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Topics - YoshiDude

Pages: [1] 2
1
Help / Blockland does not load add-ons
« on: September 07, 2012, 05:15:04 PM »
After the recent updates (post-v20; it doesn't have to do with folders changing), Blockland hasn't been loading add-ons correctly. Note you, I have more than 120 MB of them. I know that I have them in the correct folder. I checked the directory Blockland was loading from and they're in the right place. However, starting Blockland up, it only displays a few add-ons aside from vanilla. RTB doesn't load, either. What's going on?

2
So I was thinking - since V21 is so revolutionary and all, why not introduce a few more new things to simplify and improve upon custom player animations? Pretty much the title, really - there isn't much I can elaborate about. Just having bones appropriately named to a player's bones in a .dts file will take control of and move the according bone - this would make animations a whole world easier to do. Just being able to use any dsq straight off would be nice, too, if the dsq is appropriate for the player datablock.

3
Modification Help / Controlling particle emission quantity
« on: May 18, 2012, 08:36:55 AM »
Hi, everyone. I'm working on this weapon add-on thing and I'm trying to create an adequate particle emitter for a bullet's explosion. However, it appears to be creating way too many particles. How would I lower it?

4
Modification Help / UTA (Untiered Arms)
« on: May 17, 2012, 07:13:18 PM »

this is currently a beta and all so expect some BS to happen here and there
not to mention this isn't all of the weapons
there will be another sniper rifle, another assault rifle, another shotgun, possibly spinfusors, and 2 SMGs. until then, though, please test this stuff.


Pictures|Download Beta 1.1|Tiers, you say?

This is supposed to be a weapon add-on that isn't just a bunch of "tier" bullstuff - it's based on balance, full-fledged. Weapons that kill faster have less range, ones that have more range usually have more accuracy and less bullet count, etc. The goal of this add-on is to deliver a unique and enjoyable experience while also having a bit of intuitiveness with what blockland has to offer. In the end, I hope this will result in a well-polished and complete add-on that everyone can enjoy. (except the tier queers.)

5
Add-Ons / blockBeans + New Wave (Interface customizations)
« on: July 02, 2011, 01:10:08 AM »
Here we are, two new UI mods, both created by me (more or less based on window skins from operating systems). You may click the images to download or download it in GUI Replacer if you know how.

blockBeans


New Wave


I may update this with any more I make, depending on what you guys think of these two.

If you're unsure what to do:
  • Go into Blockland/base/client
  • (optional) Back up /ui/ by copying the folder
  • Take the contents of the .zip and place it in the ui folder, overwriting what used to be there.

6
Off Topic / My avatar
« on: June 13, 2011, 02:56:11 PM »
Discuss.

If you don't like it, you'll have to


7
Modification Help / Sword not shooting projectiles at all
« on: June 12, 2011, 02:17:50 PM »
Okay, so this weapon I've had no problems with whatsoever until recently. It doesn't shoot the projectile and in turn hits nothing. I can make a brick spawn the projectile just fine and it hits just fine but this sword isn't working for whatever reason.

Code: [Select]
datablock ProjectileData(LoZSwordProjectile)
{
   directDamage        = 40;
   directDamageType  = $DamageType::LoZSword;
   radiusDamageType  = $DamageType::LoZSword;
   explosion           = LoZSwordExplosion;
   //particleEmitter     = as;

   muzzleVelocity      = 70;
   velInheritFactor    = 1;

   armingDelay         = 0;
   lifetime            = 200;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";

   uiName = "LV1 Sword Slice";
};

Code: [Select]
	projectile = LoZSwordProjectile;
projectileType = Projectile;
-cut-
stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Charge";
stateTimeoutValue[3]            = 0.125;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSound[3] = LoZSwordSlashSound;
stateSequence[3]                = "attack";
//stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;
Looks fine to me, but... what do I know?

8
Add-Ons / FAL Paratrooper
« on: June 11, 2011, 04:32:27 PM »
You read it right. The FAL 50.62 (paratrooper variant), in all its glory, with its folding wire stock and 458 millimeter barrel.
Download (don't click this until you read the below text, which is now enlarged and colored red due to some people being too ADHD to read it)
The clipping and small item model are fixed. Some confusion has occured due to the below replies.
The clipping and small item model are fixed. Some confusion has occured due to the below replies.
The clipping and small item model are fixed. Some confusion has occured due to the below replies.

If you have any extra time on you, then I'd like to know:
What I'm thinking of doing myself is creating the weapons and tools from Link's Awakening for use in Blockland.
How am I going to do the spin attack?
Click the titles of the quotes to see the topic.

This, like the Ace of Spades rifle add-on, uses Bushido's Tier+Tactical, so grab/enable that before using this.

Features/Info
  • Scripts are based on the Battle Rifle, and uses the same ammunition.
  • 20-round magazine
  • Sights that are actually good
  • Damage and fire rate differ when aiming down the sights, and you can't reload when doing so
  • HOLY stuff EQUIP ANIMATION FOR ONCE
Screenshots

















9
Optional-to-read text below, go under the line for more on-topic things

I've just beaten LA for the first time. It's the second game I've ever played (the first being Mario Paint on the SNES), but I never could get past the second dungeon. Well, after nearly a decade, I've got it on my 3DS, and I've completed it in 3 days, being the complete no-life I am. Either way, this game was extremely touching. The scenario after you walk into the southern Face Shrine and kill the miniboss there, where you grab the key and notice the writing on the wall, really hit me hard. It was unexpected, and a total plot turn. The ending itself was very sad. If any of you aren't going to play this game or haven't finished, and wouldn't even care to play the game in the first place, it's at least worth it looking up the story for it, or gameplay on YouTube.


