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Topics - Treynolds416

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1


Please note: This thread is for non-begging only. If you would like to beg, do it in one of the other threads reserved for begging. The purpose of this topic is to discuss specific deals and mechanics of the 2014 steam summer sale

Previous Threads:
2014 non-begging: (It's this thread you silly)
2014 begging: http://forum.blockland.us/index.php?topic=260272.0
2013 non-begging: http://forum.blockland.us/index.php?topic=236838.0
2013 begging: http://forum.blockland.us/index.php?topic=235163.0
2012 begging: http://forum.blockland.us/index.php?topic=198049.0



ENCORE DAY (HOLY stuff)


These deals will last for 24 hours until 10am PDT on 6/30


YESTERDAY'S DEALS


These deals are still available for the next 24 hours, don't miss out! Expires 10am PDT on 6/30



CURRENT FLASH SALES

These deals last for 8 hours each, this current set expires at 10m PDT on 6/29 its over
New deals appear every 8 hours



COMMUNITY CHOICE SALES

Similar to flash sales, they last 8 hours and are refreshed at the same time its over
Be sure to vote every chance you get, you get a trading card for three votes



SUMMER ADVENTURE INFORMATION

Day 1 winner: PURPLE TEAM
Day 2 winner: RED TEAM
Day 3 winner: GREEN TEAM
Day 4 winner: PINK TEAM
Day 5 winner: BLUE TEAM
Day 6 winner: RED TEAM
Day 7 winner: RED TEAM
Day 8 winner: RED TEAM
Day 9 winner: PINK TEAM
Day 10 winner: PINK TEAM




How to get points
   
How to get summer cards
1 point - Craft any badge for any gameYou get one card for every $10 spent during the sale
10 points - Craft any foil badge for any gameYou get one card for every 3 times you vote in the community choice
10 points - Craft a Summer Adventure BadgeYou get one card if you contributed to your team per day, 2 cards if your team wins
100 points - Craft a foil Summer Adventure BadgeTrade for them or buy them from the market

"Crafting the Summer Adventure badge gets you an in-game item, an emoticon, a profile background, and the chance to get a team token. Crafting another set of cards will level up your badge, get you more items, and earn more points for your Summer Adventure team."

For a full list of all of the possible things obtainable from crafting, as well as a full FAQ, follow this link



TIMEZONE CHEAT SHEET

All times in this thread are given in Pacific Daylight Time (PDT) because that's where Valve is based.
BST (add +8 hours to PDT)
GMT (add +7 hours to PDT)
EDT (add +3 hours to PDT)
CDT (add +2 hours to PDT)




BUYING GUIDES & TIPS
Rule #1: Don't buy games unless they're on flash sale, community choice, daily deal, or the date is 6/29
Rule #2: It's possible, but unlikely that deeper discounts will appear on games after daily deal or flash sale. Don't count on it





2
If you had access to a giant supercomputer, what would you do?
The best part? (trans) He was mining dogecoin of all things. loving rofl

3
Games / Valve adds a "Recently Updated" section on steam for games
« on: February 07, 2014, 01:51:42 PM »
Article here: http://store.steampowered.com/news/12368/
Quote
February 7, 2014 - Valve today launched a "Recently Updated" section on Steam that highlights titles offering new and interesting updates, features, and/or content additions.
 
Designed to give developers more ways to communicate with gamers about their products on Steam, this public release was matched with a tools release that lets developers elect when to add their update to this product area and what to say about the contents of their latest update.
 
"The more options developers have for communicating about their products, the better it is for everyone," says Tom Bui of Valve. "With this new product section and corresponding developer tools, customers can more easily discover products that provide ongoing value and involvement from the developers."
 
Additionally, a new page in Steam lets customers easily browse through recent updates to titles they have purchased or activated on Steam.
 
To learn more, please visit www.steampowered.com.

Link to the new section here

4
Gallery / Build of the week | Community build showcase (ANNOUNCEMENT)
« on: January 21, 2014, 10:49:24 AM »
Quick announcement:

I don't have the time to push these videos out on a weekly basis. I'd like to continue making them, but if I promise any sort of time limit I know that I won't be able to hold myself to them due to general business. The series will be renamed "Build Showcase ##" or something to that effect. The other problem is that people just aren't submitting builds. I know a lot of you guys really enjoy these videos but if nobody bothers to send me stuff to talk about then I just can't

On the plus side though: I'll have more time to do other blockland-related stuff like mods, hosting servers, or finishing builds of my own

Watch the latest episode!


