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Messages - portify

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286
Modification Help / Re: Color shifting and LoadCheck States
« on: May 06, 2016, 01:01:32 PM »
How do you determine Color Shift for both Item/Weapon Color and projectile/trail color, as in, how do you define the digits to get colors like red, blue, etc. What is the purpose for color shift if you already have textures to define the gun colors?

Colorshift works the same for all of those.  It's just a RGBA color in float format (0.0 is minimum, 1.0 is maximum).





It's as simple as it says on the tin - the three component colors are added together to produce a color.  This isn't anything specific to colorshifting, this is just the RGB color space.  Some people come up with colors just by writing the numbers (you quickly learn how to combine colors to get what you want when working with it), but there's plenty of color picker utilities on the internet if you can't do it yourself.

For example: http://www.colorpicker.com



The three values I've selected are the red, green and blue components in decimal.  To convert them to the float representation used by TGE, divide each by 255.

I am using Space Guy's old ammo script, and the current weapon I am working on calls Load Checks when the weapon is drawn, while it's ready, and after it fires.
Would it be wise to keep this system in place, or are the extra LoadChecks unneccessary? I can post the full state system if anyone doesn't have enough info.

If it works, keep it, unless you find a better way. I don't know enough about the kind of weapon you're making or what the scripts behind your states do to say much about it.  Perhaps you could just mentally go through the progression of states and determine yourself when something really isn't necessary at a certain point.

287
Off Topic / Re: [script] My post isn't new!
« on: May 06, 2016, 08:42:04 AM »
unread replies page?

I've been here 8 loving years what is this

https://forum.blockland.us/SSI.php?ssi_function=todaysBirthdays

This actually seems a bit off, but it's there

288
Games / Re: Overwatch - Open Beta
« on: May 06, 2016, 08:01:01 AM »
Had a Hanzo + Hanzo + Hanzo + Hanzo + Hanzo + Hanzo versus Hanzo + Hanzo + Hanzo + Hanzo + Hanzo + Hanzo game the other day, it was great

This team comp also works really well


289
A 64-bit version would technically raise the limit for how many bricks and players the game can keep track of, but it'd also make the game run slower and use more memory as a baseline because 64-bit pointers take up twice as much memory. This additionally means that less pointers can fit into the CPU cache.

Though, of course 64-bit has its advantages as well (many registers) that outweigh some disadvantages, but it's a lot of work for something that has pros and cons.

It does make sense for Blockland though, with all its bricks!

290
Add-Ons / Re: Look Binds
« on: May 04, 2016, 05:08:21 PM »
WHY NOT?

Changing the transform of players is exposed to TS, but players don't actually pitch their model when you look up or down, they just display part of an animation based on the current angle.

291
Add-Ons / Look Binds
« on: May 04, 2016, 06:45:13 AM »


Look in specific directions for alignment purposes or remembering what in the world those emitter directions are again.

Client_LookBinds.zip

292
posting so the icon changes to 'posted in'

293
Suggestions & Requests / Re: Lazer range finder Binoculars
« on: May 03, 2016, 08:53:43 AM »
can't you just use an emitter somehow? they seem to be pretty versatile

Yes you can

295
Add-Ons / Re: Centered Door Bricks
« on: May 02, 2016, 05:23:18 PM »
Don't start using it just yet

Apparently there's some issues with these and somehow not staying centered for everyone, which is probably caused by the opening state not being on the grid. Will be looking into it.

296
Add-Ons / Re: Centered Door Bricks
« on: May 02, 2016, 12:28:04 PM »
Apparently there's some issues with these and somehow not staying centered for everyone, which is probably caused by the opening state not being on the grid. Will be looking into it.

297
Add-Ons / Centered Door Bricks
« on: May 02, 2016, 12:22:26 PM »
A set of modified default doors that align properly with 2x width doorways.



Brick_Doors_Center.zip

298
Add-Ons / Re: [Event] Player/Bot Vehicle Mounting
« on: May 01, 2016, 08:51:38 PM »
so many edits

299
Suggestions & Requests / Re: Blockland installer v12 v13 or v14
« on: April 30, 2016, 01:20:03 PM »
What did you use to do that?  I've done it with cheat engine before, but I couldn't figure out how to automate it.

I used the same thing, didn't automate it either.

300
Suggestions & Requests / Re: Blockland installer v12 v13 or v14
« on: April 30, 2016, 09:43:32 AM »
The result of messing around with memory values for a bit


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