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Messages - Amade

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91
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

92
Clan Discussion / Re: The Craftsmen: Revenge of the Melvics
« on: August 26, 2015, 10:38:25 PM »
i should probably recruit some more people

93
Add-Ons / Re: Cube Gore
« on: August 25, 2015, 01:56:25 PM »
but why would a plastic figure bleed
but why would a plastic figure move on its own

94
Environment Files / Re: RedSorceress Skyboxes (v0.4)
« on: August 23, 2015, 11:11:04 AM »
can we not

95
Modification Help / Re: Reverie Fort Wars (New poll: First tribes!)
« on: August 22, 2015, 10:46:00 AM »
Shocked to see the Faeborn leading in the poll! Speaking of the poll, I'm simply going to have the winner of the poll become one of the two tribes, then hold a second one with the winner removed, and the winner of the second poll will become the second tribe. So there's no need to worry about second choices, just vote for your favorite.

Holy stuff, development is back! Woo!
Don't hold your breath for a server, though. I want to get a lot of stuff done before I host it again. I'm a filthy liar and I'm putting up a server to check how well the brick menu is working.

96
Modification Help / Re: Reverie Fort Wars (Poll! Please vote!)
« on: August 21, 2015, 09:59:36 PM »
been playing too much heroes of the storm and path of exile
abathur is the best hero

Anyway, I'm going to bump this so that I can have some accountability to not drop the project again. Here are the things I'm working on getting implemented:

Tribes: There will be two tribes at a time, and after some victory condition triggering an apocalypse, one tribe will be declared the victor, the world will fall apart, and the server will restart with two randomly-selected tribes. As development continues, more tribes will be added, but to make things simple I'm only going to create two tribes to start with. The following are the tribes that I have created:
  • Malka: The blood cult. They gain religious favor by sacrificing blood to their god, Shessim, or killing enemy tribesmen with sanguite weapons. Their god grants them a 10% damage bonus with sanguite weapons and can allow them to transform themselves into or summon a mighty blood titan. Other tribes fear their ability to regenerate themselves by drinking the blood of their foes.
  • Prelkan: The flesh cult. They gain religious favor by sacrificing flesh to their god, an entity they call the Fabric. Their strange god grants them massively increased natural regeneration and the ability to summon the horrors that inhabit the flesh biomes. It is said that they feast upon the flesh of their foes before a battle to make themselves more bloodthirsty.
  • Kazezi: The lightweavers. Their god, Naramata, granted them the sacred art of crafting synthetic metals from light. As such, they have perfected this art to a greater degree than have the other tribes, making their synthetic metal equipment 10% more effective. It is by crafting these synthetic metals and by killing enemy tribesmen with arms created from these metals that they offer tribute to their god.
  • Faeborn: The inhabitants of the forests. They worship the faeries, dryads, and other woodland spirits. They have mastered the art of building and crafting with wood, and can even find faerie dust hiding in the nooks and crannies of trees where those of other tribes would not think to look. The faeries grant them magics that make them incredibly elusive.
  • Sarti: The inhabitants of the deserts. They worship the shadowy darkin, a race of malicious shapeshifters. The Sarti offer tribute to their overlords by wreaking death and destruction upon enemy tribes. In exchange, the darkin have taught the Sarti how to use daggers with increased effectiveness and even the secrets of nigh-invisibility.
  • Eristia: The inhabitants of the deeps. They worship kobolds and other earth spirits. They have perfected the art of crafting surtra, and consider their work with it tribute to their gods. The underground fortresses of the Eristia are legendary for the difficulty involved in finding them, and rumors say that Eristians use illusory magic to conceal the locations of their homes.
  • Munaa: The fire cult. They worship the giants, the fiery inhabitants of mountainous and volcanic regions, and believe obsidian to be a sacred element. They offer tribute to their gods by mining obsidian and killing their foes with obsidian weapons. The Munaa are feared for their potent fire magic and command of the giants.
  • Mediir: The bone cult. They worship Rimuto, lord of bones and the dead. By crafting and killing their foes with calcite, they honor Rimuto. The Mediiri sometimes even use weapons made from the very bones of their foes. Their god grants them significantly stronger bone and calcite equipment, as well as the ability to summon the undead.

An as-yet-unanswered question: how does a tribe win the war?

