Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Amade

Pages: [1] 2 3 4
1
General Discussion / Reverie Fort Wars
« on: April 09, 2016, 09:44:36 PM »
    reverie (plural reveries): Noun.
    • A state of dreaming while awake; a loose or irregular train of thought; musing or meditation; daydream.
    • An extravagant conceit of the imagination; a vision.


    (At the moment, I can only host on weekends).



    Concept

    Reverie Fort Wars is intended to combine elements from Fort Wars and fantasy RPG servers to create a team-oriented player-versus-player survival game. Players begin in a hostile world with nothing but their fists and their wits and must craft weapons and build a safe haven to ensure their survival. Groups of players can band together to form tribes and gain favor with religious deities which can be used to enhance their buildings or summon magical allies.

    The RFW design document contains a wealth of information about current and future gameplay mechanics.

    Players have compared early gameplay to Minecraft and Rust.


    How to play

    Menu controls
    Press your brick plant key (default: enter) with no ghost brick to open the menu. Use your ghost brick movement keys (default: IJKL on laptops, numpad 2468 on desktops) to scroll through the menu. Use your ghost brick up/down movement keys to control quantity selection in relevant menus (note: this is how you change your settings in the option menu). You can use your cancel brick key to close the menu at any time.

    Getting started
    When you spawn, check which environment you're in. If you see grass or stone, you're good. If you see snow or sand, pick a direction and keep walking until you find a different environment. Avoid the edges of the world - the wastelands there are extremely dangerous.

    Use your fists to gather some wood from trees and other plants. Once you have 32 wood, make some wooden crafting tools with /craft Wooden crafting tools or by selecting them in the menu under Crafting > Weapons and tools > Crafting tools > Wooden crafting tools. The crafting tools will be placed in your inventory (not your equipment) - they cannot be equipped, and are only used for crafting other items.

    Gather 48 stone and 8 more Wood. Craft yourself a set of stone crafting tools, and then a stone pickaxe. Equip your new stone pickaxe with /equip stone pickaxe. Next, you'll want to start mining for surtra for your next pickaxe. Surtra is most commonly found underground in the mountains.

    After surtra is calcite, then sanguite. Both of these metals can be found in abundance in the Core at the bottom of the world, if you're brave enough to face the dangerous creatures that lurk there. Otherwise, they can be found less commonly underground in the desert.

    Tips
    • You can place a spawn point brick to set your spawn point.
    • Place a totem to protect your fort. Totems will make nearby bricks more durable and will cause players who damage them to take damage themselves.
    • Cloth bandages (Crafting > Medicines and potions) are very useful for recovering HP if you're hurt.
    • You can store your crystals in a chest so that you won't lose them when you die - just make sure that nobody can find your chest.


    Material information

    Material
    Hardness*
    Durability**
    Appearance
    Location
    Totem effects
    Dirt05Brown or grey-brownMost everywhereN/A
    Sand05TanDesertsN/A
    Snow010WhiteTundrasN/A
    Plant matter05Usually greenMost everywhereN/A
    Wood025Light to dark brownMost everywhere1% damage reflection
    2x brick HP
    Stone135Various colors of greyMountains (ubiquitous)
    Depths (ubiquitous)
    1% damage reflection
    2x brick HP
    +1 brick hardness
    Obsidian240Black, pearl FXMountains (common)
    Depths (uncommon)
    4% damage reflection
    2x brick HP
    Surtra250Rusty, pearl FXMountains (common)
    Depths (common)
    1.5% damage reflection
    4x brick HP
    Dasnia260White, chrome FXDesert (rarely)
    Depths (rarely)
    Coming soon
    Calcite370Tan, pearl FXMountains (rare)
    Deserts (rare)
    Depths (uncommon)
    Core (common)
    Transmuted from bone
    3% damage reflection
    4x brick HP
    Stalgite380Green-grey, pearl FXMountains (rare)
    Depths (uncommon)
    Coming soon
    Nithlite380Magenta, chrome FXTransmuted from light3% damage reflection
    2x brick HP
    +1 brick hardness
    +2 HP/s brick regeneration
    Sanguite4100Blood red, pearl FXDeserts (rarely)
    Core (uncommon)
    Transmuted from blood
    3.5% damage reflection
    2x brick HP
    +1 brick hardness
    +4 HP/s brick regeneration
    Sinnite4100Pale brown, chrome FXTransmuted from light3% damage reflection
    4x brick HP
    +1 brick hardness
    Crystal5200Purple, translucent, pearl FXA gift from the Gods4% damage reflection
    4x brick HP
    +1 brick hardness
    +4 HP/s brick regeneration
    Flesh010Light red, pearl FXButchered from corpses
    Core (ubiquitous)
    2% damage reflection
    2x brick HP
    +2 HP/s brick regeneration
    Bone020WhiteButchered from corpses
    Core (common)
    Coming soon
    Cloth010VariousCrafted from plant matterN/A
    Glass120Various, pearl FXCrafted from sandN/A
    *Hardness determines what types of tools can damage the material. A tool can damage materials that have lower or equal hardness, and can also deal half damage to materials with 1 more hardness.

    **Durability determines how much HP a brick has per unit volume. A 2x cube made of a material will have exactly the listed durability of its material as its max HP.

    Depths = stone layer, Core = flesh layer



    Recent changes

    (Hydrogen -> Helium)
    • The blood elemental is now significantly weaker.
    • The bleed effect applied by the sanguimetallisynthesis wand now deals less damage over a longer period of time. In addition, this bleed effect is now also applied by the sanguite sword and dagger.
    • Colorset updated. Stalgite and dasnia metals added.
    • The amount of sanguite produced by the sanguimetallisynthesis wand's attacks has been reduced by 90%.
    • The photometallisynthesis lens' attacks no longer converts bricks to synthetic metals. The mana cost of its attack has been reduced significantly.
    • Added brick controls menu support for the party system.
    • Added mountundra biome (mountain + tundra).

    (Old -> Hydrogen)
    • Totems now apply their bonuses to themselves, making them actually difficult to destroy.
    • Treasure chests have been scripted. You can place items into them to protect them. The contents of treasure chests saves across server shutdowns. A player must have full trust with you to access your chest, but any player who manages to destroy your chest will be able to steal its contents.
    • Every player in the server receives 1 crystal per minute. This is a temporary measure to add crystal to the game prior to the addition of religions.
    • When you die, you drop all items you have received in the last 60 seconds, and also drop all crystals and items made from crystals that you are carrying.
    • The overworld flesh biome has been removed.
    • All bricks below a certain depth are stone. All bricks below a much deeper depth are flesh (this is the new flesh biome, called the Core).
    • Monsters can now spawn underground.
    • Blood elementals, stygian revenants, goblins, kobolds, and several new types of exiles have been added.
    • The sanguimetallisynthesis wand's projectile now homes.
    • Prairie and swamp biomes added.
    • Tribes have been removed for now and the old party system has been reenabled. In the near future, you will be able to convert a party into a tribe by giving the party a name and selecting a religion for your tribe.
    • An option has been added to change the TipsBot into a LoreBot, or to ignore the TipsBot. This, of course, only applies to you personally.


