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Messages - mrwallace888

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76
Suggestions & Requests / Set default Environment settings mod.
« on: March 30, 2021, 07:54:40 PM »
A simple mod where when you set the ground, sky, and water to certain things, or fiddle with things in the Advanced tab (like light color or sun position), when you're done, you can click a button that saves it as the Default, and next time you rehost your server (or restart your Singleplayer game), when you load in your Environment stuff will be reset to what you've saved it to.

77
Man I always love how clean your cars look. Imagine if Blockland had reflections, and you could show off the car's shiny new coat of paint.

Though now I'm wondering... what if we got beater variants of cars? Rusted, steel wheels, much slower, probably smoke from the exhaust...

78
Help / Re: Authentication FAILED: Invalid Steam Ticket
« on: March 14, 2021, 03:00:56 PM »
I was confused because I played other games and they could join servers just fine.

79
Help / Re: Authentication FAILED: Invalid Steam Ticket
« on: March 11, 2021, 02:33:29 PM »
Maybe their servers were down?

80
Help / Authentication FAILED: Invalid Steam Ticket
« on: March 10, 2021, 09:00:45 PM »
I was playing this yesterday with no problems. It gives me this error at the bottom every time I boot up the game. What the forget changed?

I've rebooted the computer, restarted Steam, restarted the game, verified game cache, etc. Error persists.

How do I fix this? Google states that there are no cases of this so this probably means I might be the first person to achieve this issue.

81
Suggestions & Requests / Re: Support_GaugeClusters concept
« on: March 10, 2021, 08:37:26 AM »
Jesus.

82
General Discussion / Download server's add-ons for your own use?
« on: March 09, 2021, 09:59:50 PM »
Is there any way to do this? It'd mostly make the most sense for events and brick add-ons. It sucks loading a save and like half the stuff doesn't even spawn in because you don't have it, or the events don't work.

83
Yeah neither could I.

85
Suggestions & Requests / Minecraft's "copy block" system.
« on: March 07, 2021, 01:20:35 AM »
There's a thing in MC, middle-click, I think, where it adds the block you're looking at to your inventory.

Could be useful for Blockland, most definitely. Also one where it copies the color you're looking at.

86
Gallery / Re: City of Corryton
« on: March 06, 2021, 08:21:02 PM »
Does Blockland support the use of Normal Maps? It'd probably help with the plastic-y look of everything.

87
Suggestions & Requests / Support_GaugeClusters concept
« on: March 06, 2021, 06:18:32 PM »
Well, we've achieved engine sounds with gears. But now I thought of something else.

Gauges?

So, I know we've got a car or two that actually already have working speedos, there's Teneksi's Crown Vic, and I think that one guy's Amarok also had it (don't remember). The thing though was that only the speedometer would work, and it was also functional with only fixed positions that it snapped to on the gauge based on wheel speed.

So here's what I'm wondering. Is it possible to add dynamic gauges? Like let's say we took Filipe's Tutto. The tachometer and speedometer would have their own animations from 0 to max (idle to redline for the tachometer, and 0 to whatever the top speed is for the speedometer), and the wheelspeed/gearing would move them dynamically rather than just with fixed positions. This could probably just be included with the car in itself without the need of a support mod, like how the Tutto has shift animations.

For the tachometer, my assumption is that that would be configured the same way as sounds are configured with Support_EngineSounds, like it switches gears at defined wheelspeeds (let's say a five-speed car would have wheelspeeds configured at "0 20 40 60 80" just for simplicity's sake).

In the configuration of the car's engine sounds and tachometer, max pitch would define the pitch of the engine sound when the tachometer is at redline. Let's say I have a max pitch of 1.0, and the gears are switched at pitches less than that. In this regard, gears that shift at a pitch of 1.0 will shift at redline, gears that shift below 1.0 will shift before they hit redline.

Speedometer could be configured by the car, easily. Because that's just wheel speed and that's all you'll really need to configure.

If you're wondering how the animation stuff will work, I have an idea. In Grand Theft Auto V, driving animations, when played back, show the player model turning all the way from the left to all the way to the right, and that's it. So my assumption is that the way they do it is that the playback marker is in the center of the animation's timeline, when you're not turning in either direction. Then it'll scrub the timeline left or right depending on how much you turn and in which direction (i.e. turning left scrubs the timeline left, turning right scrubs the timeline right).

It would be the same in this regard. The tachometer and speedometer's timelines show them going from min to max, and then the timeline is scrubbed to the right when accelerating or scrubbed to the left when decelerating. For the tachometer, it scrubs to the right when accelerating then goes to the next gear and scrubs back to the left.

I know this is hella complicated, but I'm proposing an idea and setting a foundation of some kind. For all I know I could be saying bullstuff, and I probably am. :P

88
Kewl.

For the Challenger, what is its brand going to be? Do we have a fictional Dodge, yet? I can do a quick logo design or something for one if needed.

89
Help / Anyone have Akiharu Touge?
« on: March 05, 2021, 04:01:13 PM »
The download link to the save file is long gone. Anybody else have it? Did anyone work on it some themselves and improve on it?

90
Gallery / Re: City of Corryton
« on: March 05, 2021, 04:00:00 PM »
Quote from: SwiftHyena2593
At this point I might as well make a seperate thread in Modification Help for this stuff.

Probably should.

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