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Topics - Lugnut

Pages: 1 [2] 3 4 5 6 7 ... 16
16
Suggestions & Requests / Drone with camera
« on: November 13, 2013, 12:57:26 AM »
basically the title.


1) it needs to hover. height control is preferable
2) it needs to be destructible by shooting it
3) it needs to have a way to let players look through it as camera (like the "free" camera from chrono's camera events)
4) you should be able to toggle looking through it and looking through your own eyes, it should not explode in a bunch of flames by crashing because it's unmanned when you do this
and no i'm not going to loving do it myself, that's why i'm asking S&R

oh, needs an armed (shoots like default gun bullet or something) and unarmed version too

17
Modification Help / Cryptography Implementation Discussion
« on: November 10, 2013, 11:26:31 PM »
we'll discuss implementing crypto in torquescript here.

discussion started here: http://forum.blockland.us/index.php?topic=245048.msg7036211#msg7036211

i have a github and stuff ready: https://github.com/Tungul/Support_Cryptography

18
Suggestions & Requests / Mage Hand
« on: September 22, 2013, 01:53:06 PM »
basically the gravity gun except you can modify the range while you're holding the thingy to bring it to you or push it away

do link this to preexisting keybinds for ease of use, yes?


and no, i don't think i could make it

19
Info: http://forum.blockland.us/index.php?topic=240948.msg6874511#msg6874511
Alpha tester specific info: http://forum.blockland.us/index.php?topic=240948.msg6874511#post_alpha

Basically it's a tabletop rpg (like D&D) called microlite20 that I'm trying to implement in blockland with roll macros and stuff, I need players for an alpha test, the mod is untested except to clean up syntax errors, so fingers crossed.

Shooting for tonight around 8 PST (~2 hour from now) but you know, probably not. Tomorrow might work better, but I still need interested people. I have two interested people, but only one is actively responding...

thanks!

20
I have this:

Code: [Select]
new SimObject("Microlite")
{
datalList = "name level str dex mind hp ac class race physical subterfuge knowledge communication strmod dexmod mindmod attackmeleemod attackmagicmod attackmisslemod inventory";
worldName = "Blockland"; // todo: figure out how to save config data
dungeonMaster = getNumKeyId(); // get host bl_id
};

exec("microlite/config.cs");
function Microlite::save()
{
export("Microlite.*", "microlite/config.cs");
}
It's untested but I don't honestly believe it'll work, can someone suggest something better? I need to backup the fields noted in the definition of the SimObject.

I could do something like this, which I am doing elsewhere for other things:
Code: [Select]
function Microlite::exportCharacter(%client)
{
echo("Exporting character for " @ %client.blid);
%path = "microlite/" @ %client.blid @ ".txt");

new fileObject("MicroliteFO");
MicroliteFO.openForWrite(%path);
for(%i = 0; %i < getWordCount(Microlite.dataList); %i++)
{
%var = getWord(Microlite.dataList, i);
MicroliteFO.writeLine(%var @ "\t" @ %client.Microlite[%var]);
}
echo("Exported character.");
MicroliteFO.close(); MicroliteFO.delete();
}
Note the reference to Microlite.dataList, defined in the first bit of code.
The stuff I'm exporting for the character sheets is defined as %client.Microlite[%var], where name is one of the things in Microlite.dataList. I could the same sort of thing, manually exporting it, but I was hoping for a default functions similar to export(variableRegex, pathTo.cs);.

Any suggestions?

The entire code, neccesary for whatever purpose, can be found here.

21
GameMode_Microlite20
Alpha testers, click here or go to the bottom.

http://microlite20.net/ // official site, bitch to navigate
http://arthur.jfmi.net/m20/ // 'pocket' sized rulebooks, easiest to find the rules, includes main rules as well
https://github.com/Tungul/GameMode_Microlite20/ // follow progress here

What is Microlite20? Microlite20 is a tabletop pen and paper RPG designed around the original AD&D.
This thing is really lightweight - the core rules fit on one side of a sheet of paper, everything else is resources.


