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Messages - Kyuande

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46
Help / Re: 2 Instances of 1 Server
« on: November 30, 2020, 01:55:41 PM »
if there’s 2 instances on the master that means the port changed and/or IP of where it’s being hosted (not by if it’s a dedicated server or a hosted one directly)

if you didn’t do anything UPnP(if enabled) might of done this

47
Add-Ons / Re: New VCE
« on: September 03, 2020, 02:43:00 PM »
Neat.
is the ridiculous console spam fixed when the object doesn't exist?

48
Suggestions & Requests / Re: Server addon to force first person in vehicles?
« on: September 02, 2020, 05:29:14 PM »
I remember a server found a way around it by doing a 3 second tick to sync the datablock

49
*knocks on wood*

50
so even on first person playertypes they can use third person
can they change the angle of the third person camera too?
or can it just be set to an unusable angle for if people do manage to get to third person

if the client is able to get to third person and set the location, that sounds like something badspot would want to fix
funny part: you can literally modify almost the entire playerdata client side but most of it probably wont work, but yes you can modify the entire camera view last time i checked.. shoot you could probably have it top down player..

Is it possible to do even if clients can exploit it? With how often players get in/out of vehicles it'd seem tedious enough to keep them from doing it.
you can do loops or hook them on certain functions to retransmit the specific playertype they currently have

51
Off Topic / Re: A Message To The People That Live Below Me
« on: August 23, 2020, 01:54:48 PM »
sorry i’ll turn it up more

52
Off Topic / Re: post guilty pleasures
« on: August 23, 2020, 01:53:56 PM »
bath n body is good there’s no shame

my guilty pleasure is going on night drives and getting lost then somehow finding my way back 🤣

53
Help / Re: Certain gamemodes no longer work
« on: August 23, 2020, 01:51:24 PM »
this is common for these city rpgs to have these issues, they were optimized so poorly. the way to fix it is in the code sadly.

54
Drama / Re: Sugar/Akira give Another chance in the server
« on: August 23, 2020, 01:28:29 PM »

55
Modification Help / Re: Navmesh / Pathfinding WIP
« on: August 21, 2020, 01:56:17 AM »
Got storing nodes in C#, sending nodes to Blockland from C#, and collapsing nodes in C# figured out today.

Tomorrow I want to tackle sending brick bounding information over to C#, so I can do all the node calculations there. To replicate containerBoxEmpty I guess I'm just going to store all the bricks in memory by their bounding box and check to make sure none of them intersect with the container box.

This will end up as a nested loop though when generating nodes for every brick though, how could this be improved?
Unfortunately if I remember (correct if I'm wrong) the engine for general container box searching likes to scan every object in the game and see if it's even in the zone (which is why your server lags after a certain amount of bricks per scan)

You can implement your information to C# scope once a brick plants; when the brick is deleted the information is also sent into the C# scope.
Your C# scope will of course do a lot of this processing work since now you have more information what you stored per brick.
The downside here though is when you're creating a lot of bricks at once, this may reduce performance.

56
Development / Re: 2020/05/29 - Blockland r2033
« on: August 20, 2020, 01:50:16 PM »
FYI: Badspot re-enabled SteamID ban unannounced at some point so don't register keys with one, I lost like 3 keys lololo
Just noticed this. Looks like I’m unable to host but I can play. Oh well.

57
General Discussion / Re: what is the worst/best default save
« on: August 08, 2020, 12:09:36 PM »
demo house

58
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

59
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.

60
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()

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