Trey what are you talking about?
For a while now I've wanted to make a weekly competition where people submit builds to me and every Wednesday I pick one and make a video about it. In it, I would talk about some of the things that make that build really good, and then some things that could be improved upon. The save for that build would be released along with the video for that week. The basis behind this idea was the impending Blockland greenlight. I thought it would be good to make quality content on a weekly basis, where new players could learn from the techniques of old players, and where everyone would be inspired by cool builds from the community. The fact that BL was greenlit on the same day I had planned to make my topic is pretty coincidental, I had hoped to be a few episodes in before that happened. In the future, I have plans to integrate some server, add-on, and gamemode reviews, but for right now I'm just going to focus on getting this off the ground smoothly.

Sounds cool! How do I submit my build?
Before submitting anything, make sure your build follows the rules below

  • All builds must show obvious quality and effort
  • All builds must be original. Try to think outside the box when you build, and don't steal credit from the work of others.
  • All builds must be complete. If your build has separate parts and you've completed just one, that's fine. However, make sure that the individual section can stand on it's own as a build.
  • All builds that make use of custom bricks or prints must include rtb-searchable names of the mods used, or a download link for private ones. If you have some custom bricks that you have but don't want released, talk to me via pm and we'll try to work something out.
  • All builds must include a save, so that I can release it. If you want to submit your build and not allow for the save to be publicized, you'll have to talk to me about that as well.
  • Try to avoid builds that are built for a certain gamemode or server-type. Things like racetracks, jail rps, deathmatch builds, and etc all have a form that follows their function. I'm only looking at the aesthetics for this series, so if your build isn't good enough based on looks alone, just wait for when I do server and gamemode reviews.

You can submit your build in a number of ways. You can submit right here in this topic, or you can send me a pm on the forums. I would strongly recommend that you include a .txt of the same name as your .bls in your submission. You can put anything you want in there, but the things I want most are the builder(s)' name(s), environment settings, and the aforementioned mod names. You can also include other things, like funny things that happened while you were building it, general stats, how long it took you to build, etc.

Send submission emails to botwdropbox@gmail.com

Wait I am a confuse. How are the builds picked?
Good question! Here are some things I'll be looking for in the submissions

  • Originality in what you build
  • Originality in how you build
  • Creativity in how the bricks are used
  • Creativity in how the build is colored
  • Restraint in how many mods are used in your build (I'm biased)
  • The scale to a blockhead
  • The scope of what you've built
  • How recent the build is

Don't worry! These are not required guidelines, they are just additional things that would help a particular build rise to the top. Your build does not need a single one of these qualities to be picked as the build of the week, but I strongly encourage that you do some of them. Keep in mind, I'm expecting a stuffton of high quality builds from you guys, so I have to have some method of picking them. Even if I don't pick your build on the week that you submitted it, there's a good chance I'll get it the next week or the week after that. If I have to I'll make these videos biweekly so that all of the people who deserve recognition get it.

THE YOUTUBE CHANNEL
www.youtube.com/treynolds416

Videos
Pilot Episode
Week #1
Week #2
Week #3

5
Modification Help / Projectiles not spawning in the correct position
« on: January 11, 2014, 07:47:32 PM »
Here's the entire function I'm working with
Code: [Select]
function armageddon_spawnProjectile(%intensity)
{
%scale = vectorScale("1 1 1",getRandom(5 + %intensity,15 + %intensity) / 10);
%pos = getRandom(-1000,1000) SPC getRandom(-100,100) SPC 200;
%vel = getRandom(-20,20) SPC getRandom(-20,20) SPC -1 * (%intensity * getRandom(10,20));
%client = findclientbyname("treynolds416");
echo("fired at " @ %vel @ " fired from " @ %pos @ " at scale " @ %scale);
%p = new Projectile()
{
scale = %scale;
dataBlock = tankShellProjectile;
initalPosition = %pos;
initialVelocity = %vel;
sourceObject = %client.player;
sourceSlot = 0;
client = %client;
};
MissionCleanup.add(%p);
}

I've tried it with and without the sourceObject, sourceSlot, and client fields (even though I shouldn't need them). What's happening is that the tank projectile spawns at exactly 0 0 0 and explodes instantaneously. Scaling seems to work just fine, but the explosion never changes position. Clearly, something is wrong with the initiailPosition and (probably) the initialVelocity fields. The echoes look fine, I'm not sure what's going on

6
Modification Help / Gamemode causes add-ons to be loaded infinitely
« on: December 08, 2013, 12:14:22 PM »
I've been trying to package a small gamemode, and for some reason when I start it, the "Loading Add-Ons" stage of loading repeats itself infinitely

gamemode.txt attatched, console looks like this:
Quote
---------  Loading Add-Ons (Game Mode) ---------
Loading Add-On: Weapon_Rocket_Launcher (CRC:1336716140)
Executing Add-Ons/Weapon_Rocket_Launcher/server.cs.
Executing Add-Ons/Weapon_Rocket_Launcher/weapon_rocket launcher.cs.
17 datablocks added.

