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Messages - Gravity Cat

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46
I'll be making one or two new things for this.

Gear simply wanted a tank with a flamethrower and I turned it into this:



A double-barreled cannon similar to the default tanks cannon but twice as devastating, remote-controlled missiles and a flamethrower. Also the front hatches are openable so you can see better where you're driving and people can snipe you.

47
I would play but it looks complicated as stuff.
Yeah there is a lot to it, but Gear and I can teach you everything.

looks like amaze

does it have grid building?
No, a gridless system.

48
This is a bit of a plug for my own mod but you should use an updater script so that people actually receive updates you release. http://forum.blockland.us/index.php?topic=255382.0
Oooh I see. Though I would need some webspace first.

49
Games / Shores of Hazeron - Funky creatures & interstellar empires!
« on: July 04, 2014, 02:02:37 PM »

SHORES OF HAZERON

Website:
http://www.hazeron.com/
Wiki:
http://www.hazeronwiki.com/Main_Page

What is it?
It's a MMO where you build and maintain an interstellar empire in a huge universe with 20 galaxies, each containing millions of stars and planets. You can fly spaceships, colonize new planets, trade and wage war against other empires.

You can create your own empire or join existing ones. When making a new one you start from scratch with nothing but a knife. It can take a bit until you're able to go to space. Bigger empires are usually able to give you tons of money and a spaceship to start with.

Also you can design your own race. And spaceships.

The game is in development, so there will be bugs and lag is (still) an issue.

Gear and I have a moderately sized empire, called Imperium Divinum Novus. If you want to join us, message me on Steam.

Pretty Pictures



50
Suggestions & Requests / Re: [Vehicle] M1 ambrams
« on: July 01, 2014, 12:04:24 PM »
-snip-

aside from minor touching up the model is ready. If anyone would be interested in creating a functioning script for it that would be pretty fantastic.
Not enough dakka.

Want a script?

51
General Discussion / Re: Is it possible to fix the auto-zoom glitch?
« on: June 04, 2014, 12:46:51 PM »
Doesn't GameConnection::getControlCameraFov() work just fine?
Not really. After spawning it will return 90 no matter the actual FOV until the FOV is changed by something.

52
Suggestions & Requests / Re: No respawn sound
« on: June 03, 2014, 08:57:33 AM »
This should remove the sound:
Code: [Select]
SpawnProjectile.explosion.soundProfile = "";

53
General Discussion / Re: Is it possible to fix the auto-zoom glitch?
« on: June 03, 2014, 08:20:45 AM »
It can be easily fixed by checking what FOV the player spawns with and saving it somewhere for later use. But camera objects have a bug there: Newly created ones will always return 90 no matter their true FOV. Once the FOV changes they return the actual value.

54
Modification Help / Re: Vehicles with more than 8 wheels
« on: June 03, 2014, 07:24:37 AM »
No idea if it works or not, but you could try mounting them manually after spawning the vehicle.
Code: [Select]
%vehicle.setWheelSpring(wheelindex,springbatablock);
%vehicle.setWheelTire(wheelindex,tirebatablock);

55
What's the progress on that space game you were making?
Barely any, sadly.

56
What about the reloading with the shotguns? you can't cancel the reload unless you switch to something else then switch back.
I'll try to remind myself to finally fix that.

the saucer link is broken
Fixed.

57
Modification Help / Re: MS3D - animations forget shading up bad.
« on: June 03, 2014, 05:38:19 AM »
Has nothing to do with animations, the normals are just pointing in the wrong directions. No idea how to fix that in Milkshape though.

58
Suggestions & Requests / Re: WWII guns?
« on: June 02, 2014, 06:31:35 AM »
I got replys saying that he doesn't do requests, I hope my lucks on so he could make it out of the blue
Well I just decided to :P

59
It happens without iron sights every time. The recoil thing is also a really bad problem. Like later today or?
Today.

Turns out this problem is thougher than I expected. Apparently when one tries to get the current FOV of a newly created camera object it will always return 90 until the FOV changes. I can't reset a clients FOV, I can't grab the default FOV from anywhere and messing around with the cameras doesn't help either.

Okay I fixed all issues with the weapons except the problem where weapons don't zoom back out to the players default FOV. Since I can't do anything about that I added a chat command that lets players type in their default FOV to fix it, as well as a notification on spawn telling players about it.

Also note that I renamed the russian expansion pack to Weapon_DWepRussianExpansion.

60
Gonna fix the recoil and zoom thing later. I might start hosting again if I can find someone willing to provide a dedicaded server.

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