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Topics - Xalos

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31
Add-Ons / System_Wires
« on: October 07, 2014, 01:44:02 AM »
This mod allows you to place wires with pre-defined events to make contraptions!
In addition, it allows modders to add their own wires with pre-defined events to expand the scope of contraptions that can be made!
Use your light key to switch wire categories, and the seat change keybinds to change the wire itself!
I don't really know what else to put here, so here's the download!

DOWNLOAD

32
Off Topic / RetroEarthDrawer.exe (v2.0)
« on: September 29, 2014, 06:11:33 AM »
So I made a program which draws the Earth.

RetroEarthDrawer.zip (32-Bit Executable)
RetroEarthDrawer Source.zip (C# Source Code)   NOTE: As of v1.4, you must compile in unsafe mode.  Please let me know if there are any instability issues.


You can run the program from the command line to customize exactly what happens.
Here's an example that sets the view over the Americas, during the summer solstice.
RetroEarthDrawer.exe SA -0.7 SI 1.5708 TA -0.7 TD 0 DL 3600

Alternatively, here's the Moon from the one place it doesn't look off.
RetroEarthDrawer.exe TEX Moon NOLFO TA 0.5 SA 0.5 DPY 30 AT 0

SA: Sun angle.  Controls where the sun is when the program starts.
SI: Sun inclination.  0: Spring equinox; 1.5708: Summer solstice; 3.1415: Autumn equinox; 4.7124: Winter solstice.
TA: Texture angle.  Controls the rotation of the planet when the program starts.  Currently the view can't be inclined from the equator.
TD: Texture day.  Controls how many days it takes for the planet to rotate under the view one time.  This is purely visual.  0 = no visual spin.
DPY: Days per year.  Defaults to 365.2421897.  Set to 0.1 for fun.
DL: Day length, in seconds.  Controls how long it takes for one day to progress.
AT: Axial tilt, in degrees.  Default is 22.5.
RES: Resolution.  Should be Low, Med, High, HD, or XHD.
TEX: The sphere texture.  Use "moon" for the Moon.  Note that the Moon will look weird except from very specific angles.
NOLFO: Turns off light falloff at the edges of the planet.
X#: The scalar for the image.  Defaults to 3.  Must be an integer between 1 and 4.
RT: Real-time.  Not sure if this works properly, so please make sure that it actually shows up as the correct time of day where you are, and post your results here.
CITY: City lights.  Lights appear on the night side of the planet.

The various Spheremap X.png and Spherepos X.png images are rendering masks - if you want to change how retro the Earth looks, copy two matching files and rename them to Spheremap.png and Spherepos.png.  At some point I'll probably make that a command line option too.  Use the RES console flag to change this without having to rename the files.


I'm genuinely not sure if there's a better way to do rendering of this nature.  There probably is, but I don't know what it is.


Update v1.1: Made the Earth bigger so that it's less difficult to see; default resolution is now High instead of Med; added HD rendering mask.
Update v1.2: View rotation now defaults to off; added DPY console flag.
Update v1.3: Fixed the Earth rotating the wrong way (d'oh!); added AT console flag; added RES console flag; added experimental RT console flag.
Update v1.4: Added XHD rendering mask; added CITY console flag; the RT flag should now sync with the computer's datetime properly; made rendering faster.
Update v1.5: Added TEX console flag; added moon texture; added NOLFO console flag; added X# console flag; default scalar is now X3; fixed texture rotation being in the wrong direction.
    Update v1.5.1: Fixed always using the Moon texture (d'oh!).
    Update v1.5.2: Tweaked the day offset for the realtime mode.
    Update v1.5.3: Removed debug code to always set realtime to true (d'oh! I should stop coding tired).
Update v1.6: Fixed NOLFO flag; fixed X# antialiasing being off-center; fixed mask position mistakes.

Update v2.0: Added a GUI for the options; optimized performance.

33
I came across this amusing thread, which also got me thinking.  What would a "megahurtz" (1,000,000 hurtz) be?  Has anyone ever actually felt a megahurtz?  Should we all port forward, so that we'll feel less pain in our lives?

Let's define an inter-Blockland standard for the Hurtz, so that we can determine once and for all how much pain one megahurtz is.


Measures: Pain felt (not physical injury).
Abbrevation: Htz, unless someone thinks of a better one. (Htz from ZombieDude)
Defined by: The psychological constant, or Psych constant

List of various injuries and the approximate Hurtz associated with them:
  • Tooth pain - 230 Htz
  • Giving birth - 500 kHtz

34
Modification Help / Free-spinning wheels
« on: September 20, 2014, 11:16:46 AM »
In Blockland, airplanes are powered by their wheels.  This is annoying.

Is there any way to make a wheel which is "in neutral", completely disconnected from the engine, or instead give the engine no power without the wheels then eternally spinning in reverse?

35
General Discussion / Blockland Fall Damage Glitch
« on: September 13, 2014, 08:19:24 PM »
While doing testing for a new gamemode I'm working on, I orbed up to fall long distances to die from fall damage.

Then I fell from well more than enough to kill you... and nothing happened.