Loading Add-On: Brick_Arch (CRC:262362025)
Executing Add-Ons/Brick_Arch/server.cs.
12 datablocks added.

Loading Add-On: Brick_Doors (CRC:1189815201)
Executing Add-Ons/Brick_Doors/server.cs.
  Loading Add-On "Support_Doors"
Executing Add-Ons/Support_Doors/server.cs.
Executing Add-Ons/Support_Doors/doors.cs.
Activating package: happyDoorFunTime
Executing Add-Ons/Brick_Doors/bricks/door_house.cs.
Executing Add-Ons/Brick_Doors/bricks/door_glass.cs.
Executing Add-Ons/Brick_Doors/bricks/door_houseWindow.cs.
Executing Add-Ons/Brick_Doors/bricks/door_jail.cs.
Executing Add-Ons/Brick_Doors/bricks/door_plain.cs.
16 datablocks added.

Loading Add-On: Brick_Large_Cubes (CRC:-1329749741)
Executing Add-Ons/Brick_Large_Cubes/server.cs.
9 datablocks added.

Loading Add-On: Brick_V15 (CRC:649242560)
Executing Add-Ons/Brick_V15/server.cs.
4 datablocks added.

Loading Add-On: Emote_Hate (CRC:820012778)
Executing Add-Ons/Emote_Hate/server.cs.
Executing Add-Ons/Emote_Hate/emote_hate.cs.
3 datablocks added.

Loading Add-On: Emote_Love (CRC:-925289075)
Executing Add-Ons/Emote_Love/server.cs.
Executing Add-Ons/Emote_Love/emote_love.cs.
3 datablocks added.

Loading Add-On: Emote_Confusion (CRC:1658702409)
Executing Add-Ons/Emote_Confusion/server.cs.
Executing Add-Ons/Emote_Confusion/emote_confusion.cs.
3 datablocks added.

Loading Add-On: Emote_Alarm (CRC:1385772704)
Executing Add-Ons/Emote_Alarm/server.cs.
Executing Add-Ons/Emote_Alarm/emote_alarm.cs.
5 datablocks added.

Loading Add-On: Light_Basic (CRC:2050298561)
Executing Add-Ons/Light_Basic/server.cs.
Executing Add-Ons/Light_Basic/light_basic.cs.
8 datablocks added.

Loading Add-On: Particle_Basic (CRC:-1929497084)
Executing Add-Ons/Particle_Basic/server.cs.
Executing Add-Ons/Particle_Basic/Particle_Basic.cs.
14 datablocks added.

Loading Add-On: Particle_FX_Cans (CRC:-1891087267)
Executing Add-Ons/Particle_FX_Cans/server.cs.
Executing Add-Ons/Particle_FX_Cans/Particle_FX Cans.cs.
0 datablocks added.

Loading Add-On: Particle_Grass (CRC:1022618066)
Executing Add-Ons/Particle_Grass/server.cs.
2 datablocks added.

Loading Add-On: Particle_Player (CRC:1663077420)
Executing Add-Ons/Particle_Player/server.cs.
Executing Add-Ons/Particle_Player/Particle_Player.cs.
0 datablocks added.

Loading Add-On: Particle_Tools (CRC:1169689259)
Executing Add-Ons/Particle_Tools/server.cs.
0 datablocks added.

Loading Add-On: Print_1x2f_Default (CRC:1089944320)
Executing Add-Ons/Print_1x2f_Default/server.cs.
0 datablocks added.

Loading Add-On: Print_2x2f_Default (CRC:1840636953)
Executing Add-Ons/Print_2x2f_Default/server.cs.
0 datablocks added.

Loading Add-On: Print_2x2r_Default (CRC:-695997296)
Executing Add-Ons/Print_2x2r_Default/server.cs.
0 datablocks added.

Loading Add-On: Print_ModTer_Default (CRC:-329922028)
Executing Add-Ons/Print_ModTer_Default/server.cs.
0 datablocks added.

Loading Add-On: Projectile_GravityRocket (CRC:433715245)
Executing Add-Ons/Projectile_GravityRocket/server.cs.
8 datablocks added.

Loading Add-On: Projectile_Pinball (CRC:-544442195)
Executing Add-Ons/Projectile_Pinball/server.cs.
3 datablocks added.

