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Topics - Niliscro

Pages: [1] 2 3 4 5 6 ... 10
1
Modification Help / Support_AmmoGuns Help
« on: July 27, 2011, 02:57:25 PM »
So I'm a mediocre scripter at best, and I've been trying to modify Bushido's old Six Shooter to use Space Guy's (I think its his) ammo support for guns.  So far, from the changes I've made to it, it should work, but doesn't, nor can I figure out why it's not working.

Anyone care to take a look at it?  It has to be soPhysician Prescribed Desoxyning in the state changes or functions.

Edit-
I might want to clarify that the weapon executes, it just doesn't work properly.

2
Off Topic / Google has crossed over
« on: February 05, 2011, 03:55:50 PM »

:(

Discuss

3
Off Topic / Dear blank, please blank
« on: September 06, 2010, 07:40:12 PM »
http://www.dearblankpleaseblank.com

Better than FML, MLIA, etc?  I think so.

4
Games / Final Fantasy XIII
« on: August 25, 2010, 10:31:29 AM »
Just got it two days ago, already blazing through disc 2 ;D

Personally, I'm a tad of a FF fancigarette, but I really have to say that I don't understand where a lot of the criticism came from on this game.

Major things I like about it:
  • Graphics.  Even though they are a teeny bit disappointing, the cinematics are stunning as always.
  • The fast-paced battles are great, and they way they're set up is almost a mix between FFXII and FFX.  Pretty well-polished overall, it's like having a turn-based battle sequence, but without the turns.
  • Characters.  Other than Snow, who I really can't stand (SERAH!!1 HURRRDURR IMA HERO), I love the characters and how they develop over time, especially how the pairs they get separated into seem misfitting at first, but work out really well later on.
  • Weapons, etc.  I remember how in FFXII, which was one of my favorites to play, it was a bit ridiculous how Balthier could be given a claymore.  The fact that certain characters can only use certain weapon classes is a bit of a throwback, and an improvement at that.

Major beef I have with this game:
  • Jumping.  Seriously?  "Step in the glowy circle thing and we'll make your character jump a thuosand million feet into the air over spiky things and fire lol"
  • Paradigms.  While I've learned to utilize that system now, it's really annoying when you're out of potions and you need to heal, but you can't because you're set to Dualcasting or soPhysician Prescribed Desoxyning.  Now, not only do you have to sacrifice your chain that you were building, but you also can take damage while they're playing the stupid paradigm switch animations.
  • Snow, but we've been over this
  • Upgrade system.  It's good an all, but using any combination of loot to get the same weapon is a bit boring.  I was hoping for elemental weapons and stuff, but maybe I'm just not there yet.

Other notes:
  • Sometimes I really thing Vanille is on mad drugs
  • I don't dislike the Eidolons, but really.  They pop up at the most inconvenient times ever, and while this is pretty typical of a FF game, these things are loving tough D:  Well, at least Odin was.



Anywho, discuss.  Also, if you're going to say a spoiler, at least forewarn about it, or use abbr tags.
Code: [Select]
[abbr=This is a spoiler]Spoiler[/abbr]

5
Modification Help / Melee Weapon Issue
« on: August 13, 2010, 05:22:05 PM »
I'm making a falchion, and I'm encountering a serious problem with it, even when I pretty much use the default sword's script.  The problem occurs when I change the eyeOffset to 0 0 0, so the model animates in first person. 

However, when I do this it breaks it so it will fire and make contact twice, stop making contact (although still animating), and then continue to make contact.  It alternates between this contact/no contact pattern for as long as I hold down the mouse button.  When clicking the mouse each individual time, rather than holding it down, it works fine.

So did I improperly export the .dts to make it cause this issue?  If I don't change the eyeOffset it works perfectly, but once I change it then the problem occurs.

Edit:
After re-parenting all of the objects in Blender and exporting it once again, it seems to work fine.  I'll leave this topic open in case anyone has an answer for future reference.

Edit 2:
Ok, oddly it's coming back.  No idea still, so yeah.

Edit 3:
And now it's gone again.  I might just be delusional

6
Games / Plants vs. Zombies
« on: August 11, 2010, 08:59:57 PM »
Just picked up the GOTY edition, and I have to say it definitely exceeded my expectations for the game.  It's like a tower defense but a little more frantic.  Overall rating for it is definitely a 10/10.

And yes, I realize it's an older game.


Discuss.

7
Add-Ons / SapHealth Output Events v2 - Updated 8/11 - Now on RTB!
« on: August 10, 2010, 08:21:13 PM »
Two output events for the player.  startSap and stopSap.


Features
Player -> startSap x, n
- x defines the seconds inbetween losing health (and the initial delay); can be 1 to 60
- n defines the health lost per "sap"; can be 1 to 100 (instant death after the delay)

Player -> stopSap n
- n defines the health healed upon stopping the sap loop; can be 0 to the player's previous health amount (the HP they had before they were being sapped)

This can be used for a variety of things, such as:
  • Making players "bleed" after they run into a harmful object.  This allows them to try and get help before they completely die.
  • Making a custom thirst/heat/food/etc feature for any RP, where players will stop losing HP when in towns, and must find food/heat/water (bricks or items that would heal them) to stay alive.
  • Adding realism to obstacle courses, or simply making them more challenging
  • Making poisons
  • Putting time pressure on escape games
  • Your own personal amusement





Made by Truce, suggested by myself.  Yes, I was given his consent to upload this.
You're free to do whatever: post it elsewhere, upload to RTB, or just download and forget it.


