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Messages - Kyuande

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16
General Discussion / Re: what is the worst/best default save
« on: August 08, 2020, 12:09:36 PM »
demo house

17
Modification Help / Re: Navmesh / Pathfinding WIP
« on: August 03, 2020, 05:13:52 PM »
This is a very neat project!
 
[img height=300 ]https://3.bp.blogspot.com/-EOowSVy8V-8/VS1t0OHHyHI/AAAAAAAAB7Y/CHpaXqjtXkE/s1600/Untitled.jpg[/img]
For real though, this is some advanced stuff i didn't think Blockland (or Torque for that matter) would be capable of
It's possible for sure, but efficiency is our issue. I see people shift bit numbers around, or use local/global variables. Methods matter! Of course.. DLLs are an option to process calculations faster.
When I was hosting Tower Defense a few months ago I ran into issues, mainly because script object path finding and using more script objects for node locations. This inspires me to fix the pathfinding I had.

I wanted to eventually make a boundary node system where what you plant is where it goes but cannot pass itself, lets say you make a ring and an inner ring so the bots cant use the middle or vise versa

18
Suggestions & Requests / Re: Bot Spawn Range Preferences
« on: August 02, 2020, 07:46:10 PM »
Oops. Looks like I never used the delay time to scan and does it every 5 seconds. I'll put a fix and release onto glass.

19
Modification Help / Re: any clientmodding tutorials?
« on: July 25, 2020, 03:44:03 AM »
if you're really itching for a client project, don't do what i did and jump into uis not knowing what i was doing unless you have experience in BL's ui already
try something simple to understand and avoid using any server commands:
 
Create a simple console bot or a chat bot that only you can see and your commands aren't sent to the server (see below for ideas). I am ignoring other methods in common chat bots.
   - Hint: use newChatHud_AddLine(%stringLine) for adding chats in-game for yourself
          package   void          NMH_Type::send(%chatObj) - used to send what you typed in chat, use this for modding what you send (this is actually how sending a command to the server works via "/")
                    string        %chatObj.getValue() - value of what you typed in chat
                    ?????         %chatObj.setValue(%str) - modify chat typed value
 
Related ideas: making a simple chat bot game that stores memory || sending eval via NMHType::send()

20
i dont think there's a way to fix it on our side for alt tabbing

21
Suggestions & Requests / Re: Proper Leveling System
« on: July 08, 2020, 06:28:55 PM »
no worries just letting you know

22
Suggestions & Requests / Re: Proper Leveling System
« on: July 04, 2020, 11:09:29 PM »
I have pecons level addon. Its pretty easy to modify for this.
Looked through the code, there's a syntax error on line 27. Missing a semicolon.

23
Development / Re: 2020/05/20 - Blockland r2023-r2031
« on: June 21, 2020, 01:05:07 PM »
so since the game isn't supported in macos anymore, that also includes dedicated servers?
you can try to see if wine works on mac to play or host

24
Off Topic / Re: your type of phone
« on: May 24, 2020, 09:15:47 AM »
iphone 8, i don’t like big phones or have the latest n greatest long as it works

25
Drama / Re: Pentester (255908) - Lagging the server
« on: May 17, 2020, 07:21:34 PM »
seems ridiculous to me that people waste their time to ruin this game and wonder why they get banned

26
General Discussion / Re: Hosting ideas?
« on: April 15, 2020, 11:05:35 PM »
when will you release the fort wars addon
https://github.com/Visolator/GameMode_Fortwars - It's complete but I have no idea if it works or not. I'll update it when I can so it runs it's own minigame system. Currently runs on Slayer but I think it's version 3. I say that it's complete because it ran fine when I uploaded it with Slayer. It's at least 3 years old.
Team based fortwars, maybe on a pre-built environment made of public bricks.
I have done this before, was pretty interesting. Link above allows you to have custom 'clans' which basically are teams.
 
I don't host or join merps, they don't have much thrilling in my taste.
Any of the RPGs. Also it's not up there but you hosted Reverie Fort Wars w/ your own additions which was super fun.
Reverie Fort Wars was fun - it had a lot of issues to fix which is why I wasn't able to host it for a while. I can host it sometime and probably add RPG style into it too.
 
something that doesn't require a lot of players because you won't get much
Most servers don't really need many people... If anything like TDMs can just replace them with bots and pathfinding.
 
tower defense, we dont see those types of servers often
tower defense
Tower defense is pretty fun. Been hosting it here and there now, probably will release it when I am done.
 
Tower defense is basically a deathrun
Depends ;)
 
slasher would be great though you should host that too
I literally forgot about that gamemode..
 
host an execution server

people join to line up and be killed
execution rp

27
General Discussion / Hosting ideas?
« on: March 18, 2020, 12:03:35 PM »
I kind of want to make a new project, but I am not sure what I want to do. What would you guys be interested in?
 
In the past, here's what I have hosted:
+ Fort Wars (nearly automated requiring barely administration)
+ Mining (Kind of like Red Guy's except requiring pickaxes to mine certain ores or going deeper, caves and bots that fight)
+ Boss Battles (many years ago) (requires a map)
+ RPGs (such as Level Up, World RPG) - fight monsters to level up for better areas and loot, hardcore available
+ Randomizer (teams/king of the hill/no teams, random weapons and specials)
+ Prison Escape (requires a map)
+ Regular TDM (requires map)
+ Tower Defense (towers defend waves of bots from hitting the end of the line)
+ "Fancy" CityRPG
+ Random servers of testing and goofing around

28
Modification Help / Re: [DLL] Rendering Optimization Experiments
« on: February 05, 2020, 07:26:29 PM »
Could this fix item rendering in the future? I remember some servers when looking in that direction has an insane FPS drop

29
Suggestions & Requests / Re: [SCRIPT] Randomized Sounds on Spawn/Death/Kill
« on: December 21, 2019, 04:39:40 PM »
You can rewrite player::playdeathcry to play random sounds on death.

30
Help / Re: Players underwater able to float through bricks?
« on: December 10, 2019, 04:48:32 PM »
If I remember water uses zones. So if you could make a tick when they’re in the water you could prevent them getting inside a brick using some checks.

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