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Messages - Trader

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61
Suggestions & Requests / Re: Slightly more elaborate Activate animation
« on: October 06, 2009, 08:57:20 AM »
This might be one of the least important things for Badspot to spend his time doing that I've ever heard.

62
General Discussion / Re: how do you get your server popular?
« on: October 05, 2009, 11:37:11 AM »
how do i make a server that gets really popular really fast?

Invite Trader.  True story. :cookieMonster:

63
General Discussion / Re: v13 released
« on: October 05, 2009, 10:59:39 AM »
Haha, noob. :cookieMonster:

The Destruct map by Kaje with lightning

64
General Discussion / Re: v13 released
« on: October 05, 2009, 09:35:55 AM »
Why did v13 forget up my destruct maps, I had 2 versions, Kaje's lighted one and an edit of that wich was dark, but now I have single dark one wich I never used.

The new, default Destruct map resembles the old Destruct Dark map.

Yeah, I like the regular Destruct better as well.  Perhaps Badspot will include both versions in v14.

65
General Discussion / Re: ► V13 Bugs
« on: October 04, 2009, 09:25:32 PM »
Bricks Are only being lighted by their corners.  I have Disable Vertex Buffer Objects on.  I noticed this with large plate bricks where you can have your light on and be standing in the middle of the brick and the plate will be completely unlit.

I uploaded a crappy video showing this off here:
http://www.youtube.com/watch?v=d8h74V8McBs&feature=channel_page

Badspot already explained this prior to v13.  Lighting is calculated at vertices and interpolated in between.  The interpolation isn't very good, so lighting on large bricks sucks.

66
General Discussion / Re: Playing Blockland on my DS Lite
« on: October 04, 2009, 12:44:04 PM »
:<

I already issued a challenge for a new video like this to be made.

You should have gotten some help you with this.  You could have played it off as if you really WERE playing Blockland on the DS itself.  Someone could play it on the computer while you interact with the DS.  Then a third person could manage the camera.

67
General Discussion / Re: Playing Blockland on my DS Lite
« on: October 04, 2009, 12:36:50 PM »
I hate you dipstuffs that flame things like this.

He was just showing us something cool.

Calm down, bitch.  The video sucked ass.

68
General Discussion / Re: v13 released
« on: October 04, 2009, 10:13:52 AM »
You know what I want for the next release? The water FX in the Special FX section of the paint can.

I agree.

69
General Discussion / Re: v13 released
« on: October 04, 2009, 08:34:39 AM »
What glitch? D:

Basically, ATI driver implementations of OpenGL are known to suck ass.

70
General Discussion / Re: ► V13 Bugs
« on: October 04, 2009, 07:07:21 AM »
I've had this happen in one or two servers where a player is just permanently froze on the spot until I rejoin, including them respawning and walking around (next to their dead body) and leaving the game...

Well, this doesn't rule out the possibility of an add-on messing with player cleanup.  If the cleanup isn't done, you'll continue to see it until you leave.  Now, rejoining I imagine is a different matter.  Since player objects (not AIPlayers) are supposed to have a controlling client, I doubt the server would ghost a player object not tied to a client object.

71
General Discussion / Re: Playing Blockland on my DS Lite
« on: October 04, 2009, 06:35:44 AM »
It looks like you're just playing it on the computer, but displaying it on the DS.

That IS what he's doing.  He talked about the remote desktop application himself.

You should have gotten some help you with this.  You could have played it off as if you really WERE playing Blockland on the DS itself.  Someone could play it on the computer while you interact with the DS.  Then a third person could manage the camera.  It's too late now; you forgeted it up.

72
General Discussion / Re: ► V13 Bugs
« on: October 04, 2009, 06:30:22 AM »
Anyways, found a bug. Surprised this isn't posted yet.
It's not just me who has seen this either.

Sometimes ghosting updates on some player objects will stop. (Not sure about other objects, and never happens to your own player)
This will cause that player to appear frozen to your client. To prove they aren't actually frozen, they end up killing you from behind while you're looking at their 'frozen' body.
Once that player dies, rejoins, or whatever would cause a respawn... that body is still left floating/standing there, but you're still able to see their new one.

I have no idea what causes this, nor how to replicate the problem.
It's happened on two servers so far, one I forget the name... and the other Trigun's server.
I don't visit other servers that often.

This sounds like a case of a stuffty add-on screwing around with player object cleanup.

73
General Discussion / Re: v13 released
« on: October 04, 2009, 03:31:03 AM »
Dynamic: Transparent bricks; bricks with the pearl, chrome, swirl, blink, water, or undulo effects applied; fake dead bricks
Static: Opaque, non-moving bricks.

Ah, cool.  I figured it was something like that.

The dynamic bricks need to be updated (in the case of effects) or sorted (in the case of transparent bricks) every frame so it is pointless to put them into a VBO.  

Yeah, that makes sense.

74
General Discussion / Re: v13 released
« on: October 04, 2009, 12:31:04 AM »
That probably won't help.  The issue here is with the dynamic brick renderer which does not use VBOs. 

What do you mean, static / dynamic brick renderer?  Which bricks / types fall under static versus dynamic?

75
General Discussion / Re: v13 released
« on: October 03, 2009, 08:09:56 PM »
OH! The list says SOME cases, not it was completely fixed, alright, yeah, i should've read it better ._.

Have you tried disabling vertex buffer objects?  There's a checkbox for that in options now.  Disable it BEFORE you join a server.

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