The other day, I had an inkling to DM a game, but I didn't have a good system and I was just gonna do something simple like roll to dodge, but luckily for you and I, my players weren't frigging ready for a week so in that week I discovered Microlite20.
I made some web based calculator tools for microlite and then I realized: this would work spectacularly in Blockland! Chat, dice rollers, macros, or at least the scripting language to make them, and my target players all had Blockand, so why not?

That's what this sets out to achieve.

Features:
Built in character creator, as well as import/export function for sharing Just join and follow some instructions. Your character is created live.
Built in character sheet manager (no guis, sorry) You join the server and your data is there.
Built in dice roller Why leave it to your DM to roll all the dice offline? Take some initiative and roll them yourself, where everyone can see! Credit to M for the script.
Casual save, designed with a peaceful atmosphere in mind A custom build (or a modified default one) with a table with evented gameboard, with low lights for atmosphere.
Some as-of-yet undecided DM utilities
The DM does not have to be the host Much like the DM does not always host game sessions, the host will not have to be the DM.

I'll be testing this on my server.


What I need:
  • Suggestions for features
  • [0]Beta testers (Currently have a DM, me, and one player. Microlite supports four classes, but has an expansion. I'll shoot for four.)
  • Beta testers to actually host the damn thing (later, not right now)
  • [0]A build. The default cottage is too small. I'm also really bad at building. Seriously.

This mod is currently in an unusable pre-alpha state. ETA of usable state is exactly 52 hours, 35 minutes Valve time.
So why am I posting about it already? I wanted to test the waters to see if anyone would even be interested in such a thing, plus scrounge up some players. I've discovered 3 people on my skype+steam friends list that have D&D experience, but that's not a good test to see if the blockland community as a whole has a crapload of TRPG players.


Oh yeah, and it all needs to be playable before school starts for me, which is pretty fast.

Alpha Testers
Basically, I'll be running a game tomorrow (saturday the 7th) with this mod.
We need two people provided MARBLE and my other guy come through, possibly only one if the stars align properly. I'll DM.

Prerequisites to join:
  • Greater than no intelligence
  • Has read this at least once, but the grunt work will be handled by the system
  • Not illiterate
  • Understands the difference between a RPG and a Tabletop RPG [hint: no actual swords]


pm me

22
Modification Help / Event_DayCycles
« on: August 31, 2013, 12:12:11 AM »
I intend to fix this mod up.

http://forum.blockland.us/index.php?topic=204001.0

You'll note the last 5 pages were riddled with bug reports I couldn't reproduce, and nobody posted the console.log's like requested.

What I'm looking for is live people to test, and people who were/are actually still using this mod, if they exist.

Basically, just download the mod (This should work) and then look for bugs. For hints, try the last five pages of the linked thread above... I couldn't figure out why they happened, or how to make them happen, but if you can reproduce them that'd be a major help.

Thanks!

I'll also try to add a thingy so that the events are triggered when they actually happen, as opposed to 1/4th of the way through the day. Edit: for compatibility with custom daycyles


And yes, it is in version 16.

Update: Apparently the events were defined as having a minigame target, but the code for choosing which minigame was which was commented out. Fixed this in 826b885.

23
Games / DAE Dungeons and Dragons?/D&D discussion thread
« on: June 29, 2013, 09:26:29 PM »
/title


it's tabletop roleplaying
super fun stuff

just google it

(not that stuffty online mmo one, the real one with stuffty dice that spite you)

24
Code: [Select]
[code](I have no idea what the forget is going on up here)

So I took my old topic and am remaking it because I added the transparent text thing. (http://forum.blockland.us/index.php?topic=207737.0)
[trans]Here's a demo. Try installing the userscript and refreshing this page![/trans]

