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Messages - mrwallace888

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1
Suggestions & Requests / Re: Custom Vehicle Camera?
« on: November 26, 2023, 01:13:11 AM »
As I said you just pressed a binding and it became static. That was it. No menu or values you had to type, nothing. It was just a simple toggle. The only thing I don't remember was if resetting the camera/disabling the static camera was a separate button or the same button.

2
Suggestions & Requests / Re: Custom Vehicle Camera?
« on: November 18, 2023, 10:13:52 PM »
How many times do I have to say it wasn't Chase Cam?

3
Suggestions & Requests / Re: Custom Vehicle Camera?
« on: November 18, 2023, 05:17:50 PM »
When you pressed a key, the camera would freeze in place in its current position, but you could still control the game as normal until you pressed again, but I don't remember if it was the same key or a separate key to disable it.

4
Suggestions & Requests / Re: Custom Vehicle Camera?
« on: November 18, 2023, 07:15:29 AM »
But it wasn't though, it stayed in place.

5
Suggestions & Requests / Re: Custom Vehicle Camera?
« on: November 17, 2023, 03:57:17 PM »
No it was by somebody else. If it's of any help, I think I remember either the author on the forum, or someone who participated in the thread, had a profile picture of a renaissance portrait of some guy. But I could be wrong.

But it was a client-sided add-on that used key bindings you set in the options just like anything else.

6
Suggestions & Requests / Re: Custom Vehicle Camera?
« on: November 15, 2023, 12:51:56 AM »
It wasn't that, it was something else. Might be somewhere on the forum, but I don't remember where. You could bind a key and the camera would stay in its current position until you pressed the key again, or a different key.

7
Suggestions & Requests / Custom Vehicle Camera?
« on: November 11, 2023, 10:26:41 PM »
It'd be neat to have a mod that replaces the vehicle cameras with a custom one for both third and first person. Reacts to forces and rotation and stuff, in third person it's like a chase cam in a racing game. In first person, can "simulate" g-forces or something. Preferably would auto-center when the mouse stops moving after a configurable amount of seconds.

The main thing is the third person aspect of it, to make driving more fun. Would probably be a client mod.

Also, I was looking for a client mod that let you freeze the camera in place that I used to use, while you can still control your blockhead normally, but I can't find it anymore.

8
Modification Help / Trying to convert speed to MPH.
« on: November 09, 2023, 04:38:06 PM »
I've done it before but for some reason I completely forgot how. Trying to convert speed into MPH, using the same formula for mid-air kills, whatever the formula for that was.

Like let's say I'm editing a vehicle stat, and increasing its top speed. What's the formula for converting the value I plug in into MPH?

9
Add-Ons / Re: Blocko Cat
« on: July 11, 2023, 02:36:39 AM »
Crawling animation looks like the Maxwell meme.

10
Suggestions & Requests / Re: Support_EngineSounds improvements
« on: August 12, 2022, 10:21:29 PM »
Hmm... maybe you could split the loop points of a .wav into two files. When the first part ends it just jumps to the other file and does the loop as usual.

11
Suggestions & Requests / Re: Support_EngineSounds improvements
« on: August 03, 2022, 03:24:02 PM »
Aww, sad to see Blockland can't take advantage of .wav loop points.

What about the other things?

12
Suggestions & Requests / Re: Support_EngineSounds improvements
« on: July 31, 2022, 05:48:34 PM »
At the very least, does Blockland support looping .wavs?

13
Suggestions & Requests / Support_EngineSounds improvements
« on: July 29, 2022, 05:54:30 PM »
Gear Shift SoundsAllows the ability to play a gear shift sound each shift. Especially useful if you want to add a BOV sound to a turbocharged car.
Throttle Let-OffThe engine sound quiets down when the forwards button is not pressed, or maybe also when the engine sound is pitching down to the next gear. Or having it switch to a separate deceleration file instead.
Looping .wav SupportThe ability to use looping .wav files if preferred/assigned to the vehicle. If I used Half-Life 2's Jeep as an example, at the start of a sound file it has the car revving into gear, and then once it reaches a certain point, at the end it has loop points for the cruising sound itself. So it'll loop the cruise part but every gear shift it restarts the sound so the "into-gear" part plays, then it reaches the loop point and loops again.

14
Well it's something that applies to every single Blockland vehicle with a steering wheel, including Speedkarts. Which makes me believe it's something done on a global scale all across the game. Which makes me wonder if there's a workaround that way, changing something in the data of the game itself.

15
the animation nonlinearity is most likely a model animation issue - the animator has to use linear interpolation for it to line up perfectly but that's not commonly known. this requirement is also needed for alignment of looking up/down animations for standard players too.

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