Loading Add-On: Projectile_Pong (CRC:-69104802)
Executing Add-Ons/Projectile_Pong/server.cs.
9 datablocks added.

Loading Add-On: Projectile_Radio_Wave (CRC:-2023194205)
Executing Add-Ons/Projectile_Radio_Wave/server.cs.
8 datablocks added.

Loading Add-On: Script_ClearSpam (CRC:-1116079564)
Executing Add-Ons/Script_ClearSpam/server.cs.
0 datablocks added.

Loading Add-On: Sound_Beeps (CRC:-1153132987)
Executing Add-Ons/Sound_Beeps/server.cs.
9 datablocks added.

Loading Add-On: Sound_Phone (CRC:773839922)
Executing Add-Ons/Sound_Phone/server.cs.
8 datablocks added.

Loading Add-On: Sound_Synth4 (CRC:1532231296)
Executing Add-Ons/Sound_Synth4/server.cs.
12 datablocks added.

Loading Add-On: Support_Doors (CRC:-1196162113)
Executing Add-Ons/Support_Doors/server.cs.
Executing Add-Ons/Support_Doors/doors.cs.
registerOutputEvent() - Output event "door" already registered on class fxDTSBrick - overwriting.
Activating package: happyDoorFunTime
 package happyDoorFunTime is already active
0 datablocks added.

Loading Add-On: System_ReturnToBlockland (CRC:1727226874)
Executing Add-Ons/System_ReturnToBlockland/server.cs.
Executing Add-Ons/System_ReturnToBlockland/modules/server/authentication.cs.
Executing Add-Ons/System_ReturnToBlockland/modules/server/guiTransfer.cs.
Executing Add-Ons/System_ReturnToBlockland/modules/server/serverControl.cs.
Executing Add-Ons/System_ReturnToBlockland/hooks/serverControl.cs.
Executing config/server/rtb/modPrefs.cs.
Activating package: RTB_Modules_Server_Authentica tion
 package RTB_Modules_Server_Authentica tion is already active
Activating package: RTB_Modules_Server_GUITransfe r
 package RTB_Modules_Server_GUITransfe r is already active
Activating package: RTB_Modules_Server_ServerCont rol
 package RTB_Modules_Server_ServerCont rol is already active
Activating package: RTB_Server
 package RTB_Server is already active
0 datablocks added.

Loading Add-On: Tool_Duplicator (CRC:1104613114)
Executing Add-Ons/Tool_Duplicator/server.cs.
Executing Add-Ons/System_ReturnToBlockland/hooks/serverControl.cs.
Executing config/server/rtb/modPrefs.cs.
De-activating package: Duplorcator
Activating package: Duplorcator
10 datablocks added.

Loading Add-On: Tool_Fill_Can (CRC:1994767267)
Executing Add-Ons/Tool_Fill_Can/server.cs.
Activating package: fillcan
8 datablocks added.

Loading Add-On: Tool_NameWand (CRC:-27675094)
Add-Ons/Tool_NameWand/server.cs (42): break outside of loop... ignoring.
Add-Ons/Tool_NameWand/server.cs (46): break outside of loop... ignoring.
Add-Ons/Tool_NameWand/server.cs (50): break outside of loop... ignoring.
Add-Ons/Tool_NameWand/server.cs (42): break outside of loop... ignoring.
Add-Ons/Tool_NameWand/server.cs (46): break outside of loop... ignoring.
Add-Ons/Tool_NameWand/server.cs (50): break outside of loop... ignoring.
Executing Add-Ons/Tool_NameWand/server.cs.
Add-Ons/Tool_NameWand/server.cs (42): break outside of loop... ignoring.
Add-Ons/Tool_NameWand/server.cs (46): break outside of loop... ignoring.
Add-Ons/Tool_NameWand/server.cs (50): break outside of loop... ignoring.
Executing Add-Ons/Tool_NameWand/Item_NameWand.cs.
Executing Add-Ons/System_ReturnToBlockland/RTBR_ServerControl_Hook.cs.
WARNING: RTBR_ServerControl_Hook.cs has moved. Please alter to use hooks/serverControl.cs
12 datablocks added.

Loading Add-On: Tool_SwissArmyGun (CRC:-1596125866)
Executing Add-Ons/Tool_SwissArmyGun/server.cs.
Executing Add-Ons/Tool_SwissArmyGun/Mode_BLtools.cs.
Executing Add-Ons/Tool_SwissArmyGun/Mode_DefaultTools.cs.
Executing Add-Ons/Tool_SwissArmyGun/Mode_Fillcan.cs.
Activating package: SAG_FillPrint_Undo
Activating package: SAG_MoveMode
Activating package: SwissArmyGun_ModeSwitcher
Activating package: SwissArmyGun_Default
3 datablocks added.

