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Messages - Demian

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91
The add-on crashes on DtsShape.py line 120 in the guard that asserts that "self.sequence == self.read8()" when importing the file Blockland/base/data/shapes/Sharp_Trees/Trees/Scrub_Pines/Sharp_ScrubPine04.dts.

92
Creativity / Re: The new and improved 3D model topic!
« on: February 27, 2016, 02:44:32 PM »
so far the only thing i've really appreciated is that i can delete edges and it will automerge faces, but that's little comfort.
Select edge > X > Dissolve Edges in Blender.

93
Creativity / Re: The new and improved 3D model topic!
« on: February 27, 2016, 02:21:43 AM »
1) Better attach the string to the bow, I can't see to find any good way of doing it.
Have you looked online how to actually string bows? Because that is exactly how you do, you're just missing the notch:

That is just one type of notch, there are loads of ways to do it.

2) Have something "Holding" the metal plate with the spikes to the wood base. Something like string or leather. I tried a few methods and couldn't do it.
Realistically speaking there shouldn't be anything more holding the spike plate the the bow because the metal would not bend. Bows do:

Yes the spike plate is highly unrealistic but it's fine. Just keep it as is, attached at the handle

Just add the notch and you're done.

94
Creativity / Re: The new and improved 3D model topic!
« on: February 26, 2016, 01:18:05 PM »
I have question
How do I split  a square face thing in 2 and get 2 triangles?
Because apperently lightning doesnt like squares and I have no idea what do
I'm assuming you're talking about Blender renders.
  • Edit mode > select all with A
  • Ctrl + E > Mark Sharp
  • Add Edge Split modifier
  • Uncheck Edge Angle
  • Select the object
  • Space > Shade Smooth

95
When the sun is underground the entire world may be a shadow but anyone with the off setting can make their world appear to be brighter than it actually is.
Which brings us back to the crux of the issue. Regardless of what kind of tricks you use to make the world seem dark, turning off shaders breaks that. In my opinion the only solution to this is the minimum required shader setting on a server. Completely removing the off setting is a ridiculous idea. Unless of course you cannot reliably force people from the server-side to use a specific shader level. In that case we're stuff out of luck I guess.

Edit: To clarify, this is something that Badspot needs to do. It would be pointless to make a client add-on that does something like this because you can modify the code of the client add-on and break it. It needs to default functionality to work.

96
I took more pictures with shadows on and off to further prove my point. Minimum is essentially the "off" setting. As in minimum does not display shadows or darkness. When you add shadows there is almost no difference between minimum and low - max. The fog simulates darkness, which is why the off setting needs it.
Indeed. When the sun is underground the entire world is in shadow so there are no shadows to render. Thus there is no difference between max and minimum shaders.

97
2-plate roofs are not that rare...
either way though the already-existing halfbrick pack fulfills this purpose - making another version that does the exact same thing would just create conflicts.
No it would not if I used the same datablock and UI names.

that's an incredibly lame excuse for something that looks like this on the inside
Code: [Select]
1 1 2
BRICK

oh wow
it's so hard
changing a number on the end

i should mention this is a 1x1H brick
It's not an excuse. Just my opinion. I made these bricks packs first and foremost for my own use. I've never needed 2 plate tall bricks so I've never made any. Apparently other people do use them so I suppose I ought to make a pack.



Please give me links to all add-ons that have 2 plate talls bricks so I can copy the UI and datablock names. What widths of half bricks do you use apart from 1x and 2x? Do you need 4x wide?

98
I've been following this thread closely ever since I posted and I feel like we've gone quite a bit off topic. We were supposed to find ways to show proper darkness to people with shaders disabled and additionally come up with strategies to prevent cheating. Not post pages of messages bitching about low-end hardware. If people can't use shaders, that's their loss.

