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Topics - Tendon

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16
General Discussion / How to get results from "Search"
« on: November 09, 2018, 11:58:18 PM »
Hey I was having trouble getting anything from the "Search" menu past the year 2009.

Turns out you need to change the "Message Age" setting to something lower than 9999.  Else it returns too many results and stops searching.

So... yeah.

17
Off Topic / Just had a tooth pulled
« on: October 26, 2018, 11:11:10 AM »
Brush your goddamn teeth.

18
Add-Ons / Event - Copy Events
« on: October 02, 2018, 03:05:51 AM »
So meta.  This event will copy the events of one named brick to many other named bricks.
OnWhatever > Brick > copyEvents > [sourceBrick] [targetBricks]

https://leopard.hosting/dl/ctvcq/Event_CopyEvents.zip

Here's how I use it: https://www.youtube.com/watch?v=2hA-tfOEEkw

19
Add-Ons / New Duplicator 1.6.2 + Minor Bugfix
« on: September 25, 2018, 03:25:23 PM »
I found a minor bug with the New Duplicator.
Quote
Tool_NewDuplicator/scripts/server
Line 192 =     $Pref::Server::ND::FillBricksAdminOnly = %fillBricksAdminOnl;

%fillBrickAdminOnl should be %fillBricksAdminOnly

This bug causes the /fillBricks command to revert to being non-admin-only after any server restart.
I talked to Zeblote about the bug and he was unwilling/unable to update the live version.

If you are having issues with this bug, you can probably fix it yourself, or you can download a fixed version here:
https://leopard.hosting/dl/johyr/Tool_NewDuplicator.zip


If the live version is ever updated, please let me know and I will lock this topic. <3

20
General Discussion / Dglider's CityRPG
« on: August 09, 2018, 07:58:26 PM »
Hey there, Dglider here.  A few weeks ago FlavouredGames took down his CityRPG.  I am rehosting it with some changes.  He couldn't find a recent save, but he gave me an old save to work with.  I've modified the map a bit, so here is what it looks like now:



As far as gameplay goes, I've modified the sellFood and sellItem events to give more profit to the seller by default.  In addition, the prices of items belonging to sellers who are offline will increase as they sell items.  This helps people who are online (and actually playing) make more money.
I added the Apartment Events from McTwist.  So you can now rent out rooms.

I wasn't sure what to do with all of the abandoned builds last week, so I've developed a system whereby ugly or abandoned buildings get a stack of notices placed in front of them.  At the end of each week, a single notice is deleted from the top of the stack.  If the stack is emptied, the lot is put up for sale by the city.  An admin can sell it to you and dupe it into your ownership.
If the original owner of the building returns to the server and their lot is unsold, they can have their lot back for free, no questions asked.
The intent behind this system is to ensure that the main island isn't clogged up with unused builds. I don't plan on vetting the extra islands very much.


The server will open every weekend from Friday @ ~4PM PST until Sunday @ ~7PM PST.

21
I wanna be honest when describing this place to new players.

22
Suggestions & Requests / Vehicle Brainstorm
« on: June 21, 2018, 04:31:58 PM »
Most vehicles are kinda boring.  This topic is for brainstorming ideas for new vehicles.

23
Help / octRenderBuffer crash
« on: June 12, 2018, 01:34:06 AM »
Help! I was playing Blockland and I loaded some bricks and I guess it was too many cause when I turned shaders on the game crashed.

24
General Discussion / Hosting a space freebuild today
« on: June 05, 2018, 04:40:25 PM »
Hey I'm hosting a space freebuild today.  June 6th, 2018.  From 7PM to 11PM PDT.

The add-ons will consist of some spacey skyboxes, a selection of flying vehicles, various chunky ramps and wedges, and some sci-fi emitters.
It'd be nice to be able to do a quick DM here or there too, so I plan to have Teir+Tactical, and some laser weapons.
I'm hosting this server for my stepbrother who's new to the game.


The server will be hosted under "Dglider"
If you're free at that time, please come build something. ^-^

25
Off Topic / Any suggestions for hosting a "forum" website?
« on: June 03, 2018, 03:33:42 PM »
Hey I'd like to make a website to help me keep track of all add-ons I know about.  It should include pictures, a brief description, and links to various hosted locations(BLforum, BLGlass, etc.).  It could link to reviews, and there could be a public section for reporting errors or corrections.  It should allow for searching by tags.

For these reasons I would like to use forum software, such as SMF.  Or some sort of manga hosting software. 
Manga sites have excellent searching features.
I would really like to use the manga site style, but I've not been able to find any mention of software for that.  So using SMF is the most realistic option.

But uhm, I don't really know how to get started with this.  Like- do I need to find a database to host this?  Should I just use a free forum hosting website?  Do I need to register my own domain?  I was thinking of asking Pecon if I could use something like: dgmods.block.land | mods.block.land | addons.block.land

26
Modification Help / Terrain Research Infodump
« on: April 30, 2018, 02:09:32 PM »
Hey there,  I've been looking into adding in some sort of terrain mod to Blockland.

Goal:
I want to be able to create large areas of terrain, with good collision, and no lag.  I want it to work on somewhat slower machines.

