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Messages - mctwist

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1
Add-Ons / Re: Event_percentEventEnabled
« on: March 21, 2019, 05:35:17 AM »
It actually is just a wrapper around setEventEnabled. So it's not "an event", but more like "events". I would like to suggest that you add an eventScriptLabels.txt file to your archive so it will support EventScript.

Code: (eventScriptLabels.txt) [Select]
percentEventEnabled 1 1

Note that those whitespaces are tabs, not spaces. Copy this and add to the file described and people using EventScript may be happier to use this.

Also, I may recommend using EventScript standard to show how the event is used.
Code: (EventScript) [Select]
toggle:
onActivate -> Self -> door("Toggle")
onMiniGameReset -> Self -> percentEventEnabled(40, [toggle])

This is just optional, though.

2
Gallery / Re: What are you working on?
« on: March 13, 2019, 08:34:20 AM »
Just recently worked on this:



Currently not working on anything Blockland related.

So here is parts of my current assignment from University:


3
Add-Ons / Re: Fill Can v2
« on: March 13, 2019, 07:01:22 AM »
Apparently I suck at fixing the minor details in mods. I updated the link with a new file containing a fix for death messages.

4
Add-Ons / Re: Fill Can v2
« on: March 06, 2019, 11:59:22 AM »
Seems I stumbled upon an old bug that surfaced after I added the schedules. This results in people overcome the max bricks limit. Link has been updated to fix this bug, so please redownload.

I didn't actually mention that I added one feature before that made it easier to remove the max brick limit by setting the preference to 0. Previously you had to set a relative high number to remove it. This is much safer. However, the new default limit was raised tenfold, to 5000. Keep in mind that normally one don't need to paint more than this at the same time.

5
Add-Ons / Re: Fill Can v2
« on: March 04, 2019, 08:30:26 AM »
Sure, I can do that.

I checked your edit, and it looks like you only changed the name of $face to $randface. Does $face inflict some compatibility issue with Blockland, or is there any other reason for this issue to be "faced"?

6
Add-Ons / Re: Fill Can v2
« on: March 03, 2019, 12:27:02 PM »
Did you fix the face decal bug with the random default function when fillcanning players?
I was not aware of all extra Easter Eggs that Fill Can had. When I found out about them I did not care as I was only set to fix the main feature of the add-on. So I will not fix the other issues, and will leave them to someone else to finish that job.

Actually, it is quite easy to rip that part out if it is really bothersome for you. Can also mention that there's this feature with vehicles as well, but I am not sure what it does.

7
Add-Ons / Fill Can v2
« on: March 02, 2019, 01:55:11 PM »
Disclaimer: Just want to make clear that this is a modification of an old add-on I do not own. All credits go to their respective owner. This add-on is released only because the old one was restricted to how many bricks it could paint before it hung the server. This update will only make it more stable by fixing this restriction.

Fill Can v2.0
From its predecessor, this tool will do everything that its previous version could do: Paint all near bricks that is the same color, to a different picked color. All other functionalities have not been touched at all. The update contains a more stable way to paint a ludicrous amount of bricks.

Technically all bricks next to each other, even on the edge, will be painted, as shown here. This animation also shows that after the gathering, it will only take one second to paint over 7k bricks.

Additionally I added so one can set the max bricks preference to 0 to remove the max brick limitation. Previously one needed to set a really high value to dodge this. (Keep in mind that it is not recommended to paint more than 5000 bricks anyway, which is the new default limit.)

Update: An another bug was fixed, which was fixed year ago, but actually was quite hard to find the topic for it. Mr.Noßody provided with a fix for this issue, which was painting on players.

Update2: Max Bricks limit bug was fixed.

Thanks to Trinko for the suggestion and Misterlegodude for beta testing. Thanks to Mr.Noßody for telling about an another fix for an another issue.

Technical jargon

The update includes a more stable way to locate the related bricks, and a much faster way to paint them and undo it. Keep in mind that this is not faster, but only made so it is much harder to hang the server in a case of what feels like eternal waiting period. Due to how it originally was intended, it is quite hard to make it faster than it currently is. Box searches are quite slow, and in worst case scenarios it has to look over 30 times more bricks than there actually are.

In comparison, in the alpha version of this update, it was made to work like the original. Note that the video above contains over 176k bricks which is painted in the course of about the same time as the original, but the video was cut down to make it shorter. That was changed in the beta, where it will now tell you it will gather all the bricks before it paints them, taking double the time but puts less strain on the server. While this is happening, removing the tool, dying or disconnecting from the server will stop the ongoing process. The beta version made it possible to undo this task in seconds on the same amount of bricks.

Also keep in mind that I took my time to make sure it looks like I didn't do anything to the source at all, as the code style is kept intact. That includes one(1) space indentation and no spaces anywhere where it normally should be spaces to make the code readable.

tl;dr

Download (mirror.aposoc.net)

Old download:
Discord (My fix, but without fix of face paint)
RTB
Glass

8
Add-Ons / Re: [Support] Baseplate Rules
« on: January 17, 2019, 12:48:56 PM »
Never knew you were still developing. Good one. The scripts is pure professional.

9
Suggestions & Requests / Re: .mid converter for System_Instruments?
« on: January 14, 2019, 03:10:25 AM »
can i just kindly ask why this was made?

  • People requested for it
  • I was bored
  • It sounded like fun
  • stuffs and giggles
  • I like challenges

10
you dont need to full restart blockland to test addons. script changes can be tested just by executing them ingame without a restart
ex:
exec(“Add-ons/Script_ChatSystem/file.cs”);

model and brick changes require a restart, as well as image states and certain player and vehicle fields.

If it is put in a zip, he needs to rediscover the archive first before it will recognize that file being updated.

if your script uses packages make sure you stick a deactivatepackage(); activatepackage(); in there so executing the add-on will properly update that shiittt

I did this before and it worked alright. However, I found out (And other scripters noted) that deactivating is not needed. It will work anyway. It sure is good to do it anyway, just for precaution.

11
Suggestions & Requests / Re: .mid converter for System_Instruments?
« on: January 11, 2019, 07:22:55 AM »
The problem is that I don't know how to work python. But I would prefer a command-line one for windows.

Python is command line. You just need to install it first.

12
Add-Ons / Re: [Support] EventScript - Sharing events for the future
« on: December 13, 2018, 08:26:09 AM »
Quote from: v1.11 changelog
Added monospace to editor
Minor fixes and cosmetics

Download

This add-on can now also be retrieved from Blockland Glass.

13
Add-Ons / Re: Support_FixAddOnSorting [v2]
« on: December 05, 2018, 10:01:21 AM »
No cred for v2?

14
Development / Re: 2018/10/20 - Blockland r1991-r1997
« on: November 30, 2018, 03:12:59 AM »
Hey Badspot do this
*code snip*
Fixes the client and server add on execute order for Linux, and the Macs that have that problem too. Also fixes the custom game GUI add-on list that's messed up by the same thing.

Shouldn't you also delete the object used to sort the list?

Also, if you want Badspot to fix this, why can't he do it internally which is faster?

Other than that, this is a great suggestion and I wonder why it hasn't been fixed already.

15
Suggestions & Requests / Re: Midi Converter for Playable Instruments
« on: November 19, 2018, 03:22:48 PM »
um... how do you use it

Code: [Select]
python instruments.py midifile.mid

It'll print to the screen the processed information that you can use directly with the instruments mod.

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