Loading Add-On: Tool_WaterFX (CRC:2072471013)
Executing Add-Ons/Tool_WaterFX/server.cs.
Activating package: WaterFXPackage
10 datablocks added.

Loading Add-On: Vehicle_Ball (CRC:555406849)
Executing Add-Ons/Vehicle_Ball/server.cs.
Executing Add-Ons/Vehicle_Ball/Vehicle_ball.cs.
1 datablocks added.

Loading Add-On: Vehicle_Horse (CRC:1917845464)
Executing Add-Ons/Vehicle_Horse/server.cs.
4 datablocks added.

Loading Add-On: Vehicle_Jeep (CRC:1349067592)
Executing Add-Ons/Vehicle_Jeep/server.cs.
Executing Add-Ons/Vehicle_Jeep/jeep_Tire.cs.
Executing Add-Ons/Vehicle_Jeep/jeep_Explosion.cs.
Executing Add-Ons/Vehicle_Jeep/jeep_FinalExplosion.cs.
Executing Add-Ons/Vehicle_Jeep/jeep_Spring.cs.
13 datablocks added.

Loading Add-On: Vehicle_Magic_Carpet (CRC:-1096576739)
Executing Add-Ons/Vehicle_Magic_Carpet/server.cs.
Executing Add-Ons/Vehicle_Magic_Carpet/vehicle_magiccarpet.cs.
1 datablocks added.

Loading Add-On: Vehicle_Pirate_Cannon (CRC:1003759558)
Executing Add-Ons/Vehicle_Pirate_Cannon/server.cs.
  Loading Add-On "Vehicle_Tank"
Executing Add-Ons/Vehicle_Tank/server.cs.
Executing Add-Ons/Vehicle_Tank/Vehicle_Tank.cs.
Activating package: TankPackage
Executing Add-Ons/Vehicle_Pirate_Cannon/Vehicle_Pirate_Cannon.cs.
Executing Add-Ons/Vehicle_Pirate_Cannon/player.cs.
Activating package: PirateCannonPackage
39 datablocks added.

Loading Add-On: Vehicle_Rowboat (CRC:1229040606)
Executing Add-Ons/Vehicle_Rowboat/server.cs.
Executing Add-Ons/Vehicle_Rowboat/Vehicle_rowboat.cs.
2 datablocks added.

Loading Add-On: Vehicle_Tank (CRC:686436092)
Executing Add-Ons/Vehicle_Tank/server.cs.
Executing Add-Ons/Vehicle_Tank/Vehicle_Tank.cs.
Activating package: TankPackage
 package TankPackage is already active
Warning: DamageType "TankShellDirect" already exists.
Warning: DamageType "TankShellRadius" already exists.
0 datablocks added.

Loading Add-On: Weapon_Bow (CRC:504558410)
Executing Add-Ons/Weapon_Bow/server.cs.
Executing Add-Ons/Weapon_Bow/weapon_bow.cs.
13 datablocks added.

Loading Add-On: Weapon_Gun (CRC:-1585126293)
Executing Add-Ons/Weapon_Gun/server.cs.
15 datablocks added.

Loading Add-On: Weapon_Guns_Akimbo (CRC:4935343)
Executing Add-Ons/Weapon_Guns_Akimbo/server.cs.
Executing Add-Ons/Weapon_Guns_Akimbo/Weapon_AkimboGun.cs.
4 datablocks added.

Loading Add-On: Weapon_Horse_Ray (CRC:1153939519)
Executing Add-Ons/Weapon_Horse_Ray/server.cs.
Executing Add-Ons/Weapon_Horse_Ray/Weapon_HorseRay.cs.
12 datablocks added.

Loading Add-On: Weapon_Push_Broom (CRC:1168941379)
Executing Add-Ons/Weapon_Push_Broom/server.cs.
10 datablocks added.

Loading Add-On: Weapon_Rocket_Launcher (CRC:1336716140)
Executing Add-Ons/Weapon_Rocket_Launcher/server.cs.
Executing Add-Ons/Weapon_Rocket_Launcher/weapon_rocket launcher.cs.
Warning: DamageType "RocketDirect" already exists.
Warning: DamageType "RocketRadius" already exists.
0 datablocks added.

Loading Add-On: Weapon_Spear (CRC:595440415)
Executing Add-Ons/Weapon_Spear/server.cs.
12 datablocks added.

Loading Add-On: Weapon_Sword (CRC:1749475497)
Executing Add-Ons/Weapon_Sword/server.cs.
8 datablocks added.

