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Messages - Red_Guy

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16
Development / Re: 2012/08/10 - Bugs
« on: September 12, 2012, 04:35:26 PM »
Take another look at the video driver version.
Code: [Select]
OpenGL driver information:
  Vendor: ATI Technologies Inc.
  Renderer: ASUS EAH6850 Series
  Version: 4.0.10243 Compatibility Profile Context
blockland shows your are (were?)  running version 4.0.10243, but the current ATI drivers are at 12.x, so your WAY behind the times.

re-check your console.log to make sure blockland shows the same version as you downloaded.  If not, then your driver update didnt work right.

17
Modification Help / Re: Spawned blocks not colliding?
« on: September 12, 2012, 12:51:04 PM »
I found creating a "fake client" works.  I had this same code before v21 and it still works:

Code: [Select]
function Dig_CheckHost()
  {
   if (!isObject($Dig_Host))
     {
      %bl_id = GetNumKeyID();
      $Dig_Host = new ScriptObject() {
         isAdmin=1;
         brickgroup=0;
         bl_id=%bl_id;
      };
     }

    if ( !isObject($Dig_Host.brickgroup) )
      {
       %bl_id = GetNumKeyID();
       %brickgroup= new SimGroup("BrickGroup_" @ %bl_id) {
         client =0;
         bl_id=%bl_id;
         name="\cBL_ID: " @ %bl_id @ "\c1\c0";
         };
       $Dig_Host.brickgroup = %brickgroup;
       if (isObject(MainBrickGroup) )
         {
          MainBrickGroup.add($Dig_Host.brickgroup);
         }
      }
  }

I just use the $Dig_Host global as the argument when %client is needed somewhere.

18
Modification Help / Re: Spawned blocks not colliding?
« on: September 10, 2012, 09:33:42 PM »
Here is the working PlaceBrick function from my mining server:
Code: [Select]
function PlaceBrick(%pos, %health, %color, %colorFx, %shapeFX, %type)
   {
    %client = $Dig_host;
    %brick = new fxDTSBrick()
      {
       client = %client;
       datablock = "brick4xCubeData";
       position = %pos;
       rotation = "0 0 0 0";
       colorID = %color;
       scale = "1 1 1";
       angleID = "0";
       colorfxID = %colorfx;
       shapefxID = %shapeFx;
       isPlanted = 1;
       stackBL_ID = $Dig_Host.bl_id;
       type = %type;
       health = %health;
       isMineable = 1;
      };
    %r = %brick.plant();
    %brick.setTrusted(1);

    $Dig_host.brickgroup.add(%brick);
    $Dig_placedDirt[%pos] = %brick;
    return %brick;
   }

the %health and %type are specific to my mining mod -- you can ignore those.  See if this gives you any more clues (unless you have fixed it already).

19
Modification Help / Re: Spawned blocks not colliding?
« on: September 10, 2012, 03:36:46 PM »
Code: [Select]
function createDungeonBrick(%id,%db,%pos,%col,%fx) {
   %pos = getWords(%pos,0,2) SPC getWord(%pos,2) - (-50*%id);
   if($DG::isBrick[%pos])
      return -1;
   if(strLen(%fx) < 1)
      %fx = 0;
   %brick = new fxDTSBrick() {
      position = %pos;
      datablock = %db;
      isPlanted = true;
      colorId = %col;
      colorFxId = %fx;
   };
   %err = %brick.plant();
   MissionCleanup.add(%brick);
   if(!isObject(BrickGroup_88)) {
      new SimGroup(BrickGroup_88) {
         name = "Dungeon Generator";
         bl_id = 88;
      };
      MainBrickGroup.add(BrickGroup_88);
   }
   BrickGroup_88.add(%brick);
   $DG::isBrick[%pos] = true;
   return %brick;
}

you need a client for the brick to work right.
Also make sure the 'Z' position of your brick is above ground (greater than 0).

Lastly -- plant a regular brick, use /getid to get the obj id for it.  do a dump() in console and look to see what the properties are for the brick.  Then make sure your code uses those values.

v21 changed the rules when creating bricks from script, so a lot of the old ways wont work.

20
bleah - I fail at explaining this.

Download file here:
http://www.mediafire.com/download.php?7cp9whg3bpdgnkf

5 saves

each save is 8 blocks by 8 blocks.   (64 buildings)
each building is 64x64 studs, and between 1 and 8 floors tall
There are  regular road plates for streets.

enjoy

21
yes generate..

X city blocks by Y city blocks and a max number of floors tall for each building.

The only interior is a staircase for each floor.
I can generate anything from 1k bricks to several million (but something that big wont load).

22
Development / Re: 2012/08/10 - Bugs
« on: September 07, 2012, 02:35:36 AM »
Im still getting this error when people disconnect:
Code: [Select]
Issuing Disconnect packet.
%
base/server/scripts/allGameScripts.cs (26977): Unable to find object: '2973063' attempting to call function 'getCount'
BackTrace: ->GameConnection::onDrop->[Dig_package]GameConnection::onClientLeaveGame->GameConnection::onClientLeaveGame->MiniGameSO::removeMember
%
This on dedicated server with a minigame enabled.


