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Messages - Dannu

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1
Development / Re: 2020/05/29 - Blockland r2033
« on: June 06, 2020, 05:12:28 PM »
Oh i didn't realize it was formally dropped. Fair enough i suppose

2
Development / Re: 2020/05/29 - Blockland r2033
« on: June 06, 2020, 05:06:41 PM »
Speaking of macs – the game is unable to authenticate on OS X, giving the error "Authentication failed: Build too old".

trace

3
Development / Re: 2020/05/03 - Blockland r2005-r2011
« on: May 08, 2020, 01:37:52 AM »
Seeing as we're getting much-needed fixes, there is an extremely important long-standing issue with the Mac OS X version of the game. I would go as far as to say that, until it is fixed, the game should not be categorized as compatible with OS X.

Blockland is unable to create new folders, now it seems even files in pre-existing folders. It gives the following error in red:

Quote
ResManager::openFileForWrite - failed to create a path for "[relative path]"

This is an issue that started around the static map depreciation, but it's effect was mitigated by me having a full Blockland install with many folders and files already in place. I have since gotten a new computer with a completely fresh install and the issue persisted. Due to this, Blockland is not creating any configuration files and does not save any settings you make (keybinds, initial networking settings etc.).
I even sent you a PM relating to this back in 2015 that gives some more information:
  A while ago I noticed that whenever using OS X 10.9 steam version, Blockland spits out an OS error when trying to create files in nonexistent folders.

[...]
 the folders I thought were missing, in the OS root folder ( / ). [...]




EDIT: Apparently I made a topic relating to this and verified this is a problem that persists across installations on the steam-version. Greek2Me hypothesized this might be a path string length issue.

4
Creativity / Re: The new and improved 3D model topic!
« on: April 17, 2020, 01:25:47 AM »
Doublepost but



pt. 2
That's a really cool model, I really like old-school doom vibe.

I'm just assuming you would like some feedback (and I apologize if you don't), but making the topology flow a bit better along the length of the blade could help avoid some shading artifacts. The severity of the issue (or lack there of) would depend on the engine though.

5
Creativity / Re: The new and improved 3D model topic!
« on: April 17, 2020, 01:18:47 AM »
maybe try out a piece of tech you're not used to using, like bumpmapping or normal mapping or procedural textures/mesh generation?
I've already dabbled in more advanced texturing and procedural generation; and getting into stuff like substance painter would seem like just expanding on what I've been doing so far, however...

trees?
You might be on to something in terms of creating assets.. Just work on all the different kinds of stock models and textures that I have always wanted to just have on hand – maybe inspiration will follow. Any ideas as to the modeling style/type of items would be welcome as well.


Also cool instruments :)

6
Creativity / Re: The new and improved 3D model topic!
« on: April 16, 2020, 07:08:24 AM »
Figured this is a pretty good place to ask for some advice. Having a bit of a creative block and can’t think of any interesting new project. Typically do a lot of ArchViz and hard-surface realism modeling (items, vehicles) but i keep getting bored with every project i start like an hour in.

Any ideas/advice/new ways to model? :)

(blender btw)

7
Creativity / Re: The new and improved 3D model topic!
« on: February 07, 2020, 11:48:39 AM »
-quote-
Thanks! Even though I was happy with how the sink turned out, something about it always felt off and I couldn't figure out what it was. Also, glossiness to the countertop would really add some visual interest. :)

8
Creativity / Re: The new and improved 3D model topic!
« on: February 06, 2020, 02:42:39 PM »
Since my whole digital content creation hobby more or less originates from BL, I thought it was fitting to share something I made here. It's sort of my first attempt at a full archviz project and it's an on-going process, so it's not that good yet  :cookieMonster: .




Some process pics:

I would also not mind some feedback since after staring at the same scene for this many hours, it can be hard to distinguish the parts that look odd or not realistic enough. :)

Here's a picture that I annotated with things that i noticed were off, still needed doing or were just bad.

9
General Discussion / Re: server list i made real quick
« on: December 31, 2018, 04:35:03 AM »
Looks cool, but I'm not a fan of the font and font size of the two reload and search buttons.

10
To get more info, before joining a server enter:
Code: [Select]
trace(1);
into your console.

11
Modification Help / Re: Modeling Help
« on: December 17, 2018, 12:58:39 AM »
-sketchup propaganda-
Do not believe these lies

12
Creativity / Re: The new and improved 3D model topic!
« on: September 09, 2018, 12:13:56 PM »
I made a MP-40 for my friends school project
w a i t

13
Somehow your bait has become even lazier

14
  • whenever you rocket jump, its like the enemy deals 15 damage to you. the rocket jumper is intended to be a gimmick weapon that augments secondaries into primaries, not a scamming weapon. this change will hopefully prevent scamming since for every rocket jump you make you have to deal at least 15 damage to get your yellow star back. thanks shifty kitty for the suggestion
feels like this was google translated from spanish

15
Off Topic / Re: [NEWS] child love traffiking camp found.
« on: June 03, 2018, 05:49:56 PM »
Imagine being this bored

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