Bricks
Using bricks would be ideal.  It did not occur to me to try them at first, bust when I did... They don't lag while just on the screen.  But while flying over a piece of unloaded terrain, the client will receive a huge lag spike for each new section of terrain they encounter.  This is unacceptable.


This is an example piece of terrain, 4096x4096 studs of ModTer 64x bricks.

This terrain should not lag to load.  But It does.  I believe it is has something to do with the bricks being next to each other.  I have experienced this sort of lag before while trying to load a 3D maze I generated via script.  When the maze units are loaded while next to each other, there is a large lag spike.  But when I modify the script to place the maze units just one unit away from each other, they load almost instantly with no lag.

For bricks...  I believe it would be possible to still use them.  If I create a selection of modTer bricks that are 62x62x62, with a 62x62x62 collision box, but still retain the visual aspect of a 64x64x64 modTer cube.  The bricks should ghost without lag.  However, there would be... some work to make the 62x bricks act like 64x bricks.
It would require the use of a floating bricks mod to plant the bricks the proper distance apart.  It would require a StaticShape collision object to handle the gaps between bricks.  And then it would require a custom ghosting mod to prevent clients with lower end PCs from trying to track the large number of staticShapes in the scene.
Even after all of that, there would be some trouble using a separate staticShape as a collision object.  Events such as getting hit with a wrench or a PrintGun would have to be passed on to the brick.  This can be done for default items, but for custom Add-Ons, I have no guarantees.

Summary: lots of work, lots of dependency, requires DLL(for ghosting), possibly glitchy, and possible conflicts with other add-ons.  However, perfect collision, low lag, scale-able, and modifiable on the fly by anyone ingame.

Static-Shapes
StaticShapes lag when displayed in large numbers.  However, a single, large, and really complicated visual static-shape, and a thousand or so TSStatic shapes for collision, does not seem to lag the client at all.
16k collision shapes, and 4 visual shapes.... this DOES lag the client.
With the SelectiveGhosting DLL and some sort of custom ghosting mod, it is possible to load and unload sections of terrain at a time, on the fly, without adversely affecting the client.

It's possible to use static-Shapes, but.  This sort of terrain would not be easy to modify on the fly.  If the visual aspects of the terrain were modifiable in chunks, like bricks... sure.  But for the performance I'm looking for I believe it is prudent to abandon the concept of modifying StaticShape terrain in an impulsive and arbitrary way in the middle of a game.

Summary: lots of work, Requires DLL(for ghosting).  However, perfect collision, low lag, scaleable.



I am still... dubious over the use of bricks.  I have not done extended testing with that "seperate by one" thing.  It was a behaviour noticed in passing.  However, if possible, bricks would be the way to go, simply because they could be modified midgame.  If a host wants to add a cave to a hill- he can.  Whereas with pure StaticShapes, this would be impossible.

The only thing I'm bummed about is that both of these systems would require a custom DLL to run.  These custom DLLs require a special EXE that does not update with the base game.  I'm still on r1986, but Blockland itself has updated to r1988.

If clearScopetoClient() worked, I would not need a DLL at all.

27
Modification Help / setNetFlag - SelectiveGhosting
« on: April 15, 2018, 03:49:03 PM »
What does setNetFlag do?  I've seen it used in Server_EnvironmentZones:
Code: [Select]
%this.sky.setNetFlag(6, true);

Setting "6" to "true" allows me to use scopetoclient() and clearscopetoclient().

But where did Zeblote get the number 6 from?  Can I do other things using different numbers?

28
Add-Ons / [Map] Kitchen - Update 1.2.0
« on: February 01, 2018, 11:23:32 AM »
Original Topic here: https://forum.blockland.us/index.php?topic=309500.0

I ported Kitchen to v21.
It works pretty well, but it suffers from some pretty long download times.

No longer. ...  hopefully.  Well... at least now there's a way around it.
I figured out a way to add files to the cache manually.

If a client has downloaded the kitchen map, they will no longer have to download any additional files when joining a server using the kitchen map.

Download v1.2.0: http://leopard.hosting/dl/jqzsa/Map_Kitchen.zip
Or get it on Glass

V1.1.0 to V1.2.0
+ Added clientsided support for precaching

29
Modification Help / dts LOSCol help
« on: January 29, 2018, 11:58:36 AM »
Has anyone been able to get the LOSCol layer to work with dts/static shapes?
I'm not having much luck.

30
Add-Ons / Support_DefaultFOV
« on: January 10, 2018, 11:28:28 PM »
This add-on grabs the client's FOV shortly after they spawn.
It also contains support for add-ons that use /fixfov [FOV], and will automatically set your default fov when you first spawn.

If you are zoomed in while spawning, it will not get the correct value.
Please use /setdefaultfov [FOV] if this happens.


If you're making an add-on, and want to use this as support, the default fov is stored at:
[client].defaultFOV

You can either include defaultfov.cs with your add-on, or list Support_DefaultFOV as a required add-on.


Downloads:
Leopard: Support_DefaultFOV.zip
Glass: Support_DefaultFOV.zip

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