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Messages - --LegoPepper--

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Hey guys, I'd love to set up a discord group for this. Idk if maybe Tendon or Speed would like to set one up, or I can set one up too!

In any case, I've done a lot of experimentation with this terrain stuff- I've come across the "phantom tri" issue but I was able to resolve it by extruding the triangles and making them 3D. The only problem with this is it gets laggy. I have a theory that we can have a lot of static shapes, but they need to be small.

Add-Ons / Re: Private Beta Add-On Dump
« on: August 21, 2018, 12:19:15 AM »
Awesome.  :iceCream:

Gallery / Re: DOF Screenshots
« on: June 01, 2018, 10:53:50 PM »

General Discussion / Re: Servers You Miss
« on: May 29, 2018, 03:55:02 PM »
Adventure maps!!!!

LegoPepper's Medieval RP

General Discussion / Re: DMore
« on: May 20, 2018, 11:05:19 PM »
Looks cool dude!

Modification Help / Re: Terrain Research Infodump
« on: May 14, 2018, 11:26:41 PM »
No, but here's the save.
lol why not???

Modification Help / Re: Terrain Research Infodump
« on: May 14, 2018, 10:20:03 PM »
I suspect the issue with bricks causing client lag has to do with face hiding: Whenever a brick is placed adjacent to another brick, the game checks whether one brick completely obscures a face of the other brick, and if so, stops rendering the obscured face.
My terrain, as a result of trying to be brick efficient and not placing any bricks that can't be seen, hides relatively few faces, which may contribute to it not lagging while ghosting.
Are you gonna release this?

The basics! Slopes! Kitchen! Bedroom! :D

Give me movie ideas.

Modification Help / Re: Terrain Research Infodump
« on: May 12, 2018, 10:53:33 AM »
One issue to note when trying to make static shape terrain maps:
players can easily fall through the map and vehicle collision will pretty much not work at all. Some research should be done into how static map collision could be improved either through overlapping collision planes at borders or adding depth to the planes. (not sure either of these would work, just a wild guess, i'm sure there are other methods to consider)
I got vehicle collision to work fine on my static map. The problem is the size of the static map can't be too big otherwise you'll get like 2fps.

But- maybe that's due to the large collision shapes?

What handles better, a lot of small collision shapes, or a small amount of large collision shapes?

i dont think theres much interest in dogfight right now, pep
Lol ya. No one plays whenever I host.  :cookieMonster:

General Discussion / Re: older blockland user check-in.
« on: May 01, 2018, 09:44:17 PM »
spiderman! I've been expecting you!

Want me to host the dogfight? Cuz I can

General Discussion / Re: older blockland user check-in.
« on: April 30, 2018, 11:05:15 PM »
 :cookieMonster: I'm spiderman


Thanks for the votes!

Now rate SPIDEYBOY 4!

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