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Messages - chrisbot6

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166
General Discussion / Re: Build To Survive - What could go wrong?
« on: December 12, 2015, 09:06:22 AM »
Updates!


167
General Discussion / Re: Build To Survive - What could go wrong?
« on: December 12, 2015, 05:54:38 AM »
Sorry, had to sleep  :cookieMonster:

We're up again now but I've passworded it so I can live test some things. Be ready in about an hour.

168
General Discussion / Re: Build To Survive - What could go wrong?
« on: December 11, 2015, 05:58:27 PM »
http://www.justfilehosting.space/download.php?f=xebfz

you have to use the launcher bypass thing, i don't know if i'm allowed to post it
That's fine, I got it

169
General Discussion / Re: Build To Survive - What could go wrong?
« on: December 11, 2015, 11:24:03 AM »
Up again,
Doors now actually do work

170
General Discussion / Re: Build To Survive - What could go wrong?
« on: December 11, 2015, 07:18:58 AM »
Have been toning down disasters.

Some large bricks are now disabled.

Doors and coffins now work correctly when placed.

Checkpoints are enabled now.

Also


Up again!

171
General Discussion / Re: Build To Survive - What could go wrong?
« on: December 11, 2015, 07:13:38 AM »
67 it is then
Any idea where I can get hold of that build?

172
General Discussion / Re: Build To Survive - What could go wrong?
« on: December 10, 2015, 01:59:36 PM »
Server's been up again.

Today's grand total for pure virtual function call crashes: 8

173
General Discussion / Re: Build To Survive - What could go wrong?
« on: December 09, 2015, 05:13:44 PM »
Is it online, and if not do you have an estimate as to when it will be?
tomorrow evening.

174
General Discussion / Re: Build To Survive - What could go wrong?
« on: December 09, 2015, 05:07:38 PM »
is there a time limit as to how long before you get massacred by bullets/lava/horses/zombies/yourmom/badspot/toilets/somethingdeadly while you're building something?
yes.

175
General Discussion / Build To Survive - GUI on display
« on: December 09, 2015, 04:56:43 PM »
The temporary client

Description
This is a survival-based mod centred around teamwork and free building.
The goal is to build yourself a base and hide in it from a selection of random disaster scripts that I wrote on the toilet.

You get points for surviving, and lose all of these points either upon dying or upon the server crashing due to a pure virtual function call. Build something sturdy - when a brick is blown up in this mode, it is permanently destroyed.

Some GUI



Screenshots of people's terrible bases







Extensibility
There's a cool system for adding your own disasters.
Code: [Select]
function rocketDisaster() {
    // spawn rocket in relation to a player 100 TUs above them with random offset
    %clientCount = ClientGroup.getCount();
    if(%clientCount > 0) {
        %client = ClientGroup.getObject(getRandom(0, %clientCount-1));
        
        %player = %client.player;
        
        if(isObject(%player)) {
            %playerPos = %player.getPosition();
            %rocketBaseSpawnPos = vectorAdd(%playerPos, getRandom(-100, 100) SPC getRandom(-100, 100) SPC getRandom(50, 140));
            
            %proj = new projectile() {
                datablock = CannonBallProjectile;
                
                initialposition = %rocketBaseSpawnPos;
                initialvelocity = getRandom(-10, 10) SPC getRandom(-10, 10) SPC -40;
                
                client = %client;
            };
            
            %scaleFac = getRandomF(0, 3.5);
            
            %proj.setScale(%scaleFac SPC %scaleFac SPC %scaleFac);
            missionCleanup.add(%proj);
        }
    }
    
    $Disasters::CurrentDisasterLoop = schedule(1000, 0, rocketDisaster);
}

registerDisaster("A Barage Of Meteorites", 40, "rocketDisaster");

176
Creativity / Re: Game Design Megathread
« on: November 26, 2015, 02:30:28 PM »

Tetris testing.

177
Development / Re: 2015/11/03 - Blockland r1972
« on: November 20, 2015, 06:28:02 AM »
Superload would cause the same issues actually, but you could disable/not use that if your server doesn't support it. You can't disable this.
Ah, okay.

178
Development / Re: 2015/11/03 - Blockland r1972
« on: November 19, 2015, 01:05:19 PM »
TL;DR: SuperLoad worked, this doesn't.

Unless you have a fibre connection like me. Or Badspot, one would assume. But most people don't have those yet.
So it sucks.

179
General Discussion / Re: I fixed vehicle physics - no, seriously
« on: October 16, 2015, 08:53:54 AM »
Busy, can't work on this at the moment.

Collision would be perfect but for a "bouncing" glitch that plauges me and causes constant low orbits.

180
General Discussion / Re: I fixed vehicle physics - no, seriously
« on: September 29, 2015, 07:22:29 PM »
When will a testing server be up?

Couple of days max.

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