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Messages - BlockAlpha

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16
depends on how many overly detailed models and how many sounds

if the problem is as stated and due to overly detailed models, it must look real funky in BL
ie perfect sphere while not being smoothshaded kind of funky

if it's the more likely option that it's not the models and something like sound/music, can probably lower the quality of them or similar
without the sounds it's about 4 MBs in a rar file, with sounds it's close to 14 MBs
But I already lowered the quality of the sounds, it's just that they are many. Maybe I should make a pack of the sound effects that everyone could download for themselves, so ingame the models I made could use the sounds without the need to download them through the loading screen

17
the fix is probably lowering the details then
making everything all over again with fewer details? I don't have time for making everything all over again XD

18
one way to keep players loading is to have a large number of players already on the server playing. people dont want to be stuck loading but they’re a lot more amenable towards doing it if theres a bunch of players on and having fun
Ok, it makes sense, thanks
13 megabytes? the average bl add-on is a couple kb. maybe disable music files you won't be using in the build?
I only have 4 music files, the problem is that my models are too much detailed and are too many, also I have a lot of sounds effects(no music files)
what kind of files are on your server. is it music and prints? or just like weapons and stuff
I guess more like the weapons and stuff, but I do also have like 24 prints and 4 music files

19
"full of private addons"
the gods were striking down your server for your egoism
I wasn't even thinking of what you're trying to say, just saying the fact (btw it was my Jurassic park server). and also, IMO servers getting more fun when they have their own special add-ons.
aka blockland just sucks at downloading stuff and just downloads tiny addons at roughly one bit per decade, if your server has a lot of unique content never cached by anyone before, they'll all have to dl it
davow hosted an awesome l4b server but it used custom remade zombies at bot holes and everyone had to dl all the zombie noises and custom items and resupply bricks and extra sweps weapons and zombies and it sadly took ages and a lot of people left in loading :(
you even said it yourself
But with cutting down all the crap thank you for your answer, it has now become clear to me that what has happened to me is happening to others as well.

20
Oh now I get it, I somehow thought its in the windows 10 network setting...  oh and poop I realized 'Fast Packets' in my game is enabled.. :(
Thanks anyway
EDIT: does it makes sense that rar files that in cumulative size are sort of 13 MBs will take an hour to download in the loading screen? I'm asking because actually that what happened in my case

21
Make sure you have fast packets enabled in your network settings, as long as you have a fast internet connection it'll let people download files many times faster than before.

If it's still a problem with fast packets enabled, you should probably consider cutting down the size of your content.
Thanks, But I have no idea how to turn on the 'fast packets'. Can you give me a link for a quick guide for this? (I'm using Windows 10)

22
Once I opened a server that was full of private add-ons,
 my guests waited so long, and because of that, more than 50% of my guests left the server... (everyone also hasn't download the prints I made )
Is there a way to make it easier for the guests to download all the private add-ons? I mean without the waiting on the loading screen like weirdoes for about 2 hours...
maybe in their spare time? so they can download it and can use it in my server, but not in their game.

23
Add-Ons / Re: Cakey's Brick Textures - The update nobody asked for
« on: August 17, 2019, 04:32:10 PM »
Thank you

24
Suggestions & Requests / Re: what is the default key for trigger 1
« on: August 01, 2019, 03:05:28 PM »
Ok, so the thing is that the key should be 'sticky', like onTriggerUp or onTriggerDown, so that when you hold the button he crouch but when you lift up it stops. I'm not sure if it's possible with cmd server commands. is it?

25
Suggestions & Requests / Re: what is the default key for trigger 1
« on: August 01, 2019, 02:12:59 PM »
You could use the brick plant key, the light key, or something like that.
Are you sure it's possible on player-types? I know the light key works for reloading in weapons (anyways I need the light key for the reload). If so, Can you write a working command which uses the plant key?
or an add-on you know which use that?
btw:

could be possible?

26
Suggestions & Requests / Re: what is the default key for trigger 1
« on: August 01, 2019, 01:55:20 PM »
You could but it'd accomplish the same thing if you had the keybind the client uses call a server command and just use that, instead of having the server command call .onTrigger.
I'm not sure I understand what you're trying to say. it sounds even better but the thing is that I have no idea how to write the code for this.

What are you trying to accomplish?
I was working on my blocko shooter I made like 4 years ago and I added the option to sprint ("crouch" key which is slot 3) and the option to crouch (which was "jet" slot 4). I don't want to use slot 4 since it's for aiming in weapons, but I need a new trigger for my crouching ability.


27
Suggestions & Requests / Re: what is the default key for trigger 1
« on: August 01, 2019, 01:43:41 PM »
The only thing you could really do is have a client sided mod with a keybind and then have the client call a server command when they push the key and then have the server command call .onTrigger with the proper arguments. But then it's essentially useless to have the server command call .onTrigger because you have the server command being called so you can just use that instead.
Why not just - make a new client-sided add-on which adds specific key for 'slot 1', and when someone will make an add-on which includes the use of 'slot 1' key, he will tell everyone to download that add-on?

28
Suggestions & Requests / Re: what is the default key for trigger 1
« on: August 01, 2019, 01:31:48 PM »
You can only bind keys on the client side.
Ok but still, if everyone will use the key for slot 1 (which I decided that there should be) it will work for everyone after all, right?
Now what I need to know is if is there a way to make slot 1 being a key in keyboard..
Any ideas?

29
Suggestions & Requests / Re: what is the default key for trigger 1
« on: August 01, 2019, 12:48:47 PM »
Pretty sure it's not used for anything.
Do you know how can I use it? like for example, I want to add some special move by pressing 'slot 1'  key in the keyboard.
Can I define which button will be slot 1?

30
Suggestions & Requests / what is the default key for trigger 1
« on: August 01, 2019, 11:22:06 AM »
onTrigger... if(%trig == 1) // what key is it?
there are 5 slots to use in script:
0: activate
1: use
2: jump
3: crouch
4: jet
I don't know what is "use"
I found out that bots can activate slot 1 key when they attack.
What I need now is to know what key activates that slot. I tried putting everything on the keyboard but nothing activates it

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