Code: [Select]
// ==UserScript==
// @name       Anti-Trans and auto-shrink
// @description  makes transparent stuff visible, and makes images not be bigger than your browser.
// @version      1.2
// @match      http://forum.blockland.us/index.php*
// ==/UserScript==
var spans = document.getElementsByTagName('span');
var sl = spans.length;

for(var i = 0; i < sl; i++) {
    if(spans[i].style.color == "transparent") {
        spans[i].style.color = "red";
        spans[i].innerHTML = "[transparent]" + spans[i].innerHTML + "[/transparent]";
    }
}
var imgs = document.getElementsByTagName('img');
var img;

for (var i = 0; i < imgs.length; i++) { imgs[i].style.maxWidth = '100%'; }

Quote from: kingdaro, who took it from mygamercard.net
Running Userscripts is easy, but you may require some setup to be able to install them:

Google Chrome allows native runtime of Userscripts; just click and go! You can remove Userscripts via the 'Extensions' tab. - chrome removed this super-easy-install for security reasons or something. click the link and a little bar will pop up with info on how to install them (straight from google) I recommend tampermonkey extension.

Mozilla Firefox requires the Greasemonkey plugin before using this script.

Apple Safari's version 5 allows the installation of the NinjaKit extension (Click 'NinjaKit for Safari').

Opera is also native, but requires some setup. See 'Adding User JavaScripts' for more details, then download the script to the directory you specify.

Microsoft Internet Explorer is unfortunately left out of the party. With no native support for userscripts, and no development on addons for years (and only for earlier versions) means no automatic Leaderboards for now. :([/code]

25
So I am way too lazy to type it again, so have some reading.
Quote
Never tell your password to anyone.
Tuesday, November 27, 2012
10:56 PM - Lugnut: I have X dollars and Y cents in change
10:58 PM - Lugnut: I wish to make a script that will take the coins I have, and break them down into all the possible sets of combinations that makes Z$ and uses the most coins
10:58 PM - Lugnut: Sooo, loop through all the coins to divide them up or what
10:59 PM - Lugnut: How would I do that algorithmically
11:00 PM - Jetz: Uses the most coins...? Convert it all to pennies?
11:00 PM - Jetz: I'm not sure I understand the problem
11:04 PM - Lugnut: Say I have 1.25
11:05 PM - Lugnut: And that's 25¢, 4 nickels, 15 pennies, 4 dimes
11:06 PM - Lugnut: Um
11:06 PM - Lugnut: That's only 1$
11:06 PM - Lugnut: Ok yeah its 1$
11:06 PM - Lugnut: Broken down as stated
11:07 PM - Lugnut: I want to calculate how many possible combonations breaks it into 25¢ groups
11:07 PM - Lugnut: 15 pennies + 1 dime
11:07 PM - Lugnut: 5 pennies, 2 dimes
11:07 PM - Lugnut: Etc etc
11:08 PM - Lugnut: With the goal being to break it into the most optimal group for utilizing most of the coins
11:08 PM - Lugnut: ... without turning it into 100 pennies
11:09 PM - Jetz: Wait, break it into groups all using the same set of coins, like you can't use 15 pennies in 1 and 5 in another?
11:09 PM - Lugnut: Create a set of groups, where each group == 25¢
11:09 PM - Lugnut: Where the total is as close to 1$ as possible
11:11 PM - Jetz: And reuse is not aloud between groups? Sheesh that's a difficult problem. Would be annoying to even find a way to brute force that one.
11:11 PM - Lugnut: Correct
11:12 PM - Lugnut: It is allowed between sets

I realized after this line that it would be easier on every party involved's (did I just say involved's?) brain if I asked the whole of coding help instead.

A good way to think of this is that you have a stuffload of pocket change, and you want to figure out all the ways you want to create bus far.
This is a good comparison cause that's actually what I'm trying to do, lol.
If you have questions or suggestions, please post. You don't need actual code, we're talking algorithms here, not neccesarily code.

26
Yeah, basically that.
CityRPG lots are the kind of zone definition I'm thinking of.

27
Drama / List of banned users who have returned for the $5 a key sale
« on: November 26, 2012, 12:59:27 AM »
This list will update as we pinpoint more alts.
If you have an alt you'd like added to the list, PM me.


