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Topics - Tendon

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46
Games / Streaming Mario Kart: Double Dash
« on: April 04, 2017, 05:30:00 PM »
Nothing special.  I just want to chill for an hour or so.
My internet just got upgraded, so I get to stream a whole 480p.  Woohoo!

https://www.twitch.tv/dglider
02:30PM - 03:23PM

47
Modification Help / Kitchen Project
« on: March 29, 2017, 07:54:54 PM »
There were too many vertices for a straight export.  So I used decimate to reduce the number of vertices.



oops.

48
Gone are the days of glitchy terrain collision.

I made this add-on with the assumption that resizing and rotating static shapes in Blockland breaks collision.
So I made a static shape for every possible orientation of every default ModTer brick.

Pros:
   Almost perfect collision with vehicles, players, projectiles, etc.

Cons:
   Uses 1060 datablocks.
   Increases modter brick loading time.
   Increases modter brick deletion time.
   Increases loading time when joining the server.
   The static shapes used for collision can lead to some instances of floating bricks.




Download: http://www.mediafire.com/file/ka56xy5wkkda7i2/Server_ModTerCollision.zip

49
Modification Help / Can Raycasting be turned off on static-shapes?
« on: March 21, 2017, 10:49:43 AM »
I'm using static shapes to get better collision on some bricks.  Can I turn raycasting off on the static shapes so they can mirror the functionality of bricks?

Right now I'm just "hiding" the static shape when raycasting is turned off on the brick.  But that's not the best solution as it turns off regular collision of the static shape at the same time.

50
Add-Ons / Server_GroundCollision - better ground collision
« on: March 19, 2017, 09:12:47 PM »
This add-on creates an invisible object on top of the ground which has better collision than the default ground.
   By default this only extends 10000 units in every direction.
      Modify $Pref::Server::BGroundColSize if you need it to go further.

Use BGroundCol.setHidden(1); and BGroundCol.setHidden(0); if you want to test the difference between default ground and this improved ground.
   I suggest using the magic carpet as a test vehicle.

Download: http://www.mediafire.com/file/5j5fb2fzb85zc7d/Server_GroundCollision.zip

51
Add-Ons / Server_Box - keep players fenced in
« on: March 19, 2017, 08:32:18 PM »
This add-on creates an invisible box around the spawn.
   Players cannot leave or build outside of the box.

You can move and resize the box using /setbox [SIZEX] [SIZEY] [SIZEZ] [POSX] [POSY] [POSZ]
   Size is box radius in 2x cubes.
   Position is the center of the box.
      If you want the box to sit on the ground, set POSZ to the same number as SIZEZ.

The walls of the box are very strong.
   If someone does leave they will be killed.
   Vehicles will be respawned if they get out.

I have no interest in modifying this add-on any further.

Download: http://www.mediafire.com/file/zjc2s73vxymy7b9/Server_Box.zip

52
Gallery / Racetrack image to bricks.
« on: March 02, 2017, 04:53:36 PM »
make this:


I used various tools to turn that image into this:


I made 3 scales.
1:1
16:1
64:1

http://www.mediafire.com/file/980zte6040l8c3m/trackcompilation.zip
It takes a loooong time to load these files in-game. :,(

53
Modification Help / StaticShape Map with proper collision.
« on: February 21, 2017, 11:08:59 AM »
I've been experimenting with making staticshape objects that exhibit proper collision.
I have had success by setting the "thickness" of a plane to 0.5 inside of Blockland.

Please try to glitch through the walls of this map as much as possible, and post the results here.

http://www.mediafire.com/file/i5sw1pjjpig5ce8/Map_DMBOXA.zip


54
Add-Ons / [Script] Vehicle Speed Limit
« on: February 16, 2017, 06:17:08 PM »
Requested by CheesyPeesy.
It's a script which sets maxWheelSpeed of all wheeled vehicles to 10.

You can change this value by modifying $Pref::Server::VSLSet

Download: http://www.mediafire.com/file/1ddehku3ygog22t/Script_VehicleSpeedLimit.zip

55
Gallery / StaticShape LoopDeLoop
« on: February 14, 2017, 06:51:07 PM »
I made a loop with static shapes.
Observe.

https://youtu.be/KS8XYgI_0YU

56
Creativity / StaticShape LoopDeLoop
« on: February 14, 2017, 04:56:27 PM »
I made a loop with static shapes.
Observe.

https://youtu.be/KS8XYgI_0YU

57
Add-Ons / [Map] Planet
« on: February 11, 2017, 09:12:06 PM »
I made a planet in blender and turned it into a map.





Download: http://www.mediafire.com/file/ph1jyzmu0826zsf/Map_Planet.zip

There are 20 energy cubes for space stations
All clients must enable download textures.  If they don't most objects are white.