This fog does not appear in the off setting. Fog use to be the standard for every setting until 2012 rolled out with shadows/shaders. Now fog was moved to minimum.
This I did not know. Why is the fog not enabled with shaders off? I actually had to check in-game because I did not believe you. What changed because the fog used to work before shaders came around?

In other words the two features, shadows and fog, that can be used to simulate darkness and indeed counteract people using shaders to brighten the screen, are only enabled for people with shaders on. I'm starting to see where all the bitching comes from. This sucks.



Refer to this post to see how ReShade can be used to nullify standard near-pitch-black lighting: http://forum.blockland.us/index.php?topic=288315.msg8905041#msg8905041



Like I and others have mentioned before, making shadows pitch black prevents anyone from seeing anything in a shadow because you can't brighten any minor differences in brightness when there are none: https://imgur.com/a/2ihWI



Here's a possible solution to the stealth problem (but not the darkness): fog.
  • Low visible distance
  • Zero fog distance
  • White fog and sky
  • All black lighting
  • Sun under the world



This cannot be easily canceled out with shaders because the full range from black to white is present in the image. See the album: https://imgur.com/a/9lxpC
I can change the contrast a little bit with ReShade to push back the fog but the effect is not game breaking. In interiors (image #3) ReShade is actually detrimental. Sure you could probably write your own shaders to do some kind of edge detection or do more advanced stuff than just gamma/contrast/brightness.

Here the name of the game is hugging the wall. The closer your body is to another surface larger than your body, the more invisible you are. The extreme fog essentially turns the image into a depth buffer. See image #4 where I'm standing next to a wall on the right side of the image in plain view. (The player model is actually quite a bit more visible in the game. Taking a screenshot somehow crushes the colors?) The same scene from the perspective of the player seen in image #4: image #5. As you can see, standing out in the open makes you stand out more.

The fog rendering has a minor bug though. See these two images: #3 & #5
Pay attention to the ground. Larger plates are lighter in color causing these jarring jumps in color.

However, this does not work when the shaders are off. (See the last three images.) Then I can just use the standard night brightening shaders.



The only solution I can think of is a server side setting that requires the clients to have at least the specified level of shaders enabled to connect. (It probably only makes sense to limit it to Minimum or Low.)

99
ruining freebuild in the process
If you're running a gamemode that requires some sort of stealth gameplay, chances are that the players are not going to be building anything.

100
Modification Help / Re: How do i rotate a godamn angle vector (not fixed)
« on: February 25, 2016, 02:58:11 PM »
I don't know anything about the particulars of muzzle vectors, but are you sure you're not dealing with quaternions?

101
General Discussion / Re: City RPG Servers
« on: February 25, 2016, 06:56:33 AM »
The problem is, there is no GUI or anything like that, so typing in /help in the chat is a real pain as it results to your screen becoming cluttered.
It's been over a decade. Have we really not solved the GUI downloading problem yet?

Just force the clients to download the add-on with the GUIs that goes with the gamemode?

102
Aw lol, why not
First, I want to keep these brick packs as close to the default style as possible. There are no default half bricks. Second, I've personally rarely come across situations where I would use/need half bricks.

103
Quick suggestion, would you be able to make the 2H bricks as well? Like all of them from a range from 1x1 - 1x32 along with 2x2 - 2x32
I'm assuming you're talking about 2 plate tall bricks? No thanks.

104
Development / Re: 2015/12/23 - Blockland r1984
« on: February 24, 2016, 02:43:22 PM »
There's a rotationFix field on brick datablocks, you probably have to set it to something like 1 for the vehicle spawn
I tried setting it to 1, 2, and 3, none of which did anything.

105
Development / Re: 2015/12/23 - Blockland r1984
« on: February 24, 2016, 01:57:24 PM »
Is it a bug or a feature that BLB files loaded from add-ons are rotated 90 degrees clockwise? For example if you copy-paste the vehicleSpawn.blb from Blockland/base/data/bricks/special into an add-on without modifying it any way and then plant it, the arrow points to the left from you instead of towards you.

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