For evidence supporting these/drama topics, you can go here.

If your horrible browser cannot support .svg images in image tags, try using the link above to view the list.

28
Add-Ons / [Bluzone Private Mods] Script_RPChat V4 | Script_TelChat V3
« on: September 15, 2012, 09:37:25 PM »
After joining Kniaz and his team with the bluzone as lead scripter, I noticed the lack of features in their scripts. I began to add features over the course of a few months, all the way until a few days ago when the Bluzone shut down.
These are their stories. the results.
I have Kniaz's approval to release RPChat. Telchat is mine.

Script_RPChat

This is where most of the action happened.
Quote from: changelog from original to my mod
+Everything
+Seperated mod into multiple files because it's so goddamned big
+Added eval (for debugging)
-removed eval for release
+Added shorthand functions for use with eval (fcbn, fpbn, etc)
+Added method to remove ownership from saves. This is useful for when dumbass mcblock uploads a save with ownership. zombies are broked unless minigame host owns their spawns. /removeSaveOwnership
+Added logging to everything
+added /hearall. allows super admins to hear every chat that flows through the server.
+added /silentSetName. Does as it says on the tin.
+added /adminToggleOOC to allow disabling of OOC. // probably works
+added /toggleOOC, /toggleRadio, to allow client-sided toggling of ooc and radio.
+added /goCloak to allow super admins to spy on noobs.
+added /shutdown to allow super admins to kick everyone with the reason "the server was shutdown." It also sets the password to $Pref::Server::secretPassword.
+added /private and /public. /private passwords the server with a random alphanumeric string. /public removes the password.
+added /restoreBricks because for some stupid reason, people like to forget up and overwrite the temp.bls. /restorebricks takes base/server/temp/backup.bls and puts it in base/server/temp/temp.bls, allowing fast loads via /reloadBricks. You will have to manually create backup.bls, the game won't make it for you. (just rename temp.bls)
+/whois now accepts three inputs. None, a RP Name, and a character name. None lists all players.
+ADDED /CARRY. This tool allows you to "pick up" another player and carry them in your hands. Basically lets your rp look right. Player A uses /carry B, where B is the playername (not rpname) of the target player. you have to be within 2.5 blocks of the target. player B either does /acceptCarry or /declineCarry to accept or decline. on accept, B is placed in A's arms, and plays the 'playdead' animation which makes it look legit and stuff. player A must then do /drop to set down B. B cannot use /getDown to get down because I'm lazy. I might make this. I think B can jet to get out.
+Added rpstatus. do /status status message here to set your status. shown when someone clicks on you. clickmod taken from JazZ or Yola or yahoo or whatever the forget his name is
+Added whispers. do > before your message to whisper it. the sound travels 2 bricks.
--Modifications to /setname
+stupid parse. removes < and > from names, for idiots too illiterate to understand that basic concept. also capitalizes the first letter of the names. also automatically bans for 15 minutes.
+strips ml control characters. this means no stupidass coloured names.
+checks if the users name is in the rpname they tried to set. For example, if I do /setname Lugnut Seagull, it will deny me. If I attempt to do so again, the system will ban me for 15 mintues automatically.
+checks for swear words in rp name. I have nothing against swearing, as evidenced by this log. However, your name is not "richardbag Mcforget". You will be banned for 15 minutes for trying it.
+system saves all names when one user uses /setname. no more lost names because your neighborhood admin forgot to do /rpcsave.
+/silentSetName has a secret function: 3 word names. Do this: /silentSetName Captain Karan S'jet 1. your name will come out as "Captain Karan S'jet" instead of "Captain 'S'jet' Karan".

Quote from: post public release changes
+added a little rtb pref for what the rp name is. X has entered the... [string]. This changes the X has entered the Bluzone! message so it's custom.
+fixed ooc chat not working. Thanks padmedog.
+added a pref so you can make last names not required.

