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Messages - mctwist

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16
Suggestions & Requests / Re: Midi Converter for Playable Instruments
« on: November 19, 2018, 03:22:48 PM »
um... how do you use it

Code: [Select]
python instruments.py midifile.mid

It'll print to the screen the processed information that you can use directly with the instruments mod.

17
Suggestions & Requests / Re: Midi Converter for Playable Instruments
« on: November 16, 2018, 08:28:26 AM »
It's partially completed. It can be used, but it still lacks some functionality, like:
  • Splitting up into different instrument files for different instruments
  • Note cropping, octave changing or pitching
  • Pauses, correct length on notes

So there is much left to do, but at least you can get the notes in there and hopefully stich it together.

18
Suggestions & Requests / Re: Midi Converter for Playable Instruments
« on: November 11, 2018, 07:43:51 AM »
I started with this project a couple of months ago, but I left it to dust as I got other matter at hand. Feel free to continue on it.

MIDI-to-Instruments-Converter (GitLab)
MIDI-to-Instruments-Converter (GitHub)

19
Code: (Changelog v8.1) [Select]
Added support for EventScript labels

This add-on can now also be retrieved from Blockland Glass.

20
Add-Ons / Re: [Support] EventScript - Sharing events for the future
« on: November 03, 2018, 05:37:31 AM »
Quote from: v1.10 changelog
Added range and label generator

Download

More about the generator here.

This add-on can now also be retrieved from Blockland Glass.

21
General Discussion / Re: EventScript - Eventing 2.0
« on: November 03, 2018, 05:36:56 AM »
I went and added "range and label generators". What that means is that certain events from add-ons, which contains a file named eventScriptLabels.txt, will generate ranges and labels for those events specified.

Example:
Code: [Select]
onActivate -> Self -> toggleEventEnabled("1 2 3 4")
onActivate -> Self -> setColor("1 1 1 1")
onActivate -> Self -> setColor("1 0 0 1")
onActivate -> Self -> setColor("0 1 0 1")
onActivate -> Self -> setColor("0 0 1 1")
Will be turned into:
Code: [Select]
onActivate -> Self -> toggleEventEnabled([onActivate1:onActivate4])
onActivate1: onActivate -> Self -> setColor("1 1 1 1")
onActivate -> Self -> setColor("1 0 0 1")
onActivate -> Self -> setColor("0 1 0 1")
onActivate4: onActivate -> Self -> setColor("0 0 1 1")
Or with labels disabled:
Code: [Select]
onActivate -> Self -> toggleEventEnabled([1:4])
onActivate -> Self -> setColor("1 1 1 1")
onActivate -> Self -> setColor("1 0 0 1")
onActivate -> Self -> setColor("0 1 0 1")
onActivate -> Self -> setColor("0 0 1 1")

All event indices used in that event field will be replaced with EventScript ranges and labels. This should make it a lot easier to share, migrate and merge events without other events interfering. Of course, the names that are created is not unique and that still needs to be handled manually, but that will take less time than manually changing the event numbering.

To make your add-on support this feature, just add eventScriptLabel.txt to your archive and format the file like this pseudo-file:
Code: (eventScriptLabels.txt) [Select]
<event name 1>\t<field>\t<version>
<event name 2>\t<field>\t<version>
<...>
Example:
Code: (eventScriptLabels.txt) [Select]
fireRelayNum 0 2
fireRelayRandomNum 0 2

Event name is the event that will be checked.
Field is the field index, starting from 0, where the numbers will be parsed.
Version is what type of version the field are. 1 means the defaults from like, setEventEnabled. 2 means enhanced, like fireRelayNum.

It might sound like "version" in this case means more like "type", and that is indeed correct as well.

There might be plan to add more versions for certain events, but for now I will let it be as this is the starting point.

Worth mentioning is that manual custom labels are supported, but currently not used.

22
General Discussion / Re: Dglider's CityRPG
« on: August 30, 2018, 04:00:13 PM »
I do want that.

Actually, why don't we use 888888 instead? It's the go-to for public bricks anyway, so no need to add an another system.

Edit: Yes, that is better, as when you reload the bricks, that group will own the bricks as well, making it possible for anyone to continue on the build.

Edit2: I've added the feature and updated it on Glass. However, that will take a while, so in the meantime you can fetch it from here.

23
General Discussion / Re: Dglider's CityRPG
« on: August 30, 2018, 09:24:24 AM »
The setapartment event has been modified:
   Set the owner to -1 to allow anyone to build on your brick.
      If that setapartment event is disabled, the brick does not allow random people to build on it.
      This can be used to automate the renting of a particular room.

You want me to add such feature to my mod myself?

24
To be fair, it sort of does.  There is a password_salt field which is not used for salting the password, but is used as part of the login cookie and changes every time you log in.  The passwd field itself is sha1(username + password).  Why they did not at least switch to the built in password_hash php function for smf 2.x remains a mystery. 

I haven't read the source of SMF, but shouldn't it be quite easy to add an extra field in the DB and each time you log in you do the following pseudo code:
Code: [Select]
if (new field is not empty) then
    if (password_verify with new field) then
        logged in
    else
        invalid login
    end
else
    if (sha1 password verify with old field) then
        update new field with password_hash with retrieved password
        logged in
    else
        invalid login
    end
end

It sounds simple, but feel free to tear it apart.

25
I've managed to use up to 3.8GB before Blockland crashes. It is advised to use less than 3GB for smoother play, though. A clean restart is recommended now and then to ensure that one does not reach such limits.

26
Add-Ons / Re: Playable Instruments
« on: March 28, 2018, 04:37:18 PM »
midi to whatever file format this is using when

I was bored and made this tiny script. It's far from done and currently is only converting bpms and notes, but does not take into consideration of note speed or pauses.

MIDI to Instruments Converter

If anyone want to continue on it, be my guest. I've only tested it on one single midi file, so it's most probably really buggy.

27
General Discussion / Re: EventScript - Eventing 2.0
« on: March 02, 2018, 03:55:53 AM »
Mac keybindings have been fixed. The workaround is adding global bindings that is only activated when event window is open.

Changes can be seen here.

28
Add-Ons / Re: [Support] EventScript - Sharing events for the future
« on: March 02, 2018, 03:54:14 AM »
Quote from: v1.9 changelog
Fixed key bindings for Mac.

Download

29
Closest thing is Scratch.

30
Nope. Too late. Time to break down the mountain that have been getting bigger and bigger.

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