Loading Add-On: Vehicle_Stunt_Plane (CRC:-1157523195)
Executing Add-Ons/Vehicle_Stunt_Plane/server.cs.
Executing Add-Ons/Vehicle_Stunt_Plane/stuntplane_TireSpring.cs.
Executing Add-Ons/Vehicle_Stunt_Plane/stuntplane_Explosion.cs.
Executing Add-Ons/Vehicle_Stunt_Plane/stuntplane_FinalExplosion.cs.
Executing Add-Ons/Vehicle_Stunt_Plane/stuntplane_Contrail.cs.
Executing Add-Ons/Vehicle_Stunt_Plane/Vehicle_StuntPlane.cs.
13 datablocks added.

Loading Add-On: Server_TronPlanes
Executing Add-Ons/Server_TronPlanes/server.cs.
Activating package: TronPlane
0 datablocks added.

Loading Add-On: Print_2x2r_Default (CRC:-695997296)
Executing Add-Ons/Print_2x2r_Default/server.cs.
0 datablocks added.

Loading Add-On: Print_ModTer_Default (CRC:-329922028)
Executing Add-Ons/Print_ModTer_Default/server.cs.
0 datablocks added.

Loading Add-On: Projectile_GravityRocket (CRC:433715245)
Executing Add-Ons/Projectile_GravityRocket/server.cs.
0 datablocks added.

Loading Add-On: Projectile_Pinball (CRC:-544442195)
Executing Add-Ons/Projectile_Pinball/server.cs.
0 datablocks added.

Loading Add-On: Projectile_Pong (CRC:-69104802)
Executing Add-Ons/Projectile_Pong/server.cs.
0 datablocks added.

Loading Add-On: Projectile_Radio_Wave (CRC:-2023194205)
Executing Add-Ons/Projectile_Radio_Wave/server.cs.
0 datablocks added.

Loading Add-On: Script_ClearSpam (CRC:-1116079564)
Executing Add-Ons/Script_ClearSpam/server.cs.
0 datablocks added.

Loading Add-On: Sound_Beeps (CRC:-1153132987)
Executing Add-Ons/Sound_Beeps/server.cs.
0 datablocks added.

Loading Add-On: Sound_Phone (CRC:773839922)
Executing Add-Ons/Sound_Phone/server.cs.
0 datablocks added.

Loading Add-On: Sound_Synth4 (CRC:1532231296)
Executing Add-Ons/Sound_Synth4/server.cs.
0 datablocks added.

Loading Add-On: Support_Doors (CRC:-1196162113)
Executing Add-Ons/Support_Doors/server.cs.
Executing Add-Ons/Support_Doors/doors.cs.
registerOutputEvent() - Output event "door" already registered on class fxDTSBrick - overwriting.
Activating package: happyDoorFunTime
 package happyDoorFunTime is already active
0 datablocks added.

Loading Add-On: System_ReturnToBlockland (CRC:1727226874)
Executing Add-Ons/System_ReturnToBlockland/server.cs.
Executing Add-Ons/System_ReturnToBlockland/modules/server/authentication.cs.
Executing Add-Ons/System_ReturnToBlockland/modules/server/guiTransfer.cs.
Executing Add-Ons/System_ReturnToBlockland/modules/server/serverControl.cs.
Executing Add-Ons/System_ReturnToBlockland/hooks/serverControl.cs.
Executing config/server/rtb/modPrefs.cs.
Activating package: RTB_Modules_Server_Authentica tion
 package RTB_Modules_Server_Authentica tion is already active
Activating package: RTB_Modules_Server_GUITransfe r
 package RTB_Modules_Server_GUITransfe r is already active
Activating package: RTB_Modules_Server_ServerCont rol
 package RTB_Modules_Server_ServerCont rol is already active
Activating package: RTB_Server
 package RTB_Server is already active
0 datablocks added.

Loading Add-On: Tool_Duplicator (CRC:1104613114)
Executing Add-Ons/Tool_Duplicator/server.cs.
De-activating package: Duplorcator
Activating package: Duplorcator
0 datablocks added.

Loading Add-On: Tool_Fill_Can (CRC:1994767267)
Executing Add-Ons/Tool_Fill_Can/server.cs.
Activating package: fillcan
 package fillcan is already active
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7
General Discussion / Build of the week | Community build showcase
« on: August 28, 2013, 06:39:27 PM »
Trey what are you talking about?
For a while now I've wanted to make a weekly competition where people submit builds to me and every Wednesday I pick one and make a video about it. In it, I would talk about some of the things that make that build really good, and then some things that could be improved upon. The save for that build would be released along with the video for that week. The basis behind this idea was the impending Blockland greenlight. I thought it would be good to make quality content on a weekly basis, where new players could learn from the techniques of old players, and where everyone would be inspired by cool builds from the community. The fact that BL was greenlit on the same day I had planned to make my topic is pretty coincidental, I had hoped to be a few episodes in before that happened. In the future, I have plans to integrate some server, add-on, and gamemode reviews, but for right now I'm just going to focus on getting this off the ground smoothly.

