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Messages - Trader

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2056
Modification Help / Re: WriteLine
« on: February 27, 2007, 07:02:38 PM »
Didn't I already tell you to look at the persistence script?  All the file writing information you need is there.

2057
Mapping Help / Re: Problem converting Lego ViceCity to work in Retail
« on: February 26, 2007, 11:21:10 PM »
Try this:

Launch mission with map.  Change textures with texture painter.  Do File -> Save As... <different mission name>.  Then close Blockland and delete the original mission.  Then rename the new one to the original name and launch Blockland again.

2058
Modification Help / Re: New bricks?
« on: February 26, 2007, 07:51:43 PM »
No.  If you read Badspot's brick example post and the linked files, you would know that each brick has a category and a sub-category defined by the datablock code.

2059
Modification Help / Re: How to make OGG files?
« on: February 26, 2007, 05:35:04 PM »
It doesn't have to be mono.  Just make sure it's 22050 kHz and 16 bit.

2060
Modification Help / Re: FILES?
« on: February 26, 2007, 04:33:48 PM »
Reference the old persistence script.

2061
General Discussion / Re: Glicthes bugs and Fixers!
« on: February 26, 2007, 04:37:50 AM »
Nice job, Irk.

2062
Modification Help / Re: OnLoad?
« on: February 26, 2007, 04:34:15 AM »
Oxcorp, you're a bit off track here.  It's not about when the GUI is being exec'd, it's about when the GUI become active (ie - when the user starts using it).  That's what onWake means.  That's why Jookia isn't going to have much luck, because I'm sure the MainMenuGui.onWake has already been defined.

2063
General Discussion / Re: Jets should be changeable
« on: February 26, 2007, 03:37:21 AM »
I agree.  Jet power should be configurable.

2064
Modification Help / Re: OnLoad?
« on: February 26, 2007, 03:35:26 AM »
Well, you're probably out of luck unless you get your hands on the current onWake code for that GUI.  If you were to code a new onWake for that GUI, it would override it and, well, not work out well for you.

2065
General Discussion / Re: Glicthes bugs and Fixers!
« on: February 25, 2007, 09:55:07 PM »
let's try and keep all the bugs/fixes in one spot:

In the retail music folder there are a lot more sounds than there are ingame. To fix this you need to remove all the spaces in the file names (Keep .ogg at the end or you will regret taking them off). Then go into musiclist.cs and remove all the _s in the music names and do not fill the gaps. Once you've done that the musiclist looks like:
Code: [Select]
$Music__AfterSchoolSpecial = 1;
$Music__AmbientDeep = 1;
$Music__Bass1 = 1;
$Music__Bass2 = 1;
$Music__Bass3 = 1;
$Music__Creepy = 1;
$Music__Distort = 1;
$Music__Drums = 1;
$Music__Factory = 1;
$Music__Icy = 1;
$Music__Jungle = 1;
$Music__Peaceful = 1;
$Music__PianoBass = 1;
$Music__Rock = 1;
$Music__Stress = 1;

The spaces in the file names are gone and then ingame your list should be filled with songs that the game wouldn't previously load.

2066
General Discussion / Re: Glicthes bugs and Fixers!
« on: February 25, 2007, 09:49:15 PM »
Use your imagination, lol.

2067
General Discussion / Re: Glicthes bugs and Fixers!
« on: February 25, 2007, 09:37:45 PM »
Actually, having stereo music isn't a problem.  You just need to make sure your .ogg's are 22050 kHz and 16 bit sample rate.  I've already tested this to be true.

2068
General Discussion / Re: Retail Blockland License Agreement
« on: February 25, 2007, 08:07:47 PM »
Meh, maybe.  If this place were a little more organized, it wouldn't be such an issue.  And I know this topic isn't helping because I didn't search for the answer first.  Oh well, here is the answer from Badspot himself.

Quote
You can create and modify the add-ons but I own them.  So you can't sell add-ons or sue me for posting them on Blockland.us

You cannot reverse engineer, decompile, etc the executable or the compiled dso files.  This is basically a catch all for "you cannot make a mad warez version of the game"

Topic locked.

2069
General Discussion / Retail Blockland License Agreement
« on: February 25, 2007, 07:59:31 PM »
I was reading through some of the license agreement info that comes with RBL, when I found this very interesting restriction:

Quote
2. Grant of License.

[...]
 
YOU MAY NOT: modify, translate, disassemble, reverse engineer, or decompile the Software.  Any derivative works become property of Step 1: Games.

Badspot, does this mean we are not legally allowed to mod this game? And if we choose to do so, does our work becomes your property?

2070
General Discussion / Re: Glicthes bugs and Fixers!
« on: February 25, 2007, 03:32:08 PM »
*EDIT* nvm it works.

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