Update Log
-v2 - 8/11/2010
........Modification to the stopSap event.  Instead of allowing a full heal, now it only lets players be healed up to their previous HP from before they were sapped.  This makes less frustration for use in DMs and the likes.
........RTB approved!
-v1 - 8/10/2010
........Released

8
Off Topic / The Russian Sleep Experiment
« on: August 10, 2010, 07:29:52 PM »
http://paranormalx.net/?p=489
Read it all the way.  Don't read any posts here first, don't read the rest of this post, just read it before commenting.








Yes, it is a fiction, but it's better if you think it's nonfiction before you read it.

9
Suggestions & Requests / Sap/Bleeding HP Output Events
« on: August 09, 2010, 08:42:12 AM »
http://forum.blockland.us/index.php?topic=123551.msg2644387#msg2644387
Many thanks to Truce.

Overview
Basically, two output events for the player.  startSap and stopSap with two parameters for the former and one for the latter.  They would toggle a player's gradual health drain.

What it is
What this mod would do is slowly drain a player's HP every x seconds by n HP.  x and n would be defined by the parameters on startSap. 
This can be used for a variety of things, such as:
  • Making players "bleed" after they run into a harmful object.  This allows them to try and get help before they completely die.
  • Making a custom thirst/heat/food/etc feature for any RP, where players will stop losing HP when in towns, and must find food/heat/water (bricks or items that would heal them) to stay alive.
  • Adding realism to obstacle courses, or simply making them more challenging
  • Making poisons
  • Putting time pressure on escape games
  • Your own personal amusement

stopSap would obviously stop this from happening and heal the player x hp.  x being defined by the parameter, it also cannot be negative.



I know we already have a hunger mod, but this would be a much simpler interface and allow for more diverse implementation.

Feedback go!

10
Ever want the effect of a sword, knife, or other pointy object sticking into the ground?  Perhaps you've wanted to use the spear as a flagpost without the tip showing?

Earlier, I wanted have a sword stuck into a rock as an effect on a King Arthur event game I was making.  However, there is not an up/down option on the events GUI for item direction, only for item position.  Also, I pictured a sword sticking perfectly straight into a rock, thinking how ridiculously unrealistic it would seem, and thus item rotation.

The idea would be an up/down option for item direction, as well as a single textbox that rotates an item on its X axis.  With this, many effects such as an axe stuck in a log could be achieved.  This would allow the creators of deathmatches, medieval RPs, etc. to spawn items without them looking out of place by rotating them to look naturally placed.

tl;dr:
An up/down option for item direction, as well as a single textbox that rotates an item on its X axis.  This would allow items to be positioned in natural ways that allows builders to fit item spawns into their builds without them looking out of place.

11
Games / Vanquish - Using live action video in their teaser
« on: July 17, 2010, 08:02:42 AM »
Gameplay Trailer:
http://www.youtube.com/watch?v=HOkr4YqZAME&feature=related

Interview:
http://www.youtube.com/watch?v=Wgi0vM7nhcs&feature=related

Official Teaser (and boy did it tease):
http://www.youtube.com/watch?v=4r_MGVvMFpg&feature=related

At first, I saw the official teaser, which at the time I didn't realize it was live action, so I got hyped about the graphics until I watched it again and did some reading up on it.

While the game looks ok in the gameplay trailer, the official teaser hyped me up a lot for the game, until I saw the gameplay and it reminded me of some kind of hyperspeed and slightly different version of The Conduit.  So, yes, I'm disappointed.

But this brings up a question:  Is it acceptable for producers to use live action shorts for their trailers and not mention that it is?  Sent U A Message (Xbox Live's insider feed) didn't mention this when I first saw it, and I'm pretty sure they fell for it too.  I think it's a shady tactic, and if you're going to use live action for a game trailer instead of the actual game's graphics, make sure people know that.

Opinions?

12
For a reason that may or may not be followed through on, I'm turning to you guys to determine what Blockland's equivalent to science and technology is.  Personally, I'd rank eventing as science and addons as technology, but it could vary since some evented computers would be considered technology.

I was also thinking that the glitches, exploits, bugs, scripting, etc., would be considered the "science" of blockland and that would leave add-ons as the technology.

So, what do you guys think?

13
Off Topic / Gaming Laptop Help?
« on: July 14, 2010, 12:53:59 AM »
So I was browsing around looking for an affordable yet powerful gaming laptop (don't desktop bullstuff me, I need a laptop), and came across this:  http://rog.asus.com/Product.aspx?PId=32#product_tab

A few things I'm uneasy on/want to know:
1)  The brand - I haven't really heard of ASUS, nor do I know how reliable their gear is or how long it typically lasts.  Some reviews on newegg for this laptop are great, and still others are dissuading, so I'm not sure.
2)  Processor - the intel i series claims to have smarter computing capabilities, especially with the i7.  So is that why the i7 ranges as low as 1.6GHz, or should I go with an i5 for more consistency?
3)  Is there really any difference between W7 Ultimate and W7 Home Premium?  From what I've seen there really isn't.

Opinions?  After looking around the most I've seen this laptop listed at was around $1,800, which I find to be comparably cheap, considering what it can do.  I've never purchased a gaming computer, so any kind of constructive feedback is good for me to build a general knowledge on.

14
Help / Console command to load a save?
« on: July 13, 2010, 05:07:32 PM »
I need to know what the console cmd is to load up a save, and if there is anyway to check if that save exists before trying to load it.

Thanks in advance

15
Off Topic / TF2 Kill Notification Generator
« on: July 12, 2010, 11:17:27 AM »
http://www.mzzt.net/tf2/
Post yours, I'm pretty sure you can just copy in the image without needing to upload it to anything, since it looks like they give them specific urls.


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