Download

Script_TelChat

This was created back when I first learned how to use TCPObjects.
  • It allows you to send messages to the ingame chat via telnet, or other plaintext programs, such as netcat, or PuTTY in raw or telnet mode.
  • [0]You can also perform basic administration functions, such as !kick and !ban.
  • Requires you to 'sign up' ingame. This prevents blockhead53581 from banning people.
  • [0]You can even escalate certain users to allow them to use eval. There is no way to accidentally do this. I take no responsibility for you "accidentally" giving a malicious user eval access who then deletes all your files with one console command. I'm also not going to tell you how to do it. If you can't figure out how, you don't need eval. Period.
  • Stores passwords in salted SHA1 hashes. Thanks DC4F. Note: If the host is a scripter, he can modify the mod to log passwords. Don't use any password you use elsewhere. I take no responsibility for lost passwords or accounts.
  • [0]Banning users ingame also removes and bans them from telchat. Congrats to Fanta for being the unlucky dumbass who was my first test-subject.

Quote from: changing room
+fixed sintax error
+added shortness limitation on password. anything shorter and it can be cracked in a reasonable amount of time.

OMG HAO 2 USE???
1. install mod
2. open port (blockland port here) + 25. if your port is 28000, open 28025 TCP.
3. run server
4. use telnet, netcat, or PuTTY to communicate with the server on (your ip here):(your chosen port here + 25 (28025)). google it.


Download

Q: Will you update these mods?
A: No. I'm going on hiatus because real life. I'll be sticking around for a week more, tops. report bugs so they can be fixed. I won't be adding major features either.

29
Code: [Select]
so this mod is really simple and i guess it's working now, at least in chrome so i'll release it

[code]// ==UserScript==
// @name Blockland Forums Auto-Shrink
// @namespace http://www.bluzone.no-ip.org/
// @description Makes images not be bigger than your browser.
// @include http://forum.blockland.us/index.php*
// ==/UserScript==

var imgs = document.getElementsByTagName('img');

var img;

for (var i = 0; i < imgs.length; i++) {
img = imgs[i];

img.style.maxWidth = '100%';
}

Quote from: kingdaro, who took it from mygamercard.net
Running Userscripts is easy, but you may require some setup to be able to install them:

Google Chrome allows native runtime of Userscripts; just click and go! You can remove Userscripts via the 'Extensions' tab. - chrome removed this super-easy-install for security reasons or something. click the link and a little bar will pop up with info on how to install them (straight from google)

Mozilla Firefox requires the Greasemonkey plugin before using this script.

Apple Safari's version 5 allows the installation of the NinjaKit extension (Click 'NinjaKit for Safari').

Opera is also native, but requires some setup. See 'Adding User JavaScripts' for more details, then download the script to the directory you specify.

Microsoft Internet Explorer is unfortunately left out of the party. With no native support for userscripts, and no development on addons for years (and only for earlier versions) means no automatic Leaderboards for now. :([/code]

30
some of you may know i've been running truce's torque webserver.
i've modified it a bit to allow support for various things, and my latest goal is to add support for html5 websockets.

following this guide and numerous other resources
http://www.altdevblogaday.com/2012/01/23/writing-your-own-websocket-server/
and
https://developer.mozilla.org/en-US/docs/WebSockets
i've made this addition to the Webclient::finish method in the webserver at line 253

Code: [Select]
if($_SERVERHTTP_Connection $= "Upgrade")
{
%server.debug("> Upgrading connection to websocket.");

if($WebSocketNum $= "")
$WebSocketNum = 0;

%spec = "258EAFA5-E914-47DA-95CA-C5AB0DC85B11";
%clkey = $_SERVERHTTP_Sec_WebSocket_Key;

%catkey = %clkey @ %spec;
%server.debug("> CatKey: " @ %catkey);

%rkey = base64Encode(sha1(%catkey));
%server.debug("> key: " @ %rkey);