In addressing player concerns about the usability of the slash commands to manipulate their inventories, I have been working on a menu that requires no client-sided add-ons. It utilizes the brick movement commands to create what is, at least in my experience, a very natural-feeling menu. It works so well that I'm shocked that it's not been done before, to my knowledge.

And of course, enemies.

97
Modification Help / Re: Work for ARES! Get Paid!
« on: July 15, 2015, 08:31:21 PM »
bug me on IRC if you need some scripting

98
I believe I have done this wrong since it not showing up in-game. I did exactly as you have instructed yet it does not show up, is there a reason for this?
What exactly did you do?

99
So I just insert this into the server.cs file?
Yes, put this in a new server.cs file and add a description.txt (you don't need to put anything in the description.txt) and put both of those files into a folder called Script_NewBrickCount in your add-ons folder. You can zip this folder, but it's not necessary. After that, you will be able to select Script_NewBrickCount as an add-on.

100
Modification Help / Re: Reverie Fort Wars (Poll! Please vote!)
« on: July 12, 2015, 05:15:46 PM »
When will the server be up again? I haven't seen it in a while.
been playing too much heroes of the storm and path of exile

101
Modification Help / Re: Item Variable Persistence?
« on: July 09, 2015, 09:22:38 PM »
This doesn't happen, any variables applied before the items are picked up are effectively erased because they're technically different objects I assume (being re-created when dropped from inventory?).
This is correct.

To do this you would need to package serverCmdDropTool(%client, %slot) for item drops. Unfortunately, the only way to find the dropped item that I know of is with a radius search because the function has a superfluous return value (the player's currently mounted image). While this is rather hamfisted, it works. You would also package armor::onCollision(%this, %obj, %col, %fade, %pos, %normal) for item pickups. From there it's just a matter of storing the variables you want to preserve on the player when an item is picked up and transferring them to an item when it is dropped.

102
Environment Files / Re: RedSorceress Skyboxes (v0.3)
« on: July 09, 2015, 09:00:05 PM »
Just added the Alien, Bleached, Blood Sport, Checkered, Dark Land, Desert 3, Devil Punch, Emerald Fog, Entropic, Plague, Rapture, and Red Day skyboxes.

103
Modification Help / Re: Reverie Fort Wars (Poll! Please vote!)
« on: July 06, 2015, 05:28:25 PM »
itd be neat to see how restrictive gods can be on the player

based off of how you described darklins, seems like they fill the roles of an assassin

restrictions could involve:

unable to wear armor
not using a dagger imposes penalties
less health

kinda imposes a balance to worshipping a god
Tribes and enemies need to be finished before religion can be added, so it will be a while.

So far we haven't really considered drawbacks to following a religion, but I don't think they're necessary. You already need to complete tasks in order to gain favor (and bonuses).

It's looking like the poll is slipping towards being in favor of the implementation of daggers. I'll get the coding done and put them in as soon as I get my hands on some models.

104
Suggestions & Requests / Re: Bot variables?
« on: July 06, 2015, 05:24:08 PM »
registerSpecialVar(fxDTSbrick,"botHP","%this.hBot.dataBlock.maxDamage - %this.hBot.getDamageLevel()");
registerSpecialVar(fxDTSbrick,"botMAXHP","%this.hBot.dataBlock");
registerSpecialVar(fxDTSbrick,"botDB","%this.hBot.dataBlock");
registerSpecialVar(fxDTSbrick,"botName","%this.hBot.hName");
registerSpecialVar(fxDTSbrick,"botWeapon","%this.hBot.hWeapon");

these aren't tested, so they can give console errors if the bot doesn't exist

1. accessing datablocks directly throws a syntax error iirc, getDatablock() is preferable
2. you forgot the .maxDamage on the second line

105
Modification Help / Re: Strings
« on: July 06, 2015, 01:06:29 PM »
There seems to be a bit of an obsession with efficiency lately, which is very strange... Unless your inventory management methods are going to be called hundreds or thousands of times per second, it is highly unlikely that there will be any noticeable return on time spent optimizing your code. If efficiency was as important as some people think, high-level languages such as Python would never flourish, and everyone would program in assembly. However, programming in Python is quick, and programming in assembly is slow and tedious. The difference in execution time, 9999 times out of 10,000, is not worth the difference in programming time.

tl;dr: The time you spend worrying about efficiency would be better spent coding

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