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Topics - _OXBADCODE#

Pages: 1 2 3 [4] 5 6 7 8
46
General Discussion / How much hours played do you have in Blockland?
« on: February 17, 2017, 10:54:20 AM »
/title
I got 7230 hours played

47
Help / blockland keeps crashing for no reason
« on: January 07, 2017, 12:54:02 PM »
Code: [Select]
//-------------------------- 1/7/2017 -- 19:40:14 -----
Processor Init:
   Intel Core, ~2.60 Ghz
     (timed at roughly 2.59 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 v21 build 1986
Module Directory: C:/Users/PIOTRLAPTOP/Documents/Blockland
Profile Path: C:/Users/PIOTRLAPTOP/Documents/Blockland
Total Ram: 16267 MB
OS:  (build 9200), 64-bit

--------- Parsing Arguments ---------
argc = 2
Parsing command line arguments:
setModPaths: invalid mod path directory name: 'config'
--------- Loading Common ---------
setModPaths: invalid mod path directory name: 'config'
Loading compiled script base/main.cs.
Loading compiled script base/client/defaults.cs.
Loading compiled script base/server/defaults.cs.
Loading compiled script base/server/defaultAddOnList.cs.
Loading compiled script base/server/defaultMusicList.cs.
--------- 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 ---------------------
Initializing steamAPI...
  SteamAPI initialization failed.
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 detected.
Activating the OpenGL display device...
Activating the OpenGL display device... (NEW)
OpenGLDevice::setScreenMode 800 600 32 60 0
  safeModeOn      = 1
  fixedFrame size = 3
  caption size    = 23
  maxWindowWidth  = 1273
  maxWindowHeight = 690
Setting screen mode to 800x600x32@60hz (w)...
  winState.hGLRC does not exist
  winState.appDC does not exist
  winState.appWindow does not exist
Creating a new window...
  moving window
Window reactivating...
Acquiring a new device context...
quick reminder this is a key version of blockland

48
Add-Ons / THUNDERGUN REMASTERED
« on: November 09, 2016, 02:49:10 AM »
THUNDERGUN REMASTERED

Zombie problem? "Blow" them away into the sky with this new weapon!
It has...
- Updated sounds from the latest call of duty.
- Reused old model and glorious animations on it. Plus minimalistic and basic animations.
- Hands! But only in first person. Thats right, in third person you hold the gun like the default gun. now you people wont have to bitch about the hand lenghts, jk i understand the problem. it looks ugly so i fixed it
- Completely recoded.
- Deals 1000 damage on contact with objects, rocket wind jumping not recomended!
- Functions just like the real call of duty zombies thunder gun. (short range, no spam fire)
- For now it has unlimited ammo but a updated reload version will be released NEVER HAHA I WILL NEVER RELASE IT in about a week or maybe less (internet problems)

Model made by Ghillie (or Aware)
Animations and coding by aebaadcode (_OXBADCODE#)
Sounds from Black Ops 3 Revelations

WEAPON PRESENTATION
https://m.youtube.com/watch?v=xezj7z3ODyU

DOWNLOAD
http://www.mediafire.com/?nhz5lf4vprgh3rp
*dropbox link coming in a sec* dropbox broke for some reason

PICTURES


49
Help / what is http://www.ephialtes.co.uk/
« on: October 29, 2016, 11:57:46 AM »
today i opened blockland from steam, it said launching blockland
it was a 5 seconds wait, after that the game didnt open
but a page on chrome that was http://www.ephialtes.co.uk/
i dont understand what is this
i cant open blockland now

50
Gallery / RTBREMAKE - Thunder Gun
« on: October 28, 2016, 08:43:51 PM »
THUNDER GUN
remake


I still remember the day when I got the thunder gun mod.
It was so cool, well at least on the screenshots.
Oh boy it was a huge disappointment when it turned out the gun had diffrent functionality than the real Call of Duty one.
A few years passed and i decided to give it a shot and remake it to be more like the original.


Model made by Ghille or Aware (not sure)
Recoded by aebaadcode (_OXBADCODE#)
Animated by aebaadcode (_OXBADCODE#)

https://www.youtube.com/watch?v=xezj7z3ODyU&feature=youtu.be

51
Faces, Decals, Prints / SOMEMONG print
« on: October 19, 2016, 01:03:00 PM »

52
Gallery / splattershot paint gun
« on: October 12, 2016, 04:07:01 PM »
for once i decided to do something actually cool and not complete cancer
i made a splattershot, a automatic pump action water gun that doesnt actually shoot water
it shoots orange paint

53
Suggestions & Requests / THIS HAS BEEN MOVED TO GALERY
« on: October 12, 2016, 04:02:10 PM »
THIS HAS BEEN MOVED TO GALERY

