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Messages - [GSF]Ghost

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601
When terrain is generating, there is constant console spam, only on my dedicated server.
Is the mod compatible with dedicated servers yet?

All prints seem to be messed up, I select a print and when it generates it uses another print instead

What do the 'water type' functions do? they seem to do nothing
Yes, it should have 100% support for dedicated servers. The console messages are normal and part of the add-on, but you can disable them. After opening the main GUI, go to Routines options, then look towards the bottom of the window for a check box for "Allowing Console Echos". Deselecting that option and clicking the Apply And Start button will disable them.

For the prints, try disabling Custom Biome A at the bottom of the Features options, or change the color and print for that biome. Also, mountains always default to red and use the default print, but I fixed that for the next version I'll be sending y'all. Also, the water type options make small changes to water bricks, such as making water hurt players when entered for lava, and disabling waves and adding collision for ice. I fixed these as well for the next release, and will also be adding particle emitters as an additional feature for them.

602
Gallery / Re: PTG v3 Development
« on: July 26, 2015, 06:49:51 PM »
I actually have it. I can give it to you. Ze probably wouldn't want it released without his permission though
though I don't see any copyrights on the mod, he couldn't do anything about it... would be a complete richard move to do, though, considering he gave me the mod on his server
That's alright :) I'd prefer to ask him directly anyway if I decide to try it.



Btw, just encase anyone is not aware, discussion about PTG has moved to a new topic here: http://forum.blockland.us/index.php?topic=281995.0

603
Mind sending me the current beta build? Thanks in advance
Sure, I was going to wait until all the issues we've found so far are fixed and then send the updated version, but if y'all prefer I can send out the current one now.

Can't you use http://forum.blockland.us/index.php?topic=147039.0(forceRequiredAddon) and execute the server.cs? I know they're empty, but using trace(1); yields this:So either it's not something you can see in Torquescript, or executing the server.cs of a print addon loads the prints.
That's all I can tell. Someone else can probably help you more, I've hardly touched making add-ons
You can check if they are enabled and if not, just notify the player. Usually forcing add-ons is discouraged either way.
I wanted to force-enable default ModTer prints so that default settings would have prints already setup in the GUI for you. However, for some reason forcing prints doesn't seem to work - the console says they have been executed, but I don't see the prints, even when I can for them with getPrintTexture(#); If all else fails, I'll just recommend enabling them instead.

I ran the debug version of the noise.cs twice, once with the out-of-the-box version only with the finite terrain size halved and once with the Scriptobjects.cs.
Here are the results:

Default settings

Scriptobjects.cs
I checked the log and I think the issue lies with the random number generator and how the engine works on Mac computers. You can see this in the log itself here:
Quote
PTG_RandNumGen_Chunk:0 -64 64 1237 35801 72727 50 | 45 45 45 45 || 0 0 0 0
No matter what values are plugged in, the generator always outputs 45, and returns a value of 0, so terrain ends up being the offset height + 0. I'm not exactly sure what would cause that, but there are a few more things we can try to figure out what's breaking the random number function. I'll send you another PM.

604
Yeah, I posted since you needed some.
Oh okay, thanks

Does anyone know if there's a way to force enable print add-ons? Force enabling large cubes works just fine, but it doesn't seem to work with prints. Also, setting up prints manually after a server is created causes them not to render.
Bump encase anyone can help

605
I mean if you're lookin' for some shots I got one from when I was richarding around on Lego's server.
- pic -
not sure if it properly displays the terrain but it's pretty cool if you ask me
Not bad either :) I'll include it in the OP if that's alright.



Does anyone know if there's a way to force enable print add-ons? Force enabling large cubes works just fine, but it doesn't seem to work with prints. Also, setting up prints manually after a server is created causes them not to render.