    Hosting RFW

    You can download the latest release of RFW here (Helium version). In order to run it without running into any major problems, you will need to

    Some tips for hosting:
    • I strongly recommend changing your environment settings to add lava at the default water height and lower the visible distance.
      • You may also want to delete the ground plane to prevent tricksters from building outside of the map in the lava.
    • Players' data are automatically saved in the config/server/RFW folder.
    • The world generator will automatically create a world the first time you start a server with Reverie Fort Wars. The world will be saved as RFW.bls in your saves folder. If you don't like the world that was created, simply delete this save and another one will be created.
      • The world is automatically saved as RFW_Backup.bls in the same folder. This file will be loaded instead of RFW.bls when the server starts if it exists.
    • To wipe all saved information and restart from scratch, delete the config/server/RFW folder as well as RFW.bls and RFW_Backup.bls in your saves folder.

    Modders beware, RFW's scripts are a mess


    Credits

    thx 2 tigls for the pickaxe models
    thx 2 rggbnnnn for hosting
    thx 2 pecon for the dedicated server service
    thx 2 participants in bisjac's tree building contest for some tree doodads
    thx 2 gmo ferret, vonski, and magus for some doodads
    thx 2 Mr.Noßody for the photometallisynthesis lens, pyromancy wand, ossimetallisynthesis staff, and sanguimetallisynthesis wand models[/list]

    2
    Suggestions & Requests / Models for Reverie Fort Wars
    « on: August 27, 2015, 04:39:25 PM »
    I'm in need of a few models for some upcoming Reverie Fort Wars features.

    Not needed urgently
    • A model for the crystal pickaxe
    • Dagger models: Models for obsidian, surtra, calcite, nithlite, sanguite, sinnite, and crystal daggers (stylistic consistency with Tingaliz's pickaxes is a plus).
    • Sword models: Models for wooden, bone, stone, calcite, nithlite, sanguite, sinnite, and crystal swords (stylistic consistency with Tingaliz's pickaxes is a plus).
    • Bow models: Models for the bone, faerie, and crystal bows.

    The exact colors of the metals are as follows:
    • 80 75 63 255 (Surtra)
    • 222 204 143 255 (Calcite)
    • 249 176 249 255 (Nithlite)
    • 142 7 7 255 (Sanguite)
    • 138 129 111 255 (Sinnite)
    • 235 140 255 200 (Crystal) (full transparency is acceptable as well)

    Tingalz's pickaxe models look like this:

    Stone

    Surtra

    Calcite

    Nithlite

    Sanguite

    Sinnite

    3
    Modification Help / Reverie Fort Wars
    « on: June 24, 2015, 06:55:04 PM »
    reverie (plural reveries): Noun.
    • A state of dreaming while awake; a loose or irregular train of thought; musing or meditation; daydream.
    • An extravagant conceit of the imagination; a vision.


    A dreamer surveys the landscape from atop a vantage point.

    Reverie Fort Wars design document - this is a near-comprehensive semi-technical overview of the project, including information on upcoming features.

    Concept
    Reverie Fort Wars is intended to combine elements from Fort Wars and fantasy RPG servers to create a team-oriented player-versus-player survival game. Players begin in a hostile world with nothing but their fists and their wits and must craft weapons and build a safe haven to ensure their survival. Groups of players can band together to form tribes and gain favor with religious deities which can be used to enhance their buildings or summon magical allies.

    Players have compared early gameplay to Minecraft and Rust.

    Menu controls
    Press your brick plant key (default: enter) without a ghost brick active to open the menu. Use your ghost brick movement keys (default: IJKL on laptops, numpad 2468 on desktops) to scroll through the menu. Use your ghost brick up/down movement keys to control quantity selection in relevant menus. You can use your cancel brick key to close the menu at any time.

    Resource list
    Underlined materials do not occur naturally.
    • Dirt: Found in grassy areas. Very low durability. Can be mined with any weapon, even your fists.
    • Snow: Found in cold, wet areas. Very low durability. Can be mined with any weapon, even your fists.
    • Sand: Found in warm, dry, windy areas. Very low durability. Can be mined with any weapon, even your fists.
    • Plant matter: Soft parts of plants. Very low durability. Can be mined with any weapon, even your fists.
    • Wood: Harder parts of plants. Good for building. Low durability. Can be mined with any weapon, even your fists.
    • Cloth: Made from woven plant fibers. Colorful. Very low durability. Can be mined with any weapon, even your fists.
    • Glass: Made from molten sand. Colorful. Very low durability. Can be mined with any weapon, even your fists.
    • Flesh: Meat harvested from a corpse. Very low durability. Can be mined with any weapon, even your fists.
    • Stone: Found in mountainous areas in formations in grassy and desert areas. Moderate durability. Can be mined with any weapon, even your fists.
    • Obsidian: A pitch black sort of glass. Found in mountainous areas, especially near volcanos. Commonly used by primitive tribes to make weapons. More common underground. Decent durability. Requires at least Stone tools to mine.
    • Surtra: A dark brown metal. Found underground throughout the world. Commonly used by weaker tribes to make weapons and armor. Decent durability. Requires at least Stone tools to mine.
    • Calcite: A tan-colored metal. Found underground, but most commonly in deserts and tundras. Some say magicians can transmute it from bones. Good durability. Requires at least Surtra tools to mine.
    • Nithlite: A pale, magentine metal. Synthesized from light by alchemists. Good durability. Requires at least Surtra tools to mine.
    • Sanguite: A blood-red metal. Often believed to be evil. Rarely found underground, only in mountainous, desert, and tundra regions. Some say skilled alchemists can transmute it from blood. Excellent durability. Requires at least Calcite or Nithlite tools to mine.
    • Sinnite: A pale brown metal. Synthesized from only the purest light by skilled alchemists. Excellent durability. Requires at least Calcite or Nithlite tools to mine.
    • Crystal: A coveted material granted by the gods to their servants. Exceptional durability. Requires at least Sanguite or Sinnite tools to mine. Note that all crystals and crystal items will drop on death, even if they are equipped.
    .
    Mechanics
    Death
    • Upon death, you will lose 3 randomly selected items in your inventory (not your equipment) (you can lose no more than 20% of the amount of a stackable item that you possess). These items will remain on your corpse, which lasts for 60 seconds.
    • You can loot the items from a corpse by activating it.
    • You can butcher a corpse to obtain flesh, bones, and blood by attacking it.
    Totems
    • Totems are used to claim ownership of an area and to protect the bricks you have placed within an area around the totem.
    • All players are able to see when they are in a totem's area of effect and the name of the totem's owner.
    • All totems provide some level of damage reflection, which will cause players who damage those bricks to receive a percentage of the damage they deal.
    • Players cannot place bricks in a totem's area of effect if they do not have build trust with the owner.
    • Totems do not affect players who have full trust with their owner.
    • Totems do not affect themselves.
    • For now, players can only place one totem.
    • In the future, totem material will only alter the totem's own durability and will have no bearing on the amount of durability, damage reflection, etc. that it provides to other bricks. These properties will instead be gained by spending religious favor.
    • List of totems:
      • Wooden totem: 1% damage reflection, doubles HP of bricks
      • Stone totem: Increases tier of tools needed to damage bricks, 1% damage reflection, doubles HP of bricks
      • Flesh totem: Bricks regenerate 2 HP per second, 2% damage reflection, doubles HP of bricks
      • Surtra totem: 1.5% damage reflection, quadruples HP of bricks
      • Obsidian totem: 4% damage reflection, doubles HP of bricks
      • Calcite totem: 3% damage reflection, quadruples HP of bricks
      • Nithlite totem: Increases tier of tools needed to damage bricks, bricks regenerate 2 HP per second, 3% damage reflection, doubles HP of bricks
      • Sanguite totem: Increases tier of tools needed to damage bricks, bricks regenerate 4 HP per second, 3.5% damage reflection, doubles HP of bricks
      • Sinnite totem: Increases tier of tools needed to damage bricks, 3% damage reflection, quadruples HP of bricks
    .
    New Player's Guide
    Getting started
    • When you spawn, check which environment you're in. If you see grass or stone, you're good. If you see snow or sand, pick a direction and keep walking until you find a different environment. Avoid red biomes - these are flesh biomes, and they are very dangerous.
    • You can open the menu by pressing your brick plant key (default: enter on a laptop, numpad enter on a desktop). You can navigate the menu with your brick shift controls (default: IJKL on a laptop, numpad 2468 on a desktop).
    • Use your fists to gather some wood from trees and other plants. You need 32 Wood to make the Wooden crafting tools.
    • Make some Wooden crafting tools with /craft Wooden crafting tools or by selecting them in the menu under Crafting > Weapons and tools > Crafting tools > Wooden crafting tools. The crafting tools will be placed in your inventory (NOT your equipment) - they cannot be equipped, and are only used for crafting.
    • Gather 48 Stone and 8 more Wood. Craft yourself a set of Stone crafting tools, and then a Stone pickaxe.
    • Equip your new Stone pickaxe with /equip Stone pickaxe. You should be able to figure the rest out from here.
    Tips
    • You can place a spawn point to set your spawn point.
    • Place a totem to protect your fort. Totems will make nearby bricks more durable and will cause players who damage them to take damage themselves.
    .
    Frequently asked questions
    Do items have durability? - No. Item durability may be added in the future, but only equipped items would lose durability, and then only when you die.
    What is the best material/sword/armor? - Sanguite/Sinnite. Crystal is occasionally distributed by admins, but will be obtainable by participating in your tribe's religion in the future. You can also obtain crystal by killing players who possess it.
    Why can't I equip the pyromancy wand/the ossi totem/the sangui wand? - These items do not yet have models and are not scripted.
    How can I get Nithlite/Sinnite? - They are synthesized with the photometallisynthesis lens. How the lens works is a mystery that you'll have to solve yourself.
    Is Nithlite/Sinnite better than Sanguite? - Nithlite has the same qualities as Calcite, and Sinnite has the same qualities as Sanguite. However, armor made from these materials will grant a slight bonus to magic attacks.
    It says I need a Wooden bow to craft a Faerie bow, but I have one! - The wooden bow needs to be in your pack. Use /unequip Wooden bow and try again.