55
Modification Help / everytime i fire the weapon my game crashes
« on: September 02, 2016, 04:34:27 PM »
/title
Code: [Select]
datablock DebrisData(popcornsmallDebris)
{
shapeFile = "./POPCORNSMALL.dts";
lifetime = 2.0;
minSpinSpeed = -500.0;
maxSpinSpeed = 400.0;
elasticity = 0.5;
friction = 0.05;
numBounces = 5;
staticOnMaxBounce = false;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};

datablock ExplosionData(popcornsmallExplosion)
{

   debris = popcornsmallDebris;
   debrisNum = 6;
   debrisNumVariance = 0;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 0;
   debrisThetaMax = 180;
   debrisVelocity = 10;
   debrisVelocityVariance = 10;
   lifeTimeMS = 250;

   //particleEmitter = RagingBullExplosionChunkEmitter;
   //particleDensity = 5;
   //particleRadius = 0.2;
   
   //emitter[0] = RagingBullExplosionChunkEmitter;
   //emitter[1] = RagingBullExplosionChunkEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = true;
   camShakeFreq = "5.0 6.0 5.0";
   camShakeAmp = "2.0 6.0 1.0";
   camShakeDuration = 0.5;
   camShakeRadius = 3.0;

   // Dynamic light
   lightStartRadius = 10;
   lightEndRadius = 1;
   lightStartColor = "0.5 0.5 0 1";
   lightEndColor = "0.3 0.1 0.0 1";

   damageRadius = 0;
   radiusDamage = 0;

   impulseRadius = 0;
   impulseForce = 0;
};

AddDamageType("assaultrifle",   '<bitmap:add-ons/Weapon_assault_rifle/CI_assaultriflenew> %1',    '%2 <bitmap:add-ons/Weapon_assault_rifle/CI_assaultriflenew> %1',0.2,1);
datablock ProjectileData(shotgun2Projectile)
{
   projectileShapeName = "./POPCORN.dts";
   directDamage        = 999;
   directDamageType    = $DamageType::Shotgun;
   radiusDamageType    = $DamageType::Shotgun;

   brickExplosionRadius = 0.2;
   brickExplosionImpact = true;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 15;
   brickExplosionMaxVolume = 20;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 30;  //max volume of bricks that we can destroy if they aren't connected to the ground

   impactImpulse      = 1200;
   verticalImpulse     = 1000;
   explosion           = popcornsmallExplosion;

   muzzleVelocity      = 75;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 4000;
   fadeDelay           = 3500;
   bounceElasticity    = 0.5;
   bounceFriction      = 0.20;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
};


//////////
// item //
//////////
datablock ItemData(assaultrifleItem)
{
category = "Weapon";  // Mission editor category
className = "Weapon"; // For inventory system

// Basic Item Properties
shapeFile = "./POPCORNAUTO.dts";
rotate = false;
mass = 1;
density = 0.2;
elasticity = 0.2;
friction = 0.6;
emap = true;

//gui stuff
uiName = "keem automatic";
iconName = "./icon_assaultriflenew";
doColorShift = true;
colorShiftColor = "1 1 1 1.000";

// Dynamic properties defined by the scripts
image = assaultrifleImage;
canDrop = true;
};

////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData(assaultrifleImage)
{
   // Basic Item properties
   shapeFile = "./POPCORNAUTO.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0 0";
   eyeOffset = 0; //"0.7 1.2 -0.5";
   rotation = eulerToMatrix( "0 0 0" );

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = true;

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = assaultrifleItem;
   ammo = " ";
   projectile = shotgun2Projectile;
   projectileType = Projectile;

casing = gunShellDebris;
shellExitDir        = "2.0 -1.3 1.0";
shellExitOffset     = "0 0 0";
shellExitVariance   = 15.0;
shellVelocity       = 7.0;

   //melee particles shoot from eye node for consistancy
   melee = false;
   //raise your arm up or not
   armReady = true;

   doColorShift = true;
   colorShiftColor = assaultrifleItem.colorShiftColor;//"0.400 0.196 0 1.000";

