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Messages - Trader

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301
General Discussion / Re: v12 -> v13 Vortex
« on: August 08, 2009, 01:08:24 PM »
Hopefully v13 comes today! :D

Nope.  v13-land is not yet safe for the average traveler.

302
General Discussion / Re: v12 -> v13 Vortex
« on: August 08, 2009, 12:59:49 PM »
Wvent it if it's bricks, make the colors move, now

Maybe I'll try to get a video of it next time I travel the vortex.

303
General Discussion / Re: v12 -> v13 Vortex
« on: August 08, 2009, 12:57:50 PM »
So, what is this? D:

Read the title.  Clearly, it's the vortex leading from v12 to v13.  It's seizure-rific! :cookieMonster:

304
General Discussion / v12 -> v13 Vortex
« on: August 08, 2009, 12:52:16 PM »
So, I finally managed to catch a snapshot of what it looks like when I travel between v12-land and v13-land.  It boggles the mind.


305
Suggestions & Requests / Re: Request to save bricks
« on: August 06, 2009, 08:56:53 AM »
It would be very useful if there was a mod for requesting to save bricks
When somebody selects "Save Bricks" a box pops up for the host, saying "<Client> would like to save the current bricks" and 2 buttons saying "Accept" and "Decline". This would mean that less builds would be stolen

Badspot is, as I and many others are, completely against the regulation of who can save what from internet servers.  Badspot has already stated that he will combat any attempts to do so.

306
Help / Re: How to use JVS
« on: August 03, 2009, 11:13:37 AM »
oh yes he is, and for the vault door, when i activate it and somebody walks in to get stuck, (i made the event kill peeps on contentstuckplayer) i die >=[

Update content mod.

307
Help / Re: How to use JVS
« on: August 03, 2009, 08:39:36 AM »
Input Events:
onContentStart - When the brick first activates. You might use this to play sounds, start certain actions, open other doors or de-collide the brick to allow people to walk through the door.
onContentStarted - When the brick is fully activated e.g. button pressed in, lever in "on" position, door fully opened. You might use this to trigger closing the door or the events that happen when a button is pressed. ("You activated the countdown!")
onContentStop - When the brick starts to deactivate e.g. door closing again, lever moving to "off" position.
onContentStopped - When the brick is fully deactivated. You might use this to do things when a lever is turned "off", play closing sounds or re-collide the brick so the door is shut.
onContentRestricted - When a player attempts to use the brick but is restricted by the events. (See below) You might use this to play sounds, show error messages or activate traps.
onContentStuckPlayer - When the brick has stopped activating, many of the Door ones will trigger this event if a player is inside the area where it has reappeared in. You might use this to re-open the door, teleport players away or kill them for larger doors.
onContentStuckVehicle - As above, but for when a vehicle is stuck inside the door. You might use this to respawn vehicles. There's not much you can do with this yet since there's no events that can apply to vehicles.
onContentBlocked - This is triggered when bricks or vehicles are in the way of doors opening. You should use this as an indicator to clear out the general area if your own build is in the way.
onContentCreated - This happens when the content bricks are initially loaded or placed. You might use this to set up more complicated door events, such as a button being "deactivated" and not functioning until you need it to.

Output Events
contentStart - Activates the brick. You can set a direction for some to open in. (doors opening clockwise or anticlockwise, for instance a set of double-doors opening together) You can also make these bricks restricted so only certain players can use them, triggering the onContentRestricted events instead.
contentStop - Stops the brick if it's open. It'll close in the same direction it was opened in and can be restricted in a similar way.
contentHide - Hides the model shape until started again. You can use this for "hidden doors" inside walls etc.

Damn, you're thorough. :cookieMonster:

308
Hmm.. Well, I got it from C:/Program Files/Blockland. :o

Are you running Blockland again each time you make a change to your install?

309
Modification Help / Re: Coding, Advanced Lesson?
« on: July 26, 2009, 04:49:17 PM »
Here's an example of coding in torosion.

And yes, I know there are errors in it.

Why do have both hasSTDs and STDAmt?  Just use STDAmt and set it to 0 if the person doesn't have STDs.

Your biggest tool will be the console.

Aww, I thought you were the biggest tool. :cookieMonster:

310
Modification Help / Re: Doors: Bushido Pack 1
« on: July 14, 2009, 10:03:33 PM »
Yeah, it seems like Traders been trying to Sabotage Bushido or something.

No he's just lazy.  He comes up with all these ideas for stupid bullstuff to make even though he has a pack of doors that's like 90% done.

311
Add-Ons / Re: GSF Add-Ons (fixes coming soon)
« on: June 30, 2009, 10:16:47 AM »
Meh, the models suck.

312
General Discussion / Re: I need a torso!
« on: June 30, 2009, 04:54:23 AM »
I never had disappearing problems with ATI cards.

A lot of ATI cards / drivers have a stuffty implementation of OpenGL.  Pretty much any game or game engine that has to run on multiple platforms uses OpenGL.  Most games people play on Windows use Windows-specific Direct3D instead of OpenGL.  That's why a lot of people don't notice that their ATI cards suck.

Nvidia ftw. :cookieMonster:

313
Modification Help / Re: Plornt's Doors Need icons
« on: June 28, 2009, 05:37:42 AM »
No, they're crappy.  2 of them are crappy ripoffs (Sliding Door from Doors Pack 2 and Blast Door from Bushidoors) and the other 2 are just crap.  Give him time, he'll make better stuff.

314
The chat system is playable, but I just need to add some aesthetic things to it.

Also, I have a camp fire model, but it needs some revising. It's not textured properly and it's too big. So if I can get someone to re-export it and re-size and re-texture it, that would be great.

Oh and wtf is with the title name? Change it to "SurvivalRP" or something along the lines of something that won't get many people (not to mention Ephialtes and Trader and company) angry at us. I have no quarrel with them. Just stop fighting. This is a thread where ideas for the mod are shared. Anything else belongs in drama.

Maybe you should be leading things, instead of LegoEggo...

315
Modification Help / Re: survivalRP - Destined to suck ass.
« on: June 27, 2009, 06:25:44 PM »
ephi fangirls

Lol, you're so silly.

I'll assume you're talking about me, and it'd be one thing if I just said "I agree with Ephi.".  However, I went to all the trouble of constructing a thorough explanation of why you're destined for failure.  I've quoted it below in case you've forgotten.  All you can say is that I'm an "ephi fangirl"?  That's pretty pathetic, but I guess I shouldn't try to expect much from you.  Ephi and I have disagreements about things on a regular basis, especially about RTB development.  Sometimes things go his way, and sometimes he takes my suggestions and incorporates them into his design.  It's a mark of good development practices, and it's something this project is sorely missing.

If you think telling players to get supplies enough to make one fire, wait til it dies, then find more supplies and make a fire somewhere else is enough to sustain an RPG, you're quite daft.

Are you ready to learn the number one reason why every RPG project in Blockland fails?  It's because the premises to them are unsustainable.  People don't enjoy doing the same menial stuff over and over and over again.  People involved in these projects never seem to thoroughly develop the premise for them, which means that the game play cannot sustain itself, which means it fails.

Bring all your 1337 coder buddies and your map wizards and your master modelers.  Even if you succeed in making something people can play and want to play, the RPG's lack of replayability will be its own undoing.


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