    thx 2 tigls for the pickaxe models
    thx 2 rggbnnnn for hosting
    thx 2 pecon7 for the dedicated server service
    thx 2 participants in bisjac's tree building contest for some tree doodads
    thx 2 gmo ferret, vonski, and magus for some doodads
    thx 2 Mr.Noßody for the photometallisynthesis lens, pyromancy wand, ossimetallisynthesis staff, and sanguimetallisynthesis wand models

    4
    Environment Files / RedSorceress Skyboxes (v0.4)
    « on: June 11, 2015, 01:35:35 PM »
    This is a package of skyboxes assembled from assets found on redsorceress.com. I have not yet assembled atmosphere files for every skybox on the website, but plan to in the future. Feel free to request any of the skyboxes you see on the page (excepting the last ten, which do not have download links).

    Note that:
    • None of these skyboxes have bottom textures.
    • The texture quality on some skyboxes is somewhat poor. This is especially apparent with the Hexagon and Thicker than Water skies. There isn't much I can do to fix this.
    • The Planet Meat and Red Planet skyboxes are of especially poor quality (both are made of up 256x256 images) and will not ever be included in this pack.

    Download (mediafire) (16.57 MB)

    Change log
    • v0.4: Added Ash Canyon, Blue Green, Desert Evening, Elbrus, Lost Valley, Night Ink, Nuke, and Red Sky skyboxes.
    • v0.3: Added Alien, Bleached, Blood Sport, Checkered, Dark Land, Desert 3, Devil Punch, Emerald Fog, Entropic, Plague, Rapture, and Red Day skyboxes.
    • v0.2: Added Alpine, Blue Freeze, Blue Sky, Cliffs of Insanity, Coma White, Frozen, Frozen Dusk, Grave, Islands, Lilac Isles, and Morose skyboxes. Added sunflares and tweaked settings on some other skyboxes.
    • v0.1: Added Calm, City, Clouds, Cotton Candy, Delirious, Dunes, Green Haze, Hazy Lake, Hexagon, Hourglass, Canyons, Sun Down, Majesty, Mountains, Hell, Night Sky, New World Order, Siege, Stars, Thicker than Water, Underwater, and Valley maps.

    Included skyboxes
    (so far)

    Note that the pictures included here are distorted panoramas from the redsorceress website. The skyboxes will not appear distorted ingame.

    New in v0.4

    "Ash Canyon"


    "Blue Green"


    "Desert Evening"


    "Elbrus"


    "Lost Valley"


    "Night Ink"


    "Nuke"


    "Red Sky"


    New in v0.3

    "Alien"


    "Bleached"


    "Blood Sport"


    "Checkered"


    "Dark Land"


    "Desert 3"


    "Devil Punch"


    "Emerald Fog"


    "Entropic"
    (ingame picture)

    "Plague"


    "Rapture"


    "Red Day''


    New in v0.2

    "Alpine"


    "Blue Freeze"


    "Blue Sky"


    "Cliffs of Insanity"


    "Coma White"


    "Frozen"


    "Frozen Dusk"


    "Grave"


    "Islands"


    "Lilac Isles"


    "Morose"


    v0.1

    "Calm"


    "Canyon"


    "City"


    "Clouds"


    "Cotton Candy"


    "Delirious"


    "Dunes"


    "Green Haze"


    "Hazy Lake"


    "Hell"


    "Hexagon"


    "Hourglass"


    "Majesty"


    "Mountains"


    "Mud River"


    "New World Order"


    "Night Sky"


    "Siege"


    "Stars"


    "Sun Down"


    "Thicker than Water"


    "Underwater"

    5
    General Discussion / The Craftsmen's Stalkers vs Humans
    « on: April 18, 2015, 10:25:05 AM »
    Server status: Down


    Thanks to The Blue Creeper for making us a logo!

       A new inquiry into the ancient Aztec civilization has led a team of Archaeologists to central America, where great riches, vast deposits of knowledge, and still greater danger await them: some of the newly discovered ruins were not entirely devoid of activity upon their arrival.
       The "inhabitants" of the ruins, dubbed "Stalkers" for their preferred method of killing, are dangerous beings that fiercely guard the ruins. A team of mercenaries was sent in to clear them out and allow research. While the first groups saw moderate success, the Stalkers grew accustomed to their weaponry and adapted. From that point on, central America came to become known as a Self Delete assignment.
       Despite the vengeful spirit's corporeal form being vulnerable to conventional weapons, what they lack in weaponry they more then make up for in cunning and dark magic. In an effort to recruit even more forces without needing to buy each mercenary, the Archaeologists are offering top-dollar to he who can successfully defeat the Stalker menace. The organization ASORL attempts to crush the "stalkers" with a pile of bodies. Now, on the onset of a great war, one question stands above all others:

    Who will win? The Stalkers - or the Humans?


    THE TEAMS
    Item/mechanic suggestions welcome!

    Humans
    The human team includes Archaeologists, mercenaries, and ASORL members. Their goal is to stop the Stalker defense and recover as many artifacts and as much information as possible.