606
Now that I have gotten use to using it, it works really well. Great job so far, GSF. It's really awesome.
Glad to hear :)

I'd love to test this. Is the terrain public bricks? I'd love to host a infinite terrain freebuild with this.
May I test as well?
Sure guys, I'll add you. I'm working on the next alpha release for the testers, which will hopefully be out by this coming Wednesday or Thursday. I'll send both the old and new testers the new files once finished.

Also, the amount of testers has been maxed; no more slots are open.

Instruction video's like 50 minutes long but I just have one question: how can I disable certain types of detail bricks?
Right now there's no easy way to deselect details; I was kinda pressed on time to get it out last Sunday. For now, you can clear details by loading one of the clearing presets included in the PM, however the next alpha should have that feature included.

607
- pic -
526,681 bricks

this kicks ass
Very cool! Mind if I use it in the topic's OP? Also, I do need a photographer before the final release, let me know if you're interested. :)

Haven't gotten the chance to completely test this yet, but the GUIs are very nice. Nice work.
That's alright, whenever you have time. And thanks

I would love to test your terrain generator.
Sure, I'll add you to the OP list.

Two slots still open for testing!

608
Oh lol, yeah that's actually how the water bricks are supposed to generate. I'm in the process of fixing that for the next test version.

609
Great, and it shouldn't be generating bricks underneath the ground plane - instead it's supposed to snap them to rest on top. Do bricks still generate underground?

610
Okay, I sent you a PM with the file.

611
Actually, I randomly started having the same problem you did, after setting Routine settings to default and loading the default settings preset. It doesn't make any sense, but I'm trying to get to the bottom of what caused it.

Edit: Wait nm, the issue on my end was just due to one of the new settings I was working on for the next version; it's fixed. Try starting a routine and letting it finish, then type echo($PTGm.zMod); into the console and let me know what the value is.

612
I'd love to help test also!
Hey Mule, sure. :) Added to the list.

- pic -

This happened with the method, the exact same result as without it except the terrain bricks used to be yellow.
Hmm, that seems to be an issue either with setting up the arrays used for referencing terrain height, or for setting the randomized terrain height itself. With terrain floating like that, it shows that some of the settings are working at least, so it's not the script objects. Again if you don't mind, I'll send you an updated script file to install that will include console echos, which will tell me what's going on.

613
But it at least generated terrain, the issue you were having was that it didn't generate terrain whatsoever?

614
where do i download?
I'm working on some fixes for the next testing version, once it's ready I'll send you a private message with the download.

It isn't about add-on mac-compatibility, it's the fact that some change in the engine's compatibility with the OS made it so Blockland is unable to generate folders. The reason all I get is water is that noise.cs uses fileobjects for randomizing.
FileObjects aren't used for randomizing, but they are used when setting up default settings, which is probably where the issue lies. One thing we can try is setting up the server script objects manually, and seeing if that works.

I attached a script file to this message that includes the script objects the server uses. If you want, try installing it to your Blockland/Config folder and start the game with the default colorset. Then, once you've spawn on your server, type and enter exec("config/scriptobjects.cs");$PTG_init = true; into the console. After that, Don't hit the Apply and Start button, use the Resume button in the bottom right of the GUIs instead. That should load terrain normally; the colors might be slightly off, but if that works then I'll know exactly what's going on and how to resolve it.

615
i can test if you need any more testers
Sure

What are they?

It's related to this.
There can be countless folders - they are created when chunks are saved relative to the current seed and chunk size, and the seed can be just about any numerical value. I didn't know you were on a Mac though; I'm quite certain that's what is causing the issue. I haven't added Mac support, so I'm surprised it even generated the water bricks. It might also be caused by engine changes to FileObjects, since they are used when applying settings to the client GUI, which are then sent to the server.

I'm planning on releasing an updated alpha for the testers, instead of waiting for the beta. I can try adding support for Macs and see if that resolves the issue.

- pic -

What's with the awfully stretched buttons
Those are just placeholder for now, I'll be adding in the final graphics for the GUIs as the add-on gets closer to release.

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