Anyways, I've got to thinking...
Why aren't there many (if any) LoZ-based weapons/tools? Sure, some may immediately point me to the default Sword, or even that one shield add-on, but that's not much at all, really. I'm talking about a full-out Zelda pack, containing all of the weapons and tools from a game. What I'm thinking of doing myself is creating the weapons and tools from Link's Awakening for use in Blockland. I'm doing it right now.

If a weapon is completely finished, it will have a check () next to it. If otherwise, there will be an . If a weapon does not have a level 2 version, there will be an next to it. You can click any weapon that is complete to see a preview of its model.








The shields include RTB prefs for whether or not they reflect projectiles. In default, the LV2 shield (which is, in fact, the Mirror Shield) reflects, and the LV1 shield doesn't.

Not sure whether or not I should include RTB prefs for ammo, too, but my idea would be, for each weapon that uses ammo:
Use Ammo (boolean)
Ammo (integer)

Like said in the title, there will be the including of a sound pack, a music pack, and brick pack. Some bricks will be modeled, and some textured. There will be a chest brick, as well.

I'm between either modeling custom player/enemy models or just leaving it to the players to use the non-custom playertype along with standard bots for enemies. I'd like some input.

10
Modification Help / Orthographic weapons...?
« on: June 06, 2011, 04:06:21 PM »
If it's something really obvious, then please forgive my stupidity.
I've tried both of these
Code: [Select]
doRetraction=false;
item=BowItem;
so far, but they do nothing related to my problem.

Some tools, like the Hammer, Printer, and Wrench, are "welded" to the screen, in the way that it is constantly on the hud and not moving with the up/down aiming. Some weapons do this, too. For example, the Old-School Rifle does this. I've gone through the .cs files of multiple weapons that do this, and still couldn't figure out exactly how this is done. How can I do this?

EDIT: If this is searchable on the forums, please forgive me once again, because I have no idea what to type down for results having to do with this.

11
Add-Ons / Ace of Spades Rifle
« on: June 01, 2011, 04:57:44 AM »
Download
Download grey-hands version (may end up being outdated if I decide to update this)
Video preview


Hey, guys, I decided to try out making a full-out weapon. With that, I also decided to base it on the Ace of Spades rifle. (note: base) Using Bushido's Military Sniper from his Tier+Tactical pack, I managed to make this compatible with TT and its amazing ammo system, which is what was intended. oh god please don't hurt me bushido
The model was based on a very low-res voxel model, which is the original Ace of Spades rifle, so if you are going to flame or bash simply because this was meant to not be HQ, then you should go elsewhere.


This gun does 300 damage, which is enough to kill you 3 times over. The bullets move very slow, though, which may leave you at a disadvantage if you are unable to time your shots correctly. This uses the .270 Big Rifle ammo from Tier+Tactical, which pretty much means you need TT for this to run correctly.

Screenshots







12
Okay, so, guys, apparently, since I installed 2.49 after 2.5, 2.49 took the registry variable or whatever, and the script installs it for 2.49. I can't find the correct path to put the files into. 2.5 is in C:\Users\myname\Blender Foundation\Blender. I've tried putting them into C:\Users\myname\Blender Foundation\Blender\.blender\scripts, and %appdata%\Blender Foundation\Blender\.blender, but it does nothing. This could have an easy alternative, but loading the .blend file in 2.49 keeps it from loading the animations, so I can't export it from there.

What do I do?

EDIT: This is what I was making.

13
Off Topic / SHI- [the result of downloading 100 add-ons at once in RTB]
« on: October 11, 2010, 08:35:06 PM »

14
Modification Help / See-through weapon problem
« on: August 26, 2010, 11:54:12 PM »
WARNING: THIS IS ABOUT A CRAPPY FIRST ADD-ON. CRAPPY CRAPPINESS WILL ENSUE. SERIOUSLY.
Okay, so I've been working on a SPAS-12 weapon for the past day.

I changed the base server.cs can't script C# alone yet but i understand it and made sure everything was still intact and okay and all that stuff.
EDIT: When I said I changed the base server.cs, I mean I changed the starting server.cs I used. First it was Weapon_Gun, and now it's Weapon_Shotgun, with some of the stuff copied from Weapon_Gun that I modified, so I can be able to do more stuff with the "shotgun" part of the shotgun.
For some strange reason, when I go into games now...

Well, I put a brick's settings to spawn the SPAS on it. It's just fine.

But here's the thing. Once I equip it (it's fine after I grab it, it's once I equip it that this happens)...
EDIT2: I think it's important to note that when I equip it it plays the sound but freezes before it draws the weapon for about a second, and then it resumes with this graphic error.



15
Off Topic / I'd like opinions on my new avatar.
« on: August 07, 2010, 11:25:42 PM »
I'd respect some honesty, please.

For those who saw my two previous avatars and weren't too...fond of it, I actually changed it for your sake. I care too much.

EDIT: It looks a bit better with a white background, because the blue sort of makes the see-through parts partially invisible. Click here to see what it looks like with a white background.

EDIT2: To be honest, reading the poll results so far, this didn't turn out even close to as bad as I thought. Lots of so-sos. I expected at least 50% to be "handicapped, change it"

EDIT3: 3 thinking it's good, 3 thinking it's bad, and 3 in the middle...

EDIT4: Make that 5 thinking it's bad.
EDIT5: 7...

EDIT6: Good god, lots of edits. Sorry. Anyways. Seeing as not many people are content with this av either, what would you like for me to draw for it, then?

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