    Gun Weapon Slot
    • Pistol (Default) - 17.5 damage. 70 max ammo, regens 35 rounds/min. Includes anti-cloak flashlight.
    • (Pump) Shotgun - 7x7 damage. 40 max ammo, regens 15 rounds/min.
    • Assault Rifle - 10-20 damage. 100 max ammo, regens 50 rounds/min.
    • Accelerated Carbon Regeneration Aura (A.C.R.A.) - Healing device. Heals nearby teammates for 7.5 every second.
    • Flamethrower - A terrifying weapon that fires bursts of flame.
    Melee Weapon Slot
    • Katana (Default) - 20 damage.
    • Taser - Incapacitates target for 4 seconds. 16 brick range, 15 second cooldown.
    • Repulsor - Knocks all stalkers in a wide cone in front of you into the air and back.
    • Sledgehammer - Dazes the victim, slowing them for 2 seconds.
    • Shield - A large shield that repels attacks and reflects spells.
    Gadget Slot
    Note: You can quickly use your gadget by pressing the jet key.
    • Stimpak (Default) - Medkits that can be used on other players or yourself to heal for 25 HP and an additional 25 HP over 10 seconds. 25 second cooldown. Use on other players by looking at them and pressing the jet key while you have the stimpak equipped.
    • Flares - Light up a zone, preventing nearby Stalkers from cloaking. 16 brick radius, 8 second duration, 45 second cooldown.
    • Proximity Shocker - Stuns Stalkers that touch you for 1 second. 15 second cooldown.
    • Body Armor - Reduces damage taken. 50% of frontal, 35% of side, and 20% of back damage is negated.
    • Rocket Boots - Uses rocket propulsion to enable a speedy getaway. Increases movement speed by 300% for 5 seconds, but while running at this speed you are unable to use any weapons. 60 second cooldown.
    • Healing Bullets - Changes your Pistol, Shotgun, or Assault Rifle to fire bullets that heal your allies but only deal half damage to stalkers.
    Basic Strategy: Travel in groups. Do not underestimate the usefulness pistol's flashlight or your stimpaks. Watch your teammates' backs. The Stalkers have knives, you have a gun - keep them at a distance and pick them off. Humans are practically fodder while solo.

    Stalkers
    The Stalkers are the guardians of the newly discovered Aztec ruins, the Aztec god Omacatl's fury incarnate. Their goal is simple: protect the ruins from the human invaders.

    Knife Slot
    Note: All knives deal double damage from behind unless noted otherwise.
    • Stalker Knife (Default) - 15 damage, or 70 damage crits (boom) from behind within 1.5 seconds of being cloaked.
    • Momentum Knife - 10 damage. Deals increased damage based on the speed you are moving.
    • Shadow Knife - 15 damage. Does not break cloak, and blinds the victim for 1.5 seconds. However, causes movement while cloaked to drain energy (the cloak will break if you run out of energy).
    • Bloodlust Knife - 20 damage, +10% of damage caused in the last 30 seconds.
    • Serrated Knife - 15 damage, and severely reduces the potency of healing effects on the victim for 5 seconds. This effect stacks.
    Magic Slot
    • Darkness (Default) - Blinds target for a short time. 4 second duration, 12 second cooldown.
    • Paralysis - Stuns target for 4 seconds, but also stuns the caster.
    • Shadowstep - Step through the shadows and appear behind the target. Does not break cloak. 24 second cooldown.
    • Schizophrenia - Makes the target hallucinate, as if they were being attacked.
    • Gripping Shadows - Stops the target in its tracks, immobilizing it for 5 seconds.
    Curse Slot
    • Toxin (Default) - 5 seconds of exposure causes a 3.5 second stun effect. Looks like a poison cloud.
    • Wrath - Ticks per 1.5 seconds, dealing 2 damage. Exposure causes increased damage (double per stack, building per tick, up to 64). Looks like fire.
    • Rage -  Humans within the zone take increased damage from all attacks, with the effect increasing over time. Looks like angry red clouds.
    • Abyss - Slows down all humans within the target area. If they remain within the curse for 7 seconds, they will be continuously blinded until the curse ends or they leave its area of effect.
    • Psychosis - Every 2 seconds, a dummy Stalker will appear and charge each human within this curse. The dummy stalker will disappear upon colliding with a human or taking damage. It would be an excellent idea to follow the dummies into the fray while the humans are distracted.

    Basic Strategy: Overuse your cloaking ability. Attack from behind, and whatever you do, don't get noticed. Pick off lone humans and kill pairs by blinding one and blitzing the other. Groups can be dispersed by throwing a curse their way. Use your speed to your advantage.

    GAME MECHANICS GUIDE
    • Stalkers can smell for nearby humans using the light key. This will reveal the number of humans nearby, as well as the approximate distance and direction of the nearest one.
    • Stalkers can cloak with the jet key. Cloaking makes them completely invisible, but taking damage or being hit with a flashlight beam will make the cloaking much less effective for a short time. You cannot cloak within a certain amount of time after taking or dealing damage.
    • Being stunned or attacking by any means (except while using the Shadow Knife) will uncloak a stalker completely.
    • Humans equipped with the pistol can use the Flashlight to reveal cloaked stalkers near the beam. The Flashlight is activated with the light key. Flashlight use will drain energy, which recharges slowly for the human team.
    • You can change your equipped items with the /setloadout <item> command. Additional items can be unlocked by purchasing them with achievement points.
    • Most short-range weapons (and Stalker magic) use a conal raycast system, meaning you only need to be aiming within a certain number of degrees to hit something. This is 30 degrees for most weapons.
    • Most items (notably excluding the Humans' Taser and Stalkers' curses) will only trigger their cooldown if they hit something.
    • Knives are mostly invisible while cloaked. Readying a spell is completely visible while cloaked.
    • Stalkers are healed whenever a nearby Human is damaged by a knife attack.
    • The /alarm emote will alert nearby teammates that you need assistance, as well as informing them of your approximate location.
    • The curses are meant as area denial weapons. None of them are worth using against one target, and they have a minimum range. They are most effective against large, slow-moving groups and extremely effective when multiple stalkers "layer" the same curse.
    • You can view the items with the /viewstore <section> command. The items can be bought with the /buy <item> command. Items are bought with achievement points.

    6
    Modification Help / The Craftsmen's dungons..... opf deth.....
    « on: April 06, 2015, 11:40:55 PM »

    a brave new project by the cmen

    At the moment, our plan for this project is to provide a multiplayer co-op dungeon crawler experience with engaging gameplay, and also allow for an enjoyable player-versus-player or roleplaying game experience. Players will divide their time between an immersive human-built world and dangerous procedurally-generated dungeons.



    Story

    You, the proverbial adventurer, wake to find yourself in a strange town with no memories of your past. Upon conversing with the locals, you discover that your situation is not at all unique, and you are only the newest member of a village of amnesiacs. Luckily, however, your skills in the arts of combat and magic still remain to you. I say luckily, because rumor has it that the God of Chaos has nearly become powerful enough to destroy the world.

    Rumor also has it that there are eight abandoned Elemental Temples tucked away in remote corners of the world, where treasures and powerful artifacts beyond reckoning lie in wait for any adventurer clever and daring enough to raid them. The generals of the God of Chaos have made their hideouts in the Temples, and if the adventurers are to save the world, it is vital that they claim the power of the generals for their own.

    Thirty days stand between the God of Chaos and the end of the world. Will it be enough to stop him?



    The Build
    ...so far


    We are currently seeking capable builders to contribute. If you're interested, drop by my or Wizzeh's server and show us what you can do. If we like your contributions, they will probably find their way into the final build. All builders whose contributions are used will be credited - just make sure that you label your contributions with the name you'd like to be credited as.



