for datablock" SPC %obj.getName());
if (%obj.origFontSize $= "")
%obj.origFontSize = %obj.fontSize;
echo("original font size saved for datablock" SPC %obj.getName());
// changing the fonts selectively
switch$ (%obj.fontType)
case "Arial":
%obj.fontType = $fontChange::primaryFont;
case "Palatino Linotype":
%obj.fontType = "Segoe UI Semilight";
case "Impact":
%obj.fontType = "Segoe UI Semibold";
default :
%obj.fontType = $fontChange::primaryFont;
// changing the scale if need be (not recommended)
if ($fontChange::fontSizeScale !$= "" && $fontChange::fontSizeScale !$= "1" && !((%obj.origFontSize * $fontChange::fontSizeScale) == %obj.fontSize))
%obj.fontSize *= $fontChange::fontSizeScale;

echo("font changed for datablock" SPC %obj.getName());
else if (!%bool)
for(%i = 0; %i < GuiDataGroup.getCount(); %i++)
%obj = GuiDataGroup.getObject(%i);
if(%obj.getClassName() $= "GuiControlProfile")
%obj.fontType = %obj.origFont;
%obj.fontSize = %obj.origFontSize;
echo("font reverted for datablock" SPC %obj.getName());
// testing
echo("Font Changer toggle on");

Old screenshots

Suggestions & Requests / Faster Save Bricks
« on: April 23, 2017, 02:30:00 AM »
Sure there's a save bricks option you have on any server that's already pretty fast, but I still would like an add-on that adds a keybind to save the bricks of the server you're on that auto fills in the save title with the server name and if the title would already exist to increment it. Also, if saving bricks in the background (no GUI, just client chat messages for status) were doable, that would be great too.

Pages: [1] 2 3 4