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Messages - Kyuande

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61
Is anyone interested in GUI+? I was thinking of finishing up projects during the summer. This college semester has been a major wreck for me so I haven't been able to focus outside of school much. GUI+ will have some new features and maybe a revamp. If you have ideas or bugs that were not reported in the topic I am definitely down to think and maybe add/remove/fix features.
 
I am also asking to release other mods unfinished and private. I like doing this as a hobby - if no one is interested in the work then I wouldn't want to waste my time because your support helps me make my mods better and I appreciate your support and criticism over the years. Releases of these mods include some mods that have been broken for years and most mods I have made privately (such as essentials/uEssentials that should be public) or never finished. I will also release an unstable zip for the ones that have not been finished or are finished but can be expanded *cough* reverie fort wars.

62
Help / Re: CRPG zones
« on: April 30, 2019, 04:58:42 PM »
I think they're also empty lots anyone can buy (because I think admins can only plant them?)

63
Add-Ons / Re: Player Models (Cartoons & More)
« on: April 30, 2019, 04:57:47 PM »
jimmy neutron boss battle

64
Drama / Re: stop with the loving celau and edd dramas
« on: April 29, 2019, 03:22:12 PM »
i'm not making a Drama about them

65
Modification Help / Re: Any way to hide a helmet in first person view?
« on: April 29, 2019, 03:18:32 PM »
Also if eyeOffset/offset is not "0 0 0" it will lock to the position even in animations (ex: printer vs gun). If you wanted to go extreme I think you can edit the model to avoid first person too, that's beyond what I know for modeling though.

66
General Discussion / Re: Kong123's Deathrace
« on: April 29, 2019, 03:11:03 PM »
What bugs is it having? Also I wouldn't consider extraneous, unused features as a valid reason to avoid using Slayer per se. That's essentially an argument against code libraries as a whole.
I wouldn't know anymore because I stopped using Slayer after v4 (I don't remember how far I was in v4 but I know it was before v4.1 came out), seems dismissive a little on me. There would always be something breaking or Slayer would spam my console, so I stopped using it after having a few weeks of frustration trying to figure out why Slayer would do this and then something new going wrong. I have reported bugs in the past such as the camera randomly zooming in when you spectate.
 
With lighter mods it's much easier to track the issue down. It takes a lot less time to fix the incoming problems (especially if you're just making a small gamemode) - lighter mods may not have as many features or other cool stuff but they do reduce resource usage especially if you don't need many features. It's a benefit on the machine too. If you plan to use a lot of the features, definitely go with Slayer.
The features Slayer has are so many, but I don't really need much of it and they still run through the game and process. An example: Kong's server had a lot of mods and they were required, the solution is to make them all compatible, not disabling add-ons that just cannot work - so this took time to fix and had to force the server to stay on version 3 because version 4 broke the gamemode completely, everything was being spammed the minigame took over 5 seconds to reset even with less than 10 people. While this may sound like an excuse to not use Slayer, it's more of I refuse to fix any odd/crazy bugs in a large mod like Slayer after having more frustration experiencing with the development feautres.

I suppose my main worry is that you're falling in to the trap of perfectionism (like the rest of us). At the end of the day, it's all for fun. But I just hope you're aware of what you're doing.
I usually do it for fun and it's been a while since I've played Blockland. I don't really care to perfect a mod, I just want it to work the way it originally did before another mod was introduced. Mods can't be perfect, but they can be more compatible depending on how it was written - this is a different argument though leading to "Blockland add-ons don't exactly exude good development practices." Some mods are so old that the person who made it either has no interest in fixing it or does not have time. It's now up to me (as the host for example) to either delete some add-ons and make it work again or I try to fix the other mod to be more universal (not saying Slayer is inactive but it was updated last year and I see people reporting bugs).

67
Help / Re: How do I cancel hilight?
« on: April 29, 2019, 01:50:01 PM »
i think it was the highlight bricks button in the admin menu
Ah. If that's the case then the only way to fix it is to remake how highlighting works or trying to not move too quick in the menu.

68
Off Topic / Re: [SPOILERS] Avengers: Endgame Discussion
« on: April 29, 2019, 04:11:58 AM »
This is why they only had 2 heroes die and not like 10 because fan service people can't handle conflict.
Are you actually sure about that?

69
General Discussion / Re: Kong123's Deathrace
« on: April 29, 2019, 04:05:49 AM »
Why not just use Slayer for teams? Is there anything in particular you want to do with teams that Slayer can't accomplish?
I figured that this question would come up. It's more about efficiency in a mod, not saying slayer is slow. Although it's been having so many bugs and there's just so many features I don't want specially for this game mode. So making a light version was part of the idea.

Another reason I didn't mention is I highly dislike dependencies. In my experience when I've hosted sometimes a mod would just crap on itself because it was missing a function or it just was depending on an add-on to exist. I'm okay with support files being dependencies because there's tons of different version functions that were copy and pasted and it's best to just download one file. In Slayers case there are just too many things in the mod that won't really be used. I like gamemodes to be best as possible and not have features that are never used. It's also fun making your own stuff and see how it all goes.

70
General Discussion / Re: Kong123's Deathrace
« on: April 29, 2019, 12:50:05 AM »
Once I have actual time (instead of planning a date) I'll release the source with new updates and fixes (will require more testing of course) upon a lot of mods I have made in the past years and some modifications to some mods. Also a custom team and game mode system using the standard minigame system, I basically wanted a super light mod to control how the game works so best option was to make my own.

71
Help / Re: How do I cancel hilight?
« on: April 28, 2019, 02:35:25 PM »
This is so vague. What are you even doing and what are you using.

72
Help / Re: Player Persistence isn't working
« on: April 18, 2019, 11:42:19 PM »
what do you mean by isn't working?
What if he isn't in the minigame

Are we using slayer or default default

73
Help / Re: Player Persistence isn't working
« on: April 18, 2019, 11:40:35 PM »
You could also do:

$DefaultMinigame = Slayer.Minigames.getObject(0);

74
Yep!

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Drama / Re: Arrc is being a richard for exactly no reason
« on: April 18, 2019, 10:47:12 AM »
I thought the title said he was being a Richard until I logged on

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