    Combat systems

    Players have three key stats that affect their combat:
    • Damage increases the damage dealt by all attacks. It also increases the potency of spells that do not directly deal damage.
    • Range increases the effective range of melee attacks, the speed of projectiles fired by ranged weapons and spells, and the area of effect of many spells.
    • Mastery increases the accuracy of melee weapons, grants ranged weapons a chance to fire more projectiles, and increases the duration or reduces the mana cost (among a wide array of other effects) of spells.

    Players start with 100 points to be distributed into their three stats, and may distribute any number of points into each stat. Redistributing stats can dramatically change the effectiveness or utility of certain weapons and spells, so players are encouraged to experiment.

    All melee weapons use the conal raycast system that players of Stalkers vs Humans may be familiar with, allowing melee weapons to excel at taking out groups of foes at close range without needing to worry too much about aiming.

    Magic spells
    Lightning bolt! Lightning bolt!

    Players can use spells by combining elemental tokens (accessible on the "Special" tab of the brick menu). When used, a token will be added to your spell bar, up to a maximum of 3. Any combination of 1 to 3 tokens may then be used to cast a spell repeatedly until the tokens are cleared or another token is used. This system allows for a whopping 93 distinct spell combinations.

    Weapon leveling
    Swords, hammers, knives, bows, rifles, wands, staves, you name it!

    Players will start with a small assortment of basic weapons, which will gain experience upon killing monsters or other players. When a weapon has gained sufficient experience, it will gain a number of points of potential, which can be used to upgrade the weapon's damage, range, or mastery. If the weapon meets certain thresholds of these three stats, it can then be transmuted into an entirely new weapon, dramatically changing its properties.



    Story systems

    Quests!!

    Whenever a group of players defeats the general of one of the Elemental Temples for the first time, the equipment dropped by the general will be named after players in that group - generating weapons with names such as Amadé's Fireblade.

    The players will have 30 days after the beginning of a cycle to complete the dungeons and defeat the God of Chaos. If, at the end of this 30 day period, the players have yet to defeat the God of Chaos, the apocalypse will occur, permanently killing all players, obliterating the amnesiacs' village, and destroying the server itself.



    Current project members
    • Amade - Scripting, design
    • Wizzeh - Building, scripting
    • sockfish - Building, design
    • _Sovereign - Design, building
    • LegoPepper - Building
    • Sargeras - Building

    We are currently seeking capable builders and modelers. Drop by the server or leave a reply if you're interested.



    Planning & Development gDoc

    https://docs.google.com/document/d/1yPm4rqBsmJBLiBZa5WIFkTvqsaCm5SZn8_wAey220_M/edit?usp=sharing

    Feel free to look it over and offer comments or suggestions in this thread.



    Player Manual
    Also try the /help command ingame. We plan to create a tutorial zone to make the basics clear to new players who have not read this topic, just as soon as we have those basics pinned down.

    Accounts
    Upon joining the server you will have an account automatically generated for you with your name as the username and your BL_ID as the password. It is recommended but not required that you change this password to something easy to remember but that you don't use elsewhere.

    We use an account system instead of storing data associated with your BL_ID for two reasons: first, players may have "alts" if they so wish by simply creating new accounts, and may also restart with a clean slate whenever they like. Second, accounts allow players who share keys to play simultaneously without encountering strange problems that a BL_ID-based system would cause them.

    Related server commands:
    • /createAccount username password - Creates an account with the specified one-word username and one-word password.
    • /changePassword newPassword - Changes the password of the account you're logged into to the provided one-word password.
    • /login username password - Attempts to log in to the account with the corresponding username and password.
    • /deleteAccount username password - Attempts to delete the account with the corresponding username and password.
    • /account - Tells you the username of the account you're logged into, in case you forget.
    • /stats - Tells you your current damage, range, and mastery stats.
    • /redistrubteStats damage range mastery - Redistributes your stat points.

    There is no need to manually log out, as your account data is automatically saved when you leave the server or switch to another account. Note that you must always have an account associated with your client, so you must create or log in to a new account before deleting your current one, and you cannot delete or log in to an account someone else is using.

    Teams
    Teams allow you to team up with (or against) other players and facilitate party-based dungeon raiding and player-versus-player (pvp) combat. You will start on the white team (that is, no team), and can join another team as long as you are not currently in combat. There are seven teams: white (no team), red, green, blue, yellow, cyan, magenta, and black (monsters).

    While on the white team, you will receive your own individual instances for dungeons and be eligible to engage in pvp combat with all other players who have enabled pvp.

    While on the black team, you are always considered to have pvp enabled and will be considered to be allied with the forces of evil, including dungeon monsters. Thus, you will be attacked by town guards if you approach a settlement. Attempting to join a dungeon will transport you to a random active instance of that dungeon, if one exists, where you can attempt to hinder of the efforts of the dungeon raiders.

    While on any other team, you and all other players on your team will share instances of dungeons and be unable to hurt each other in pvp combat.

    Related server commands:
    • /jointeam teamColor - Joins the team with the specified color.
    • /leaveteam - Places you back on the white team.
    • /enablePvp - Enables player-versus-player (pvp) combat.
    • /disablePvp - Disables pvp combat. Cannot be used while in combat.
    • /togglePvp - Toggles pvp combat.

    Inventory
    In addition to the five normal tool/weapon slots, you also start with 5 backpack slots that can store additional items. By default, your backpack will contain the Copper Sword, Blacksmith's Hammer, and Ash Bow items, which demonstrate the basic mechanics of melee and ranged combat.

    Related server commands:
    • /toPack item - Attempts to move the specified item from your equipment inventory to your pack. Only works on dod-specific items. Will attempt to move the currently selected item to your pack if you do not specify an argument.
    • /fromPack item - Attempts to move the specified item from your pack to your equipment inventory.
    • /weaponStats item - Tells you the level, experience, potential, bonus damage %, bonus range %, and bonus mastery % of the specified item (or, if the item is not a weapon, how many of that item you possess).

    7
    Add-Ons / Tool_SwissArmyGun (v4r1)
    « on: April 04, 2015, 12:24:34 AM »
    Tool_SwissArmyGun
    (Version 4, revision 1)

    The Swiss Army Gun is a multipurpose tool that allows you to hammer, wrench, print, plant, paint, wand, etc., etc., etc. from a long distance. In addition to emulating the default tools, the Swiss Army Gun is capable of emulating the fill can and also possesses a number of Swiss Army Gun-specific helpful functions.

    Using the Swiss Army Gun
    You can obtain a Swiss Army Gun (SAG) with the /sag command or by spawning it from a brick like any other item.

    Use /saghelp to obtain a list of registered modes. Use /saghelp <mode> to see the help for a specific mode. The automatic help text that displays when you switch modes can be disabled with /saghelp off, or re-enabled with /saghelp on.

    You will need to set the Swiss Army Gun's mode in order to use it. This can be accomplished by typing /sagmode <mode>.

    You can also use /sag <mode> to instantly fire the Swiss Army Gun, even if it is not equipped. By adding a third argument (e.g. /sag <mode> 1 ), you will instantly fire the Swiss Army Gun, even if it is not equipped, and will equip the Swiss Army Gun as well.

    While the Swiss Army Gun is equipped, equipping another tool will automatically change the Swiss Army Gun's mode while keeping the Swiss Army Gun equipped.

    Default mode list
    The following are the modes included with the default Swiss Army Gun.