   //casing = " ";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.
// Initial start up state
stateName[0]                     = "Activate";
stateTimeoutValue[0]             = 0.1;
stateTransitionOnTimeout[0]       = "Ready";

stateSound[0] = activateSound;

stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateAllowImageChange[1]         = true;

stateSequence[1] = "Ready";

stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "smoke";
stateTimeoutValue[2]            = 0.000;
stateFire[2]                    = true;
stateAllowImageChange[2]        = false;
stateSequence[2]                = "Fire";
stateScript[2]                  = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = gunFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEjectShell[2]          = true;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = gunshot1Sound;
   stateSequence[2]                = "Fire";
stateEjectShell[2]       = true;





stateName[3] = "Smoke";
stateEmitter[3] = gunSmokeEmitter;
stateEmitterTime[3] = 0;
stateEmitterNode[3] = "muzzleNode";
stateTimeoutValue[3]            = 0.0;
        stateTransitionOnTimeout[3]     = "Reload";



stateName[4] = "Reload";
stateAllowImageChange[4]        = false;
stateTimeoutValue[4]            = 0.000;
stateWaitForTimeout[4] = true;
stateTransitionOnTimeout[4]     = "Check";
//stateTransitionOnTriggerUp[4]     = "Ready";


stateName[5] = "Check";
stateTransitionOnTriggerUp[5] = "StopFire";
stateTransitionOnTriggerDown[5] = "Ready";

stateName[6]                    = "StopFire";
stateTransitionOnTimeout[6]     = "Ready";
stateTimeoutValue[6]            = 0.01;
stateAllowImageChange[6]        = false;
stateWaitForTimeout[6]     = true;

stateScript[6]                  = "onStopFire";
};

function assaultrifleImage::onFire(%this,%obj,%slot)
{
if((%obj.lastFireTime+%this.minShotTime) > getSimTime())
return;
%obj.lastFireTime = getSimTime();

%projectile = %this.projectile;
%spread = 0.050;
%shellcount = 1;

for(%shell=0; %shell<%shellcount; %shell++)
{
%vector = %obj.getMuzzleVector(%slot);
%objectVelocity = %obj.getVelocity();
%vector1 = VectorScale(%vector, %projectile.muzzleVelocity);
%vector2 = VectorScale(%objectVelocity, %projectile.velInheritFactor);
%velocity = VectorAdd(%vector1,%vector2);
%x = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%y = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%z = (getRandom() - 0.5) * 10 * 3.1415926 * %spread;
%mat = MatrixCreateFromEuler(%x @ " " @ %y @ " " @ %z);
%velocity = MatrixMulVector(%mat, %velocity);

%p = new (%this.projectileType)()
{
dataBlock = %projectile;
initialVelocity = %velocity;
initialPosition = %obj.getMuzzlePoint(%slot);
sourceObject = %obj;
sourceSlot = %slot;
client = %obj.client;
};
MissionCleanup.add(%p);
}
return %p;
}

56
Modification Help / mounting images to certain body parts (nodes)
« on: August 31, 2016, 08:30:37 PM »
Code: [Select]
%client.player.mountImage(FOStormtrooperBodyImage, 2);how can i make it so this image it attached to right hand node
also if you could, please tell me what do i need to change in the code to make it work on other body parts

57
Suggestions & Requests / saving events like brick sets
« on: August 30, 2016, 10:11:53 AM »
/title
i had this mod but now i cannot find it anymore
its like favorite brick sets but with events

58
Gallery / new brickitect
« on: August 26, 2016, 10:49:56 AM »
my friend master nikod (BLID:194637) was hiding his map secret for like a year or two and never told me anything about it
finally, he showed me what his map looks like
some of his builds were w.i.p but still look lovey asf
http://imgur.com/a/jXQWE
ha take that brickitect
we got a new bob the builder builder that builds actually good builds

59
Drama / N.E. V. E.C (BLID:201081) and Killer Ender Dragon23 (BLID:IDK)
« on: August 24, 2016, 03:09:15 PM »
First, they are total loving starfish abusers that destroyed my base for no reason and kept kicking me.
Second, take a look at this





Now that you know what type of admin we are dealing with, lets get going.
I made a small base with glowing red bricks and spawned 3 balanced weapons incase someone attacks me.
The rules were very simply, respect admins and don't use unbalanced/op weapons.
Biggest problem on the server was that the host wasn't following those rules at all, he had a op base with over powered weapons that even had a forcefield that forcekilled the player every time a bullet touched it.
N E V E C is one of those people that tell you to forget off if you dont like his server, which as everyone knows. Is the best type of host right? Right?
Everything went downhill when Killer Ender Dragon23 dwanded my base for litteraly no reason at all, and then went on a spawnkilling spree with N E V E C.
I was just pissed at that point, I kept asking the admins why my base was dwanded but they didn't answer.
There was seriously nothing i could do, you can't win against a badmin. 1/3 of the server was telling him that he was abusing but he didn't seem to give a single excuse or say anything at all.
Make sure to ban these people from your server's. Never admin them, both of them just went on a power trip and started breaking their own rules and stuff.
You can say I sound like a crazy person, and that these people are doing nothing wrong. I don't know.
Anyways, here are some lovely screenshots.

http://imgur.com/a/xuvcM

Sorry for the images not being in order but it's late and I need some sleep.

60
Suggestions & Requests / make smm bodies work with bots
« on: August 16, 2016, 03:53:39 PM »
/title

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