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Messages - Reinforcements

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766
Gallery / Re: Small Terrain Project
« on: April 21, 2013, 02:09:53 PM »
For hand built, that's really nice, but
Add ducks.
pls

767
AoT General / Re: Aot??????
« on: April 21, 2013, 09:39:03 AM »
Time Age Of

768
Environment Files / Re: Welcome to SPAAAAAAACE
« on: April 21, 2013, 09:32:45 AM »
I must ask, how did you make these skyboxes? Did you use that spacebox program thingie?

769
Modification Help / Re: [Resource] A* Implementation (Pathfinding)
« on: April 21, 2013, 09:24:22 AM »
I'm making a node editor tool to help people set up node networks.
How are you drawing those lines?

EDIT: Derp http://forum.blockland.us/index.php?topic=230647.0

770
This is probably one of the most, if not THE most, impressive build I've ever seen.

771
Suggestions & Requests / Re: Better looking water
« on: April 20, 2013, 09:54:46 PM »
Blockland is a god damn indie game using TORQUE ENGINE!

Current generation games use something much, MUCH higher than torque and the games usually aren't by indie developers.



You're asking for something impossible from a Torque Engine.
We have shaders and open GL. It shouldn't be too hard for badspot/kompressor to add water-like shaders to the water. Please don't talk like you know what you're talking about, thx.

772
General Discussion / Reinforements' School RP - DOne
« on: April 20, 2013, 07:17:57 PM »
Hey guys, I'm hosting this. The server's up right now if you'd like to join. I'd bump the old topic, but it got too old.

773
General Discussion / Re: Blockland coded in C++
« on: April 20, 2013, 06:37:24 PM »
You can't create a proper keybind manager in unity because it tells you the wrong unity keycodes on non-us layouts, and it doesn't have a way to change it
There is no way to get the key map without an external dll either so the game can't be used for webplayer

rage
Are you serious? Man, that's really poor :S

774
Suggestions & Requests / Re: Better looking water
« on: April 19, 2013, 11:51:37 PM »
Shhh, don't say that! We'll get version 22 that adds water reflections and removes vehicles.
No this is just for the visuals. If you want liquid simulation it's gonna cost you projectiles.

BUT IT'S A BUILDING GAME NOT A PROJECTILE UTILIZING GAME SO WHO CARES RIGHT?
This right here is so good XD

775
General Discussion / Re: The best v21 argument I've seen.
« on: April 19, 2013, 11:49:22 PM »
The majority of the community says "no" to bringing terrain back, and not even the most powerful and most respected man in the world can change an entire community's point of view.
Link or it didn't happen.

I think the reason most people don't want terrain back is because they're tired of all the topics about people wanting it back. Either that or they just want to jump on the bandwagon of hating the people that want it back. *coughclone2cough*

776
Modification Help / Re: [Resource] A* Implementation (Pathfinding)
« on: April 19, 2013, 10:37:04 PM »
By the way, the holebot path following has reactive path following.
See the pathing section of http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf for further details.
It doesn't have dynamic obstacle avoidance yet, although it's planned (which is why it only checks for $TypeMasks::FxBrickObjectType).
Oh, fancy!

777
General Discussion / Re: The best v21 argument I've seen.
« on: April 19, 2013, 02:58:56 PM »
if it paves the way for new features im all for it. terrain and interiors are obsolete.
Do those "new features" include adding in newly coded terrain and interiors?

778
Modification Help / Re: Compile C++ for use with blockland.
« on: April 19, 2013, 02:57:41 PM »
That doesn't mean you should do it.
Who said anything about doing it?

779
General Discussion / Re: The best v21 argument I've seen.
« on: April 19, 2013, 02:41:54 PM »
Bump because yes

780
General Discussion / Re: What do guys think the next update will be?
« on: April 19, 2013, 02:41:08 PM »
I hope not - modders can do this already.
Badspot should be releasing engine updates as he is the only one that can do it
Spot on, sir.

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