    Basic tools:
    • Hammer: Emulates the default hammer tool.
    • Wrench: Emulates the default wrench tool.
    • Print: Emulates the default print gun.
    • Plant: Emulates the default brick placement tool.
    • Wand: Emulates the default wand tool. Will automatically emulate the destructo-wand instead if you are an admin.
    • Paint: Emulates the default spraycan tools, including shape effect cans.
    • Fillcan: Emulates the fillcan, if it is installed and enabled.

    Swiss Army Gun exclusive tools:
    • Delete: Deletes a brick, allowing you to remove a brick without destroying any bricks above it.
    • Bomb: Kills all bricks within a 30-brick radius of the target point. Only usable on your own bricks if you are a non-admin.
    • Nuke: A combination wand and fillcan, the nuke will destroy the target brick and all bricks that are touching it. Only usable on your own bricks if you are a non-admin. Will only destroy one player's bricks at a time.
    • PrintFill: A combination print gun and fillcan. Changes the print of the target brick and all similar bricks touching it.
    • Move: Allows you to change the position of an individual brick.
    • Copy: Allows you to copy an individual brick.
    • Liquify(New!): Sets a brick to use the "water" shape effect. This shape effect, like undulo, can be undone with the "stable" spraycan.
    • Fracture(New!): Splits a cube into eight cubes, each of half the size of the original cube. (Before / After)
    • Chisel(New!): Cuts a cube of a specified size out of another cube. If the brick hit is a cube of a size less than or equal to the chisel size, the brick will be deleted. Use /chiselsize <2/4/8/16/32/64> to set the size of the chisel. The chisel will automatically be set to size 4 if it is not set when the chisel mode is used. (Chisel 4 before / after, Chisel 8 before / after)

    Frequently asked questions

    Q: Does the Swiss Army Gun use raycasts?
    A: Yes. The projectile it fires is only for show.

    Q: Why isn't there a Duplicator mode for the Swiss Army Gun?
    A: The way the Duplicator is coded prevents this from being done without copying and adapting large sections of the Duplicator's coding, which would need to be replaced each time the Duplicator is updated.

    Q: Can I add more modes to the Swiss Army Gun?
    A: Yes. See the included ModdingSupport.txt file for information on how to add more modes.

    Credits
    Scripting by Amade.
    Thanks to Zor (Fillcan) and Plornt / Ephialtes (Duplicator) for coding references.
    Thanks to Badspot for the particles, model, and icon used.

    Changelog
    v4 -> v4r1
    • Added keybinds to equip the Swiss Army Gun and switch between each mode.
    • Fixed some problems with the Move, Copy, and PrintFill modes.
    • Non-admins may now use the Swiss Army Gun in minigames where building is enabled.
    v3 -> v4
    • The Swiss Army Gun will now switch modes instead of being unequipped when another tool is equipped.
    • /spawnWithSAG and mode switching with the light key removed.
    • Liquify, Fracture, and Chisel modes added.
    v2 -> v3
    • Themes added: 4 themes are included by default (Wand (The classic SAG), Fire, Bazooka, Gun). Themes can be changed with RTB prefs system but require server restart to take effect.
    • Copy and Plant modes added.
    • Small tweaks to mode support system.
    • You can now add a second argument to the /sag command to mount the SAG and fire it.
    • /spawnwithSAG <on/off> option added.
    • The nuke mode will now only delete one person's bricks at a time to make it more precise with clearing spam.
    v1 -> v2
    • Trust issues allowing you to PrintFill/Nuke individual bricks without trust or administrative privileges fixed.

    Download
    http://www.mediafire.com/download/yv5ves8559wnr00/Tool_SwissArmyGun.zip

    8
    Clan Discussion / The Craftsmen: Revenge of the Melvics
    « on: April 01, 2015, 12:43:11 PM »

    The Craftsmen: Revenge of the Melvics
    New topic! Same great taste!

    This is my favourite clan

    Current members list
    • Amadé (10716)
    • Wizzeh (21192) (trapped in the deep south)
    • Tingalz (XXXX) (eaten by an orc)
    • Clockturn (XXXX) (stranded on death island)
    • _Sovereign (177XXX) (sovereign)
    • sockfish (9144) (trapped in the deep south)
    • Bisukottishefu (5893) (dutch)
    • Cheemo (XXXX) (trapped in the deep south)

    Our clan tag is Cmen.

    Active project: Reverie FortWars

    A dreamer surveys the landscape from atop a vantage point.

    Reverie Fort Wars is intended to combine elements from Fort Wars and fantasy RPG servers to create a team-oriented player-versus-player survival game. Players begin in a hostile world with nothing but their fists and their wits and must craft weapons and build a safe haven to ensure their survival. Groups of players can band together to form tribes and gain favor with religious deities which can be used to enhance their buildings or summon magical allies.

    Legacy projects
    dungons... opf deth...: Torn to shreds by the god of chaos himself
    StalkerDM: Stolen by greedy archaeologists
    Magicks: Imploded in a tragic alchemical accident
    Escortquest: Escorted to the deepest depths of hell
    Adventurething: Lost in a distant forest, declared dead in absentia
    Zombie DM: Buried under the corpse of a whale

    9
    Suggestions & Requests / (Model request) Katamari Ball
    « on: August 13, 2012, 12:13:38 PM »
    The rumble gamemode gave me an idea. I would've used the default ball model, but it's too small (scaling it up causes scary collision issues), so this model needs to be pretty big (about triple to 5x the size of the default ball model will do (the normal ball is 6.8 torque units in diameter, or 34 plates tall)). It should look like this:


    However, please make it colorshift by using 100% trans on the main part of the ball and lower trans on the stubs. Please also make the stubs slightly less prominent than they appear in the image and do not include them in the collision mesh, since even a basic sphere is problematic enough without complications. The collision mesh should be slightly larger than the ball, not including the stubs.

    10
    Gallery / Stalkers vs Humans - RELEASED
    « on: July 19, 2011, 07:15:32 PM »
       The Craftsmen have decided that it is unlikely that we will continue the development or hosting of this project. Since the community enjoyed it so much, we have also decided to give it to you all for further development. Be warned, it was not designed with ease of use for server operators in mind. It would need considerable cleanup for a more formal release. Anyone who wishes to clean it up and release it on RtB's download system may do so, just please ask us before you do.

       Some warnings: The account system was not a great idea. Less intelligent users are likely to use the same username/password they use on the forums, and hosts have access to the data stored by the mod. However, if you make up a username/password specifically for use with SvH you have nothing to fear. Future editors of the mod would be advised to remove this feature and replace it with something more secure without removing the benefits (two people using the same key can use different accounts, for example). Additionally, though there are some checks already in the mod, it is likely to interfere with non-SvH minigames, and hosts would be advised to disable SvH if they don't plan to use it.

    Without further ado, here it is: http://www.mediafire.com/?2n7whhyak0ua7



                But what does it do?!
    • Unlocks the achievement "StalkerDM Fan" for 10 points.
    • Contains a GUI for equipping your items. You can set the keybind that opens this GUI in your standard controls menu.
    • Gives you "night vision" while playing as a stalker.



       DONATIONS: You may donate at http://wbjah.com/cmen/donate.htm. all donations will go towards the server, which costs us $6 per month. Send me a PM with the email associated with your paypal account or the one provided at the time of donation and I will verify that your donation was received and we can negotiate special donator privileges (these will not be donate-to-win style).

       All donors will have a nearly 100% chance to be placed on their preferred team and will receive a special designation in chat messages. They will also be able to access a custom model for a weapon of their choice. The model used for this custom weapon can be provided by you or made by one of our modellers, and may include particles.