%this.send("HTTP/1.1 101 Switching Protocols\r\n");
%this.send("Upgrade: websocket\r\n");
%this.send("Connection: Upgrade\r\n");
%this.send("Sec-WebSocket-Accept: " @ %rkey @ "\r\n");
%this.send("\r\n");
// %this.send("Num = " @ $WebSocketNum @ "\r\n");

$WebSocketArray[$WebSocketNum] = %this;
$WebSocketNum++;
return;
}

the problem occurs when the system is calculating either the SHA1 sum or the base64 encoding at the end. here's a sample request utilizing javascript console:
Code: (client) [Select]
var s = new WebSocket("69.64.43.11:33580");
Code: (server) [Select]
% [Webserver] > Client timeout in 500 milliseconds.
% [Webserver] Packet terminated from client 1845687.
% [Webserver] Parsing client 1845687's header: Upgrade: websocket
Connection: Upgrade
Host: 69.64.43.11:33580
Origin: http://69.64.43.11:33580
Sec-WebSocket-Key: aGf7b7cHpm/HtRf16dG3Xg==
Sec-WebSocket-Version: 13
Sec-WebSocket-Extensions: x-webkit-deflate-frame
Cookie: a=streamline; n=Lugnut

% [Webserver] > Assigning websocket to HTTP_Upgrade.
% [Webserver] > Assigning Upgrade to HTTP_Connection.
% [Webserver] > Assigning 69.64.43.11:33580 to HTTP_Host.
% [Webserver] > Assigning http://69.64.43.11:33580 to HTTP_Origin.
% [Webserver] > Assigning aGf7b7cHpm/HtRf16dG3Xg== to HTTP_Sec_WebSocket_Key.
% [Webserver] > Assigning 13 to HTTP_Sec_WebSocket_Version.
% [Webserver] > Assigning x-webkit-deflate-frame to HTTP_Sec_WebSocket_Extensions.
% [Webserver] > Assigning a=streamline; n=Lugnut to HTTP_Cookie.
% [Webserver] Parsing client 1845687's POST args:
% [Webserver] > No POST args found to parse!
% [Webserver] > Upgrading connection to websocket.
% [Webserver] > clKey = aGf7b7cHpm/HtRf16dG3Xg==
% [Webserver] > recdKey = aGf7b7cHpm/HtRf16dG3Xg==
% [Webserver] > CatKey: aGf7b7cHpm/HtRf16dG3Xg==258EAFA5-E914-47DA-95CA-C5AB0DC85B11
% [Webserver] > key: ZDdkN2FlMGM5MzFmN2RhY2Y0NDRlOWJmNzVmZTJjNzBkNTQyNzIwOQ==
Code: (client) [Select]
Error during WebSocket handshake: Sec-WebSocket-Accept mismatchas you can see, the specification magic key is appended to the sent key successfully, and the end result is pooped out.

using default programs in my linux distro, i ran the following commands in my terminal
Code: [Select]
lugnut@LugBook:~$ sha1sum
aGf7b7cHpm/HtRf16dG3Xg==258EAFA5-E914-47DA-95CA-C5AB0DC85B11
bf416c18230328f3113518ed03f8fbcee351d7b4  -
lugnut@LugBook:~$ base64
bf416c18230328f3113518ed03f8fbcee351d7b4
YmY0MTZjMTgyMzAzMjhmMzExMzUxOGVkMDNmOGZiY2VlMzUxZDdiNAo=
firstly i input the whole key (sent + spec) into sha1sum
then i took that and put it into the base64 converter

obviously the webservers result is drastically different than the one i manually created.

however, i don't know who to blame :(

it appears that torque is miscalculating either base64 or sha1...

What can I do?
EDIT: after posting this i realized there was two spaces and a - after my sha1 encoding i had ignored
Code: [Select]
lugnut@LugBook:~$ base64
bf416c18230328f3113518ed03f8fbcee351d7b4  -
YmY0MTZjMTgyMzAzMjhmMzExMzUxOGVkMDNmOGZiY2VlMzUxZDdiNCAgLQo=
this is a match to my earlier result without the whitespace.

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