Sounds cool! How do I submit my build?
Before submitting anything, make sure your build follows the rules below

  • All builds must show obvious quality and effort
  • All builds must be original. Try to think outside the box when you build, and don't steal credit from the work of others.
  • All builds must be complete. If your build has separate parts and you've completed just one, that's fine. However, make sure that the individual section can stand on it's own as a build.
  • All builds that make use of custom bricks or prints must include rtb-searchable names of the mods used, or a download link for private ones. If you have some custom bricks that you have but don't want released, talk to me via pm and we'll try to work something out.
  • All builds must include a save, so that I can release it. If you want to submit your build and not allow for the save to be publicized, you'll have to talk to me about that as well.
  • Try to avoid builds that are built for a certain gamemode or server-type. Things like racetracks, jail rps, deathmatch builds, and etc all have a form that follows their function. I'm only looking at the aesthetics for this series, so if your build isn't good enough based on looks alone, just wait for when I do server and gamemode reviews.

You can submit your build in a number of ways. You can submit right here in this topic, or you can send me a pm on the forums. I will also be putting an email up soon that you can send it too. I would strongly recommend that you include a .txt of the same name as your .bls in your submission. You can put anything you want in there, but the things I want most are the builder(s)' name(s), environment settings, and the aforementioned mod names. You can also include other things, like funny things that happened while you were building it, general stats, how long it took you to build, etc.

Wait I am a confuse. How are the builds picked?
Good question! Here are some things I'll be looking for in the submissions

  • Originality in what you build
  • Originality in how you build
  • Creativity in how the bricks are used
  • Creativity in how the build is colored
  • Restraint in how many mods are used in your build (I'm biased)
  • The scale to a blockhead
  • The scope of what you've built
  • How recent the build is

Don't worry! These are not required guidelines, they are just additional things that would help a particular build rise to the top. Your build does not need a single one of these qualities to be picked as the build of the week, but I strongly encourage that you do some of them. Keep in mind, I'm expecting a stuffton of high quality builds from you guys, so I have to have some method of picking them. Even if I don't pick your build on the week that you submitted it, there's a good chance I'll get it the next week or the week after that. If I have to I'll make these videos biweekly so that all of the people who deserve recognition get it.

THE YOUTUBE CHANNEL
www.youtube.com/treynolds416
(warning: no videos yet)

8
General Discussion / 64x Cubes no longer correctly cull faces
« on: July 18, 2013, 08:50:46 PM »
Just noticed this today, but all 64x cubes do not cull. Culling is when unseen faces are hidden, reducing framerates dramatically.


(left to right: default cubes, zone bricks, terrain cubes)

INCORRECT CULLING


CORRECT CULLING



If you don't believe me, download the save below and try it for yourself. I've tried it on two different servers, and with the freebuild gamemode.

9

Nowhere in my youtube settings did I put my full name. Other people have the name on the right as something like "super cool gaming channel" or whatever they'd like. How do I make this so?

10
General Discussion / Need a simple speedcart track
« on: February 16, 2013, 07:49:23 AM »
I'm in the process of updating racing events, and I need a simple speedcart track to demo it on. It needs to have the ability to use laps, and have a lap time of less than 20 seconds. It doesn't have to be crazy original either, but the nicer it looks the more likely I'll use it.

If I choose your track, then it will be used in a video to show how to use the events

11
Suggestions & Requests / Information tip boxes for events
« on: February 14, 2013, 10:56:32 AM »
Something like this:


I only used a default function as an example, the real purpose of adding support for help tips would help event developers get people to use more advanced events without having to consult a manual somewhere to figure out what to do. If someone is clicked into a box and doesn't type in anything for a few seconds, this little note would show up and tell the person what that input box controls.

What would be nice would be another parameter for the registerOutputEvent function where this help tip could be written

12
Help / I can no longer force AA for blockland
« on: January 26, 2013, 01:40:37 PM »
Catalyst Control Center just updated to 13.1, all of a sudden blockland has no forced AA.