Also getting this slightly different error when people disconnect while my server is doing a reset of  the bricks:
Code: [Select]
Client 1363072 disconnected.
Issuing Disconnect packet.
%
base/server/scripts/game.cs (1119): Unable to find object: '1363086' attempting to call function 'getBrickSpawnPoint'
BackTrace: ->GameConnection::onDrop->GameConnection::onClientLeaveGame->MiniGameSO::removeMember->GameConnection::InstantRespawn->Ga
meConnection::spawnPlayer->GameConnection::getSpawnPoint
%
%
base/server/scripts/allGameScripts.cs (26977): Unable to find object: '1363086' attempting to call function 'getCount'
BackTrace: ->GameConnection::onDrop->GameConnection::onClientLeaveGame->MiniGameSO::removeMember
%

If there is a better way to clear the bricks other than: MainbrickGroup.ChainDeleteAll();  -- please let me know

23
I can probably generate one for you
how many bricks do you want?

24
Help / Re: For awhile game runs flawless, then usages get restrained to ~50%
« on: September 04, 2012, 05:32:12 PM »
so your blockland goes from 34fps to 89fps  ...  and your complaining?

To me that sounds like a good thing.

25
Modification Help / Re: [RESOURCE] Search for a word in a string
« on: September 04, 2012, 04:08:45 PM »
Code: [Select]
function strStrW(%string, %searchForWord)
{
    for(%i=0;%i<=getWordCount(%string)-1;%i++)
    {
if(getWord(%string,%i) $= %searchForWord)
    return %i;
    }
    return -1;
}

Example 1: strStrW("cakemaker is very happy","ca") would return -1, unlike strStr.

Example 2: strStrW("cakemaker is very happy","very") would return 2.

How about this instead:
Code: [Select]
function strStrW(%string, %searchForWord)
{
  return strStr(" " @ %string @ " ", " " @ %searchForWord @ " " );
}

for big strings, it should run a lot faster

26
Modification Help / Re: How to start out?
« on: September 04, 2012, 02:17:48 PM »
Ok here are the Snapshots of everything I could get. Also I may have found the problem, but I doubt it. (Shown in snapshots)

Looks like you have everything in the right place for add-on development

Try this:

1 - start blockland
2 - start a custom game mode
3 - goto console and type:
    exec("Add-ons/script_testing/server.cs");

4 - still in console, type:
    test();

And your function should do its thing.
If you need to make changes in your .cs file, then re-run step 3 above (no need to restart blockland)

If you get errors (usually red text in the console) when running the exec() command, fix those, re-save the file and re-run the exec() command.


27
Help / Re: Blockland crashes all the time.
« on: September 01, 2012, 07:42:27 PM »
Here's a traced console of the crash. Be warned, however. The file is 27.75MB.
Traced console.log
I hope this helps.

well first, you need to fix or disable broken addons:
Code: [Select]
>>> Error report complete.
ADD-ON "Brick_4x4f_Print" CONTAINS SYNTAX ERRORS

and
Code: [Select]
Loading Add-On: Brick_ExtraLogic (CRC:-786662079)
Executing Add-Ons/Brick_ExtraLogic/server.cs.

ERROR: ForceRequiredAddOn() - "Brick_Logic" is not a valid add-on
BackTrace: ->ServerSettingsGui::clickLaunchGame->createServer->onServerCreated->loadAddOns->ForceRequiredAddOn

ERROR: Brick_ThinkLogic - required add-on Brick_Logic not found. Mod cannot load.
BackTrace: ->ServerSettingsGui::clickLaunchGame->createServer->onServerCreated->loadAddOns

Code: [Select]
ERROR: Brick datablock "brick1x1x10brickData" has the same uiname as "brick1x1x30Data" (1x1x10) - removing.
BackTrace: ->ServerSettingsGui::clickLaunchGame->createServer->onServerCreated->verifyBrickUINames

ERROR: Brick datablock "brick1x2x10brickData" has the same uiname as "brick1x2x30Data" (1x2x10) - removing.
BackTrace: ->ServerSettingsGui::clickLaunchGame->createServer->onServerCreated->verifyBrickUINames

ERROR: Brick datablock "brick1x3x10brickData" has the same uiname as "brick1x3x30Data" (1x3x10) - removing.
BackTrace: ->ServerSettingsGui::clickLaunchGame->createServer->onServerCreated->verifyBrickUINames

ERROR: Brick datablock "brick1x4x10brickData" has the same uiname as "brick1x4x30Data" (1x4x10) - removing.
BackTrace: ->ServerSettingsGui::clickLaunchGame->createServer->onServerCreated->verifyBrickUINames


Really your best option here is to start with ONLY the default addons, and then enable the ones you want, 1 at a time until something breaks.  After that, chances are the last one you enable is the broken / buggy / conflicting one.

Yes this will take a LONG time to do, especially if you have lots of addons.

28
the public brick group is automatically created and added to the main brick group, no need to do that in your game-mode manually
On single player or lan games - thats correct.
but its not the case in a dedicated server (I have big problems with this in my mining server).

29
why do you want to do this?

30
I ran into the same issue with my mining mod.

- make sure you bricks are ABOVE ground.  if any part is below the ground plane, you get a "ghost"
- try doing %brick.plant()  first, and then add to brick group
- make sure the brick group gets added to mainbrickgroup

so something like so:
Code: [Select]
mainBrickGroup.add(brickGroup_888888);  <== do this ONLY ONCE!!

%obj = new fxDTSBrick()
{
       client = <something>   <== this seems to be required now
position = %x * 2 SPC %y * 2 SPC %z;
datablock = brick4xCubeData;

colorId = %c;
isPlanted = 1;
};
%obj.plant();
brickGroup_888888.add( %obj );

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