In the video, I refer to it as "this one spot" - but after later testing, I've found that the glitch only occurs under two very specific conditions, which technically lets you fall almost anywhere without fall damage.

1.) You must have just orbed.  I don't know why, but it doesn't work if you change your player's position directly.
2.) You must fall exactly 147.86 Torque units.  So if you're falling onto a 2x2 brick, you have to fall from a height of 148.46 TU.


The code used in the video to teleport me to the correct altitude was:

Code: [Select]
%cl = findClientByName("Xalos");
servercmdDropCameraAtPlayer(%cl);
%cl.camera.setTransform("33.2417 -12.1817 147.86");
schedule(1000, 0, "servercmdDropPlayerAtCamera", %cl);


Weird.

36
I'm trying to make an undo button which always responds to the keybind "Ctrl + Z". The button works properly, but if at any point I select a textbox in the form (which happens, you know, regularly), then it stops responding to the keybind.

While it does still respond to being clicked, I want the keybind to work properly regardless of whether I have a textbox selected.


I have tried making the undo button the first responder, which failed to work, and I have also tried defining sinkAllKeyEvents = 0; for the textbox, which also failed to work.

37
Add-Ons / Xalos's Anti-Idea-Stealing Release
« on: August 27, 2014, 03:53:09 PM »
There is this toxic concept of "idea stealing" that is deeply engrained in the community so that no one ever releases anything that they've made.  They run a server, then they stop and their creation is never seen again.  No one is allowed to play with their ball without them.


In the interest of showing that idea stealing is A.) not bad and B.) not a thing, I am going to release most or all of my gamemodes / add-ons. These will not be released until they meet two criteria: stability and ease of use.

The mere fact that I have more add-ons than I can count on my fingers and toes(under the trivial system - if we assign each finger and toe a value equal to a power of two, then I could count between 0 and 1048575, or -524288 and 524287 if we used Two's complement)is a good sign that I should probably release a lot of them.


Gamemodes
Gamemode_Farming - an add-on I made and abandoned five years ago. /help should get you started.
Gamemode_Solar_Apoc - try to survive during the day!
Gamemode_Spleef - drop tiles to try to kill other players!

Everything Else
System_Wires - place wires with pre-defined events to make contraptions!
Weapon_DeathPaint - kill other players with a blue paint can!

Unfinished/Unstable Mods
Xalos's Anti-Idea-Stealing Release (Unfinished Mod Edition)


While I do test all of these before releasing them, I can't catch everything. Some of them are years old and may have subtle bugs. Feel free to ask questions about how a mod works, or whether it should be doing some unusual behavior X. Also feel free to suggest mods I haven't yet released - I can't just dump my entire add-ons folder here because I have about twenty different Blockland installs and all of them contain mods totally unsuitable for release.

You are also completely free to use these mods in whatever way you like, as ought to be implied by my publicly releasing them. You can host servers with them, adapt them into your own mods, or whatever else you feel like.

38
Modification Help / GuiMLTextCtrl crashes game
« on: August 23, 2014, 06:06:31 PM »
Code: [Select]
...
new GuiScrollCtrl()
{
position = "0 0";
extent = "302 145";
minExtent = "302 145";

horizSizing = "width";
vertSizing = "height";

new GuiMLTextCtrl()
{
profile = GuiMLTextEditProfile;
position = "0 0";
extent = "294 145";
minExtent = "294 145";

horizSizing = "width";
vertSizing = "height";
};
};
...

If I take out the GuiMLTextCtrl, everything works fine - but if it's there the game immediately crashes.


Does anyone know what causes this?

39
I'm thinking I might try to make an add-on that can detect malicious code.
Obviously it can't detect every potential threat, but every additional line of defense we can muster is a chance to stop a potential threat.

To do this, I need as many points of comparison as possible. I can't think of every possible way of hiding malicious code, and I hardly want to write a script which only catches one specific style of malicious code. Hide your evilness as cleverly as you can, or just make it in an obscure, weird style of coding.


Since I hardly want to give script kiddies a dictionary of malicious code, this topic will start and remain locked. Please PM me your malicious code, instead of trying to post it here.

40
Everyone vote on what you think best describes the scale of Blockland!

41
Modification Help / Arc welder item model
« on: August 14, 2014, 12:39:23 PM »
I need a model for an arc welder item. Specifically, I just need the part someone would be holding - the electrode holder and electrode.


Source: http://www.lincolnelectric.com

42
Off Topic / ASCII Lossy Compression
« on: August 10, 2014, 07:50:56 PM »
I found myself curious just how bad ASCII text would wind up after a run through a lossy compression scheme.

So I encoded 16,875 bytes of ASCII text into a .png image, converted it to a .jpg, then read the data back into a text file. See if you can decrypt the mess that resulted.
The SHA1 for the original file is 1B82F08A3AFC15DCDF808DC7C1F8A 309AD4EA5F7.

For the record, the jpg was made by GIMP, exporting at 100% quality, meaning that the mess here was caused by just the artifacts of changing a .png to a .jpg and back. The ASCII text after actual lossy compression was totally illegible even for very high compression qualities.