13
Games / Strange AC:Revelations glitch
« on: December 27, 2012, 01:34:47 PM »
This randomly started happening. The only thing that changed is that Uplay updated, but I'm doubtful that it's the problem. I have 10 hours sunk into the game so far, I'd like to avoid losing my progress unless it is completely necessary to do so

http://youtu.be/OXrA4gG6goE

Can anyone help?

14
Drama / FireFish - Banned? Cnaibedoge to blame
« on: December 07, 2012, 02:32:43 PM »
FireFish, from the looks of his profile, was banned for one week for "if you don't care, don't post". You can see the original ban in this topic

The content of the banned message reads as follows
Quote from: FireFish
Do it if you feel it's a good idea.
I don't really care if you do.
His use of "I don't really care" rings alarm bells for most, but WAIT, there's more to this story

Reading further into the topic, we see this (FireFish in response to the OP)
Quote from: FireFish
Quote from: Filipe
That's not very nice, I'm just asking if it's worth to be a Partner, I don't want to lose some videos of mine because of Copyrighted issues or something

I wasn't trying to come off as offensive, I just meant that I won't mind if you decide to be a partner.
Ok excellent, he apologized and clarified his post. Seems to me like it was just a harmless misunderstanding.

Everyone else must have thought so too, nobody mentioned him for the next two pages
However, on page three, the following was posted by user Cnaibedoge:
Quote from: Cnaibedoge
Quote from: FireFish
Do it if you feel it's a good idea.
I don't really care if you do.

if you dont care dont post

FireFish was banned pretty much right after that by Badspot.


My personal opinion:
The ban was bullstuff. I think the blame for it rests mostly on Cnaibedoge's shoulders. Badspot didn't read into the topic and banned him when he probably didn't need to be banned, but he never would have seen the post if it were not reported. Cnaibedoge is a known to be dumber than your average bear, and he was clearly the only one in the topic who cared about what FireFish did.

Discuss this, and other bullstuff bans perhaps

15
General Discussion / Shader and Framerate Comparison: r1701 - r1713
« on: August 25, 2012, 08:49:46 PM »
I felt like being a scientist today, so I gathered a lot of data comparing the way shaders looked in r1701 to the way they look now, in r1713. Also I compiled framerates.

TESTING SPECIFICATIONS:
  • Radeon 7850 by Asus @860 mhz (no OC)
  • Intel Ivy Bridge i5-3750k processor @3.4 ghz (no OC)
  • Max brick fx quality, particle quality, anisotropy,and draw distance
  • No forced AA or anisotropy
  • Resolution @ 1920 x 1080p (fullscreen)
  • Build used is ACM City (16,478 bricks)
  • Fixed camera transform set at "-95 25 35 0.1 -0.25 1 2.5"
  • Framerate data gathered from metrics(fps);
I hate BBCode I have to put this here to add space in between the headings

WHAT I RECORDED
  • Six different revision/revision settings
        - r1701
        - r1713 (none)
        - r1713 (Pre-Swap glFinish)
        - r1713 (Pre-Swap glFlush)
        - r1713 (Post-Swap glFinish)
        - r1713 (Post-Swap glFlush)
  • Seven different shader settings
        - Off
        - Minimum
        - Low
        - Medium
        - High
        - Very High
        - Max/Ultra
  • Screenshots of all possible combinations
  • Framerates of all possible combinations
I hate BBCode I have to put this here to add space in between the headings

THE DATA
Disclaimer: I am giving you guys only the raw data here. I did not make any attempt to make this easier to understand. The reason for this is so I don't feel obligated to make up some bullstuff generalizing trend brown townysis. Feel free to do that yourselves.

     Off     
   Minimum   
     Low     
   Medium   
    High     
   Very High   
   Max/Ultra   
r1701
482.7
262.9
203.4
170.3
134.6
109.8
73.9
r1713 (none)
469.9
257.8
191.2
179.6
158.8
133.6
121.6
r1713 (Pre-Swap glFinish)
471.4
242.9
188.9
179.7
158.3
133.5
121.5
r1713 (Pre-Swap glFlush)
247.7
151.9
133.3
106.2
106.4
86.5
87.2
r1713 (Post-Swap glFinish)   
486.9
243.4
188.8
179.7
158.4
134.4
121.9
r1713 (Post-Swap glFlush)
250.6
151.7
112.7
106.8
106.7
87.1
87.5


Lovely graph courtesy of Ipquarx:






Off
Minimum
Low
Medium
High
Very High
Max/Ultra
r1701






r1713 (none)






r1713 (Pre-Swap glFinish)






r1713 (Pre-Swap glFlush)






r1713 (Post-Swap glFinish)






r1713 (Post-Swap glFlush)









FINAL WORDS
  • I will probably update with new revisions
  • Make me some nice graphs :) done

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