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Messages - mrwallace888

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16
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.

17
Something that always kind of bugged me about steering animations with all vehicles both old and new is the linearity. The steering animation slows down near the center and speeds up near the ends. Physical steering/handling is 1:1 linear, but since I often drive in first person, the non-linear steering wheel animations always throw me off.

Is this something that has to be fixed per vehicle?

18
Modification Help / Re: Bricks and rain collision.
« on: June 29, 2022, 06:38:19 AM »
Well I always pretty much host my own server or play Singleplayer anyways.

One of the things that bothered me though was every time I hosted in the past and had like a handful of people on the server. Soon as I turn on rain EVERYONE gets kicked because of invalid packets.

19
Suggestions & Requests / Support_Garage Presets
« on: June 28, 2022, 09:09:59 PM »
Just the ability to save and load vehicle presets for vehicles that use Support_Garage.

20
Note to self. Making the Vitesse Ettor SS go over 260 Miles Per Hour was both the best and worst mistake of my life. It's hella fun though.

Cars in this game typically have a max speed limit of 200 BPS or exactly 155 MPH. The Ettor doesn't even reach 155 MPH. However, decreasing a vehicle's mass allows you to go even faster than that. So I thought I'd forget around with some cars and give them their real-life top speeds.

It's uhhh... pretty intense. After driving around at some fast speeds, going back to the average speeds most cars drive at in Blockland feels so sluggish lol.

21
Oof.

Well why haven't Filipe and NightHawk and stuff used linear?

22
Modification Help / Re: Bricks and rain collision.
« on: June 27, 2022, 08:00:54 AM »
How would performance be handled if you tried to do something like disabling rain blockers on the fly? Like you can set a configurable radius around the player where after so far out it disables rain blockers.

23
Modification Help / Re: Possible for cars to go faster than 200 BPS?
« on: June 27, 2022, 07:43:57 AM »
Ah, okay. Yeah I guess it is mass. I was loving with NightHawk's vehicle console editor thing and forgot to respawn my vehicles after changing mass.

So if 200 TUPS is the hard-coded maximum, that means that the fastest achievable land speed is equivalent to 400 BPS, or exactly 310 MPH. forget, that's fast.

So when we decrease mass, what can we do to keep the car feeling heavy or driving stable? Or is that the only thing we can do?

24
Is there a way to manually adjust the animation, then? Whether through some kind of text file, an editor, whatever?

25
Modification Help / Re: Possible for cars to go faster than 200 BPS?
« on: June 26, 2022, 07:06:51 PM »
I use a speedometer mod that measures in it. Looking at the code, from what I understand it’s essentially getting the player’s velocity value and multiplying it by two. I also have another speedometer mod that measures in several different units of your choosing, including TPS, BPS, MPH, and KMH.

So the maximum speed achievable by default is 200 BPS, which is 100 TPS, pretty much exactly 155 MPH, and just a little under 250 KMH.

Whatever your car’s maxWheelSpeed is set to, as well as any other speed-related parameter (like the gear shift speeds for the engine sound configuration), is half of BPS. But setting the maxWheelSpeed value higher than 100 provides no difference to handling, it just makes the car accelerate faster and then peak at 200 BPS.

26
Modification Help / Re: Possible for cars to go faster than 200 BPS?
« on: June 26, 2022, 03:33:13 PM »
Yes https://forum.blockland.us/index.php?topic=319255.0
That’s what I was looking at but I don’t understand how they did it. Changing mass does not affect max speed at all, it still only tops cars out at 200.

27
Something I found strange about Blockland vehicles is steering animations, or rather their linearity. While steering controls in Blockland are linear, the player and steering wheel animations aren’t. Steering animations slow down drastically towards the center, and sometimes it tends to throw me off when driving at times, also sometimes leading to overcorrection in steering when driving in first person. I was wondering if this was something that could be changeable, so that I could make it 1:1 or more linear to match the actual steering.

I was also wondering if it was possible to do gear shift sounds to pair with Support_EngineSounds. Would make things sound a tiny bit better, or if you want to play a turbo BOV every time you shift depending on the vehicle. It’s probably already possible through code (where you just tell it so that when different speed values are reached it triggers it (with the speed values matching the gear speed values in the ES config), as well as adding a delay so that gear shift sounds can’t overlap each other, and also defining what sound file is used from the preloaded audio database that gets played and what audio channel it’s on) by editing the vehicle data file, but I don’t know a whole lot about programming to do something like that myself, and if someone could figure it out it’d be much appreciated.

Speaking of which, how many audio channels can entities have maximum? Like 3?

28
Modification Help / Re: Possible for cars to go faster than 200 BPS?
« on: June 25, 2022, 09:43:04 AM »
I'm referring to whatever the double of
Code: [Select]
maxWheelSpeed is. Cars can only go up to 200 BPS. How do you make them faster? Is there any way to increase the limit? Especially because I've seen cars like the Audi TT and Fishtail Racer R get up to almost 400 BPS. How do you achieve faster speeds?

29
Modification Help / Re: Bricks and rain collision.
« on: June 24, 2022, 11:46:43 PM »
There appears to be performance impacts according to people, though.

30
Modification Help / Bricks and rain collision.
« on: June 24, 2022, 10:22:44 PM »
Always found it strange how Zonebricks can block raindrops but regular bricks can't. But I don't want to put Zonebricks on everything in my maps that shouldn't have rain on them.

Is there any way we could have something that makes bricks automatically block rain?

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