       A new inquiry into the ancient Aztec civilization has led a team of Archaeologists to central America, where great riches, vast deposits of knowledge, and still greater danger await them: some of the newly discovered ruins were not devoid of activity upon the arrival of the Archaeologists.
       The "inhabitants" of the ruins, dubbed "Stalkers" for their preferred method of killing, are dangerous beings that fiercely guard the ruins. A team of mercenaries was sent in to clear them out and allow research. While the first groups saw moderate success, the Stalkers grew accustomed to their weaponry and adapted. From that point on, central America came to become known as a Self Delete assignment.
       Despite the vengeful spirit's corporeal form being vulnerable to conventional weapons, what they lack in weaponry they more then make up for in cunning and dark magic. In an effort to recruit even more forces without needing to buy each mercenary, the Archaeologists are offering top-dollar to he who can successfully defeat the Stalker menace. The organization ASORL attempts to crush the "stalkers" with a pile of bodies. Now, on the onset of a great war, one question stands above all others:

    Who will win? The Stalkers - or the Humans?


    SERVER STATUS

    Blockland.us detail view page

    THE BUILD
    These pictures are very outdated, but give you a good idea of the basic layout of the map. A new map is one the way.


    The exterior of the Stalker Temple.


    An ancient device of an unknown purpose. A fire dies quietly nearby, the only remnant of an abandoned camp.


    An inaccessible building.


    The lava pit to one side of the Gatehouse.


    The Altar Room of the Temple, the stalker base of operations.


    The front room of the Temple. (Taken on Slate Dark)


    The Courtyard, from above.


    The entrance to the Gatehouse, the humans' base of operations.


    The build viewed from the top of the Gatehouse portcullis.

    THE TEAMS
    Item/mechanic suggestions welcome!

    Humans
    The human team includes Archaeologists, mercenaries, and ASORL members. Their goal is to stop the Stalker defense and recover as many artifacts and as much information as possible.

    • Gun Weapon Slot
      • Pistol (Default) - 15 damage. 140 max ammo, regens 28 rounds/min. Includes anti-cloak flashlight.
      • (Pump) Shotgun - 8x7 damage. 50 max ammo, regens 10 rounds/min.
      • Assault Rifle - 10-20 damage. 200 max ammo, regens 20 rounds/min.
      • Accelerated Carbon Regeneration Aura (A.C.R.A.) - Healing device. Heals nearby teammates for 5 every second.
      • Flamethrower - A terrifying weapon the fires bursts of flame, lighting nearby enemies on fire for a short period.
    • Melee Weapon Slot
      • Katana (Default) - 20 damage.
      • Taser - Incapacitates target for 4 seconds. 16 brick range, 15 second cooldown.
      • Repulsor - Knocks the target(s) back.
      • Sledgehammer - Dazes the victim, slowing them for 2 seconds.
      • Shield - A large shield that repels attacks and reflects spells.
    • Gadget Slot
      • Stimpak (Default) - Medkits that can be used on other players or yourself to heal for 50 over 10 seconds. 20 second cooldown instead of one-time use.
      • Flares - Light up a zone, preventing nearby Stalkers from cloaking. 16 brick radius, 8 second duration, 45 second cooldown.
      • Proximity Shocker - Stuns Stalkers that touch you for 1 second. 15 second cooldown.
      • Body Armor - Reduces damage taken. 50% of frontal, 35% of side, and 20% of back damage is negated.
      • Rocket Boots - Uses rocket propulsion to enable a speedy getaway. Increases movement speed by 300% for 5 seconds, but while running at this speed you are unable to use any weapons. 60 second cooldown.

    Basic Strategy: Travel in groups. Do not underestimate the usefulness pistol's flashlight. Watch your teammate's backs. The Stalkers have knives, you have a gun - keep them at a distance and pick them off. Humans are practically fodder while solo.

    Stalkers
    The Stalkers are the guardians of the newly discovered Aztec ruins, the Aztec god Omacatl's fury incarnate. Their goal is simple: protect the ruins from the human invaders.

    • Knife Slot
      • Note: All knives deal double damage from behind unless noted otherwise.
      • Stalker Knife (Default) - 15 damage, 85 crits (boom) from behind within 1.5 seconds of being cloaked.
      • Momentum Knife - 10 damage. Deals increased damage based on the speed you are moving.
      • Shadow Knife - 15 damage. Does not break cloak, and blinds the victim for 1.5 seconds. However, causes movement while cloaked to drain energy (the cloak will break if you run out of energy).
      • Bloodlust Knife - 20 damage, +5% of damage caused this life.
      • Serrated Knife - 15 damage +15 bleed damage over 4 seconds.
    • Magic Slot
      • Darkness (Default) - Blinds target for a short time. 6 second duration, 12 second cooldown.
      • Paralysis - Stuns target for 5 seconds, but also stuns the caster for 2.5 seconds.
      • Shadowstep - Step through the shadows and appear behind the target. Does not break cloak. 24 second cooldown.
      • Schizophrenia - Makes the target hallucinate, as if they were being attacked.
      • Gripping Shadows - Stops the target in its tracks, immobilizing it for 5 seconds.
    • Curse Slot
      • Toxin (Default) - 4 seconds of exposure causes a 5 second stun effect. Looks like a poison cloud.
      • Wrath - Ticks per 2 seconds, dealing 2 damage. Exposure causes increased damage (double per stack, building per tick, up to 64). Looks like fire.
      • Rage -  Humans within the zone take increased damage from all attacks, with the effect increasing over time. Looks like angry red clouds.
      • Abyss - Slows down all humans within the target area. If they remain within the curse for 7 seconds, they will be continuously blinded until the curse ends or they leave its area of effect.
      • Psychosis - Every 2 seconds, a dummy Stalker will appear and charge each human within this curse. The dummy stalker will disappear upon colliding with a human or taking damage. It would be an excellent idea to follow the dummies into the fray while the humans are distracted.

    Basic Strategy: Overuse your cloaking ability. Attack from behind, and whatever you do, don't get noticed. Pick off lone humans and kill pairs by blinding one and blitzing the other. Groups can be dispersed by throwing a curse their way. Use your speed to your advantage.

    GAME MECHANICS GUIDE
    • Stalkers can smell for nearby humans using the light key. This will reveal the number of humans nearby, as well as the approximate distance and direction of the nearest one.
    • Stalkers can cloak with the jet key. Cloaking makes them completely invisible, but taking damage or being hit with a flashlight beam will make the cloaking much less effective for a short time. You cannot cloak within a certain amount of time after taking or dealing damage.
    • Being stunned or attacking by any means (except while using the Shadow Knife) will uncloak a stalker completely.
    • Humans equipped with the pistol can use the Flashlight to reveal cloaked stalkers near the beam. The Flashlight is activated with the light key. Flashlight use will drain energy, which recharges slowly for the human team.
    • You can change your equipped items with the /setloadout <item> command. Additional items can be unlocked by purchasing them with achievement points.
    • Most short-range weapons (and Stalker magic) use a conal raycast system, meaning you only need to be aiming within a certain number of degrees to hit something. This is 30 degrees for most weapons.
    • Most items (notably excluding the Humans' Taser and Stalkers' curses) will only trigger their cooldown if they hit something.
    • Knives are invisible while cloaked. Readying a spell is completely visible while cloaked.
    • The /alarm emote will alert nearby teammates that you need assistance, as well as informing them of your approximate location.
    • The curses are meant as area denial weapons. None of them are worth using against one target, and they have a minimum range. They are most effective against large, slow-moving groups and extremely effective when multiple stalkers "layer" the same curse.
    • You can view the items with the /viewstore <section> command. The items can be bought with the /buy <item> command. Items are bought with achievement points.

