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Messages - Tendon

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16
Add-Ons / New Duplicator 1.6.2 + Minor Bugfix
« on: January 04, 2020, 11:11:07 PM »
I posted this before, but the links are out of date and I can't modify it.  So I'm posting it again.

I found a minor bug with the New Duplicator.
Quote from: server.cs
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.pecon.us/dl/johyr/Tool_NewDuplicator.zip

17
Add-Ons / Re: Wrench Ghost Bricks
« on: October 05, 2019, 11:35:34 AM »
Add a command to reset/clear wrench effects, please.

18
Modification Help / Re: WIP inefficient pathfinding algorithm
« on: September 11, 2019, 07:31:00 PM »
This is pretty cool.  I can't get it to generate a nodemap without it hanging forever.  But the node Gun looks useful for things.

19
General Discussion / Re: I want to host a race
« on: September 08, 2019, 12:50:44 PM »
Well, I was the only one who showed up to build, so the track wasn't great.  But I had a great time racing with ya'll.  I tried to keep things fresh by switching up the vehicles and weapons a bit each round.

Definitely need to do something to the checkpoint mod.  Not respawning at the checkpoint really sucks.

20
General Discussion / Re: I want to host a race
« on: September 08, 2019, 09:24:11 AM »
The server is up.

21
General Discussion / Re: I want to host a race
« on: September 06, 2019, 09:23:19 AM »
Everything is still on.
The checkpoint system is working.  It's fairly basic.
It stores the checkpoints on the clients, so if you respawn you don't have to start over at the beginning.
It works using events & minigames.  So it should be easy to use.

It does not track laps.
It does not support respawning at checkpoints.

Those would be great to add but I've got other stuff to do.

Work on KotaiCol is coming along (better collision).  Currently the 8x modter have perfect collision.  I'm working on the 16x right now.

22
General Discussion / Re: Better Brick Collision Project [KotaiCol]
« on: September 06, 2019, 09:17:31 AM »
Working on the ModTer_BasicPack.

Here's a video, I'm almost halfway done.
https://www.youtube.com/watch?v=dvoPYMO0e94

23
General Discussion / Re: I want to host a race
« on: September 03, 2019, 12:28:38 PM »
Lets see.  I want 2 hrs to race.  1.5 to build.  And i want to be done at Noon.

All times are in Pacific Time.
Early setup @ 7:00
Building starts @ 7:30
15 minute break @ 9:00 for snacks, water, etc.
Racing starts @ 9:15.
Ill be leaving sometime after 11:00.  Ill leave the server up if it looks like it's going well.

I imagine we will continue to evolve the track as we race.

If anyone has like, a track from a game they want to recreate.  Theres a chance i could port the visual part of it to blockland.  That would give us something to model our track off of.

24
General Discussion / Re: I want to host a race
« on: September 03, 2019, 09:00:39 AM »
i think there's been no interest because this sounds like a very strange type of race

not to discourage your creativity or say you can't utilize addons like that, but when i read "race" i expected something a bit more simplistic i suppose? those addons are also kinda outdated, especially the FROG
The FROG is outdated.  But its hilarious.  Giant ass alien vehicle...
That is why I ask for suggestions.  I have not been paying attention to the new vehicles that came out.

ia m intrested
Ok cool.  I will host this next sunday morning.  That day is my birthday, so I expect there will be a party or something irl in the afternoon.

Generally we would build a track in the first hour and a half, the race it the rest of the time.

potentially zone bricks with the names for checkpoints - or an output to do checkpoint[5] or similar
that way you can build a custom floating icon thing without raycasting
or just something on the ground/poles to go between
An output event sounds perfect. I want to separate races by name so that there can be multiple races in 1 build.  They would also be separated by brick ownership.  Cant have randos creating an extra set of checkpoints off to tge side and winning the race immediately.

So something like onventerzone > vehicle > checkpoint [racename]

I can pipe the events into an extra script if we want to do something special, like change vehicles mid race.


I tested the server out on saturday.  I was able to make a ring that changes you from a car to a plane.  But the events are super complicated and it would be much easier to do with a script.
I tested a zone which makes it appear as though the vehicle was turned into a cannonball.  When the cannonball hits the ground the vehicle reappears.
I tested a pipe sort of track and tried to turn planes around in the pipe.  I did not have success with the corsair.  But some of the great war planes had limited success.

Proper collision is super nice.  I dropped a vehicle on the ground super hard and it didnt glitch through it.  It just sort of bounced. :D

25
Suggestions & Requests / Suggestion: Fix ModTer 8x CornerC Steep
« on: August 31, 2019, 10:45:27 AM »
A 10 should be a 20, but it's not so one of the faces looks forgeted up.
Attached is a fixed blb.  Goes in Add-Ons/Brick_ModTer_BasicPack/Bricks/8cCCSteep.blb

Had to change it to .txt cause it won't let me upload a .blb.  whatever...

26
General Discussion / I want to host a race
« on: August 30, 2019, 12:35:46 PM »
Sunday, Sep. 8th Schedule
All times are in Pacific Time
ThingTime
Early Setup07:00 AM
Building Starts07:30 AM
Snack Break09:00 AM
Racing Starts09:15 AM
Lunch12:00 AM

I can host on Sundays.

Im working on a collision pack for ModTer so we can use big jumps.  Its at like 10/152 right now.
After that i need to make an easy to use checkpoint system.  Im thinking just a scripted brick.  You place it down and give it a name like CHECKPOINT 5.  Then the scripted stuff takes care of the rest.

Floating bricks is a must.  As is vehicle events.  Scifi particles, weather particles.  Default bricks + Modter.
Itd be nice to get some more prints for modter.

For weapons, im not sure.  I dont want people dieing and sitting out too much.  So maybe just the pie weapon, spear, that sort of thing.

For vehicles, drift jeep, drift turismo, FROG.  Theres a plane, what was it, the JABO(Corsair)? Idk.  I would like suggestions for this, i havent been watching the new vehicles that come out.  Im looking for stuff that is fun to drive.


Edit:
No interest huh? aight.  I guess the school year is starting or something.

27
Add-Ons / Re: Better Brick Collision [KotaiCol]
« on: August 28, 2019, 08:34:24 AM »
The physical zones are not needed by the server to do anything.
The client is the one that needs them, for the rain.
If the client could be convinced to create the physical zones on their side, then we could set the scope of the zones needed per client.
The rain block is only so big. idk how wide, but its typically only 100 units tall.  So we could limit physical zones to the area in a 100x cube around the player.  Further, we could limit it to bricks visible to the sky.

The server could certainly determine what bricks are appropriate for the client to generate physical zones for.
Im not sure how exactly it would send that data to the client.
I also dont know if a client can generate a physical zone on its own.

28
Add-Ons / Re: Better Brick Collision [KotaiCol]
« on: August 27, 2019, 11:03:04 PM »
Tested 40000 zones in one scene.  The client drops from >1000 fps to ~160-300.  Server is giving lag spikes, likely due to processing going on in the background.
Deactivating the zones made no difference.
When I drop ghosting, I still get the lag spikes, but fps stays around 850-900. 

Testing @20000 & 10000 show shorter spikes, but they still appear at the same rate.  At 5000 It's almost impossible to detect.

Its easy to go over 5000 bricks, so... per brick rain-block just isn't practical.
Using a tool to apply it should be restricted, so some random mumbo can't apply it to a cube of 1x1f and lag the server.

I believe the lag has little to do with rendering.  Adding extra zones affects frame rate, but it has no where near the same effect as static shapes.


I tried the same tests with Triggers instead of PhysicalZones.  It takes about 2 times as many Triggers to get the same amount of lag.  And both are similar in that they must keep track of what objects are inside of them.

29
Add-Ons / Re: Better Brick Collision [KotaiCol]
« on: August 26, 2019, 05:08:58 PM »
Because it spawns a static shape inside the brick does that mean it stops the rain?
Rain is client-sided, and the static shapes are not ghosted, so no.

i think last time he did that it was really laggy
Yes.  For rain I think you have to plan ahead.  Maybe use special bricks.
I had an idea once to use a spray can to "water proof" bricks.  You would spray it on the roof of your build and it would add the physical zones to the roof bricks.

30
Add-Ons / Re: Better Brick Collision [KotaiCol]
« on: August 23, 2019, 06:26:48 AM »
I intended to make that work through expansions to this add-on.  I can add support for this soon.

So, for "Brick_TestBricks" you would make a separate add-on called "Kotai_TestBricks"
in Kotai_TestBricks there would be:
[description.txt]
[server.cs]
[shapes/*.dts]

You would create .dts shapes slightly smaller than your bricks.  While not a completely accurate inset, you can use shrink/fatten in blender to get an approximate core.
The .dts file names MUST be the same as the brick datablock names.  This is how I match them up.
I will add a testing preference to allow you to see the cores in the bricks, so you can make sure they're the right size.

I would prefer if brickmakers used the above method to add kotaiCol support to their bricks.  I believe it would make it easier for users to determine which of their brickpacks are using kotaiCol and which aren't.

Another option would be to make KotaiCol search through other add-ons for a folder called "Brick_*/kotai/*.dts" and attempt to add those shapes.

Further, a brickmaker could just add a dts shape and these few tags to their bricks and it would also work:
brickTestData.kotaiColCount = 2;
brickTestData.kotaiCol[0] = "Add-Ons/Brick_Test/kotai/brickTestData 0.dts"
brickTestData.kotaiCol[1] = "Add-Ons/Brick_Test/shapes/brickTestData 1.dts"


Update v1.1.0
Now also loads collision shapes from "Add-Ons/Kotai_*/shapes/*.dts"

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