58
General Discussion / Does anyone want to make a map with me?
« on: February 04, 2017, 02:43:41 AM »
When someone starts a game in blockland, they start on an empty, endless plain.  After many instances, it is difficult to start this same way every time.  The only difference for most people, is what tools and resources they start with.  ie. Weapon, vehicle, and brick add-ons.

I would like to make a basic structure for people to start with.

I am 22 years old, and I have been making add-ons for blockland for the past 5 years.  I have made a maze generator for blockland.  I made a dice roller.  I've done my fair share of editing Iban's CityRPG.  I've made many bricks.  I have edited a few vehicles.  And lastly I was just getting into making maps when they were removed with the v21 update.  If you remember the map "Crouch Space", I made that.

I know what standards I have for what I want to make.  The map should be there when you start your server.  It should load quickly.  It should not cause any frame rate lag, and it should not increase client download times dramatically.  The map should generally be pretty sparse.  I want to build a frame for others to build in.  If I fill it up with decorations, doors, and interactive objects, then there is nothing left for the clients to do with it.  There should be a secret somewhere in the map.

I am not adverse to using a mixture of bricks, static shapes, and interactive scripting.

If this sounds like the sort of thing you would like to do, pm me, and let's make something.


Also, please bump this if you find it interesting.

59
General Discussion / Building Contest [Need Theme/Subject List]
« on: December 05, 2016, 12:18:48 AM »
I want to make a building contest add-on.  Yknow, timers, teams, voting on who's build is best- that sort of thing.  And within the mod I also want a list of things to build.  Jungle, Desert, Ducks, Coffee, Cups, bridge, car crash....  idk- just like how they had writing prompts in school.

Can BL forums give me a bunch of words that people can build based off of?

60
Modification Help / Brick Health Script
« on: November 28, 2016, 07:18:29 PM »
I made a script that gives bricks a health value.  Shoot the bricks with a gun, and the health goes down.  When a brick's health reaches 0, the brick is fake-killed, and then deleted.  Reload bricks if you want it back.

Currently it works for any default weapon, and also the complex weapons pack(The one I was using).  I had to manually add in the complex weapons as they store their damage values in their damage function and it was faster to just add them than try to find some way of making the script figure it out.

Enjoy.

Code: (server.cs) [Select]
function fxDTSBrick::initHealth(%brick)
{
%boxMin = getWords(%brick.getWorldBox(), 0, 2);
%boxMax = getWords(%brick.getWorldBox(), 3, 5);
%boxDiff = vectorSub(%boxMax, %boxMin);
%health = mAbs(getWord(%boxDiff,0)*getWord(%boxDiff,1)*getWord(%boxDiff,2)*60);
if(%health<=3841)
{
%brick.health = %health;
}
}

if(isPackage(BrickHealthPackage))
{
deactivatepackage(BrickHealthPackage);
}

package BrickHealthPackage
{
function fxDTSBrick::onPlant(%brick)
{
%brick.initHealth();
Parent::onPlant(%brick);
}
function fxDTSBrick::onLoadPlant(%brick)
{
%brick.initHealth();
Parent::onLoadPlant(%brick);
}
function fxDTSBrick::onProjectileHit(%brick, %proj, %client)
{
if(isObject(%proj)&&%brick.health!$="")
{
if(!isObject(%proj.damageRef))
{
%dmg = %proj.getDatablock().directDamage;
%brick.health-=%dmg;
if(%brick.health<=0)
{
%brick.fakekillbrick(vectorscale(%proj.getVelocity(),0.05), 2);
%brick.schedule(1000,"delete");
}
}
else
{
switch$ (%proj.damageRef.getName())
{
case "ColtWalkerImage":
%dmg = 75;
case "Colt1911Image":
%dmg = 16;
case "M1GarandImage":
%dmg = 30;
case "M24RifleScopeImage":
%dmg = 90;
case "M24RifleImage":
%dmg = 90;
case "MicroUziImage":
%dmg = 10;
case "Remington870Image":
%dmg = 10;
case "RevolverImage":
%dmg = 25;
case "ThompsonImage":
%dmg = 7.5;
default:
%dmg = 1;
}
%brick.health-=%dmg;
if(%brick.health<=0)
{
%brick.fakekillbrick(getrandom("0,4") SPC getrandom("0,4") SPC getrandom("0,4"), 2);
%brick.schedule(1000,"delete");
}
}
}
Parent::onProjectileHit(%brick, %proj, %client);
}
};
activatepackage(BrickHealthPackage);

http://www.mediafire.com/file/rq734nvv818nnnb/Script_BrickHealth.zip

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