    11
    Modification Help / Craftsmen Medieval RPG
    « on: August 08, 2010, 10:04:10 PM »
    Remember the Craftsmen's Medieval RP we had going last winter? We've started working on it again. We're making a new map and we've decided to make it an actual RPG since it was halfway there already. As such, we have planned a dungeon for its new map as well as a mining/smithing/armor system.

    If you would like to suggest anything that could be added/changed/removed to improve the RP, please do.

    I plan to add more stuff to this post later including some sort of guide.

    Features:
    No grinding for EXP or levels - there are no levels.
    Chat system based on RPchat.
    Alignment system: Be good or evil.
    Race system featuring several unique races (however, a player can use a race in place of another; for example I have a character that's a zombie and I use the vampire race.):
    • Humans: Don't excel at anything but aren't bad at anything either. No damage reductions or additions
    • Ghosts: Transparent spirits cursed to wonder the world. Due to their non-physical form, they take and deal no damage from/with melee weapons. They can use magic but also take heavy damage from it, especially light magic.
    • Vampires: Excel with stabbing weapons but deal less damage with blunt weapons. They are weak against magic, especially light magic.
    • Giants: Excel with heavy, blunt weapons, but almost completely unable to use ranged or magic weapons. Giants are very dangerous as they are not weak to magic and are very hard to take down with melee weapons.
    • Elves: Excel with ranged weapons but not good at magic. Elves are not particularly weak to any weapons.
    • Demons: Demons are similar to giants but are capable of using magic well. However, they are also highly vulnerable to light magic.
    • Gnomes: Gnomes are rather frail, but are known for excelling at the use of powerful magic. Don't underestimate a gnome just because they're small.
    • Dwarves: Dwarves aren't much larger than gnomes, and are excellent miners. They do well with blunt weapons.
    • Various AI monsters that respond differently depending on the player's alignment and drop money and weapons.
    • Bounty system - bounties are placed on murderers if a witness reports a murder.
    • Armor system - Use found armor items to enhance your character.
    • Weapon upgrade system - Unique weapons, combination damage types, upgrades and special attacks.

    Full list of server commands:
    each word with a % before it is an argument entered after the command.

    /SetName %first, %last, %nick
     - Sets your name, in the format First Last
     - If you enter an optional third argument it'll be First Last the nick

    /SetRace %race
     - Sets the race of your character.

    /EquipmentStats
     - Gives information about your defensive and offensive stats.

    /CheckConscience
     - Tells you your alignment status.
    /CheckGood
     - Same as /checkconscience
    /CheckEvil
     - Same as /checkconscience

    /SetBounty %target, %amount, %moneyType
     - Sets a bounty on the target of amount of moneytype (copper, silver, or gold) (admin only).

    /Chatinfo
     - Help command regarding how to use the chat.

    /GetRPName %name
     - Gets the RP name of a user.

    /GetRealName %name
     - Gets the username of a user.

    /WhoIsThat
     - Gets the username and RP name of the closest player to you.

    /RPsave
     - Manually saves RP data (admin only).

    /ResetFile
     - Resets your current file back to a nameless human with 50 silver and copper.

    /UseFile %number
     - Allows you to switch between 3 different files, each with their own character, race, alignment, etc

    /GrantPermit %target
     - Grants the target a building permit. Can use the user's real or RP name (admin only).

    /RevokePermit %target
     - Revokes the target's building permit (admin only).

    /CheckInventory %item
     - If no argument is entered, your inventory will be listed.
     - If a numerical argument is entered, the item in the inventory space corresponding to the entered number will be listed.
     - If an item name is entered, the number of and first slot of that item in your inventory will be listed.

    /Drop %item
     - Drops the specified item. Can use a slot number or a name.

    /Equip %item
     - Equips the specified item. Can use a slot number or a name.

    /GrantMoney %target, %amt, %moneytype
     - Grants money to the target. (admin only)

    /FineMoney %target, %amt, %moneytype
     - Fines money from a target. (admin only)

    /GiveMoney %target, %amt, %moneytype
     - Transfers money to the target. Can use the username or RP name of a player.
     - Example: /givemoney amade 10 silver

    /CheckMoney
     - Lists the amount of money the player has.

    12
    Drama / BL ID 22209
    « on: June 23, 2010, 04:38:48 PM »
    http://forum.returntoblockland.com/list.php?cmd=view&id=22209

    I confronted him on the IRC and he refused to give my name back. He's hosting some dumb server that isn't responding

    If you must know why my name isn't Amade at the moment, I was messing around on a server that was banning Craftsmen on sight (Wizzeh!! /glare), using the name Quetzacoatl, which I will continue using until this idiot changes his name.

    A couple of prime examples of his intelligent names:
    U.S.A Army Soilder
    Hotest boy
    Captian Pirate
    mr. block slides
    t4h d00d
    Army genoral
    Master halo Chief
    CopyBot

    13
    Modification Help / Detecting Corpses (with a raycast)
    « on: June 13, 2010, 10:33:52 PM »
    I need to be able detect the body of a dead player with a raycast. I've tried using $Typemasks::CorpseObjectType and $Typemasks::PlayerObjectType but neither of these seem to detect any corpses. Is there any way to do this?

    14
    Help / Blockland will not open
    « on: March 20, 2010, 02:34:50 AM »
    I can't open Blockland anymore. I just installed Windows 7. The error message I receive says that my display drivers are out of date / cannot be found. I attempted to update them but evidently they're current. Here's the console.log file produced:
    Code: [Select]
    //-------------------------- 3/19/2010 -- 19:18:10 -----
    Processor Init:
       Intel Pentium III, ~2.20 Ghz
         (timed at roughly 2.21 Ghz)
       FPU detected
       MMX detected
       SSE detected
     
    Math Init:
       Installing Standard C extensions
       Installing Assembly extensions
       Installing FPU extensions
       Installing MMX extensions
       Installing SSE extensions
     
    Input Init:
       DirectInput enabled.

    Blockland v14
    Module Directory: C:/Program Files (x86)/Blockland

    --------- Parsing Arguments ---------
    Parsing command line arguments:
    --------- Loading Common ---------
    Loading compiled script base/main.cs.
    Loading compiled script base/client/defaults.cs.
    Loading compiled script base/server/defaults.cs.
    Could not load this GL function: glGetString
    Could not load this GL function: glGetString
    --------- Loading MODS ---------


    --------- Initializing Base ---------
    Loading compiled script base/client/init.cs.
    Loading compiled script base/server/init.cs.
    Loading compiled script base/client/canvas.cs.
    Loading compiled script base/client/audio.cs.

    --------- Initializing Base: Server --------------
    Loading compiled script base/server/mainServer.cs.
    Loading compiled script base/server/scripts/game.cs.

    --------- Initializing Base: Client --------------
    Loading compiled script base/client/message.cs.
    Loading compiled script base/client/mission.cs.
    Loading compiled script base/client/missionDownload.cs.
    Loading compiled script base/client/actionMap.cs.
    Video Init:
       Accelerated OpenGL display device not detected.
       Voodoo 2 display device not detected.

    15
    Help / Can't connect to servers (Cannot verify BL ID)
    « on: March 13, 2010, 02:00:44 PM »
    I am unable to join any servers. Any attempts to connect result in a message box saying "The server could not verify your BL ID." I authenticate just fine, my name's at the bottom of the screen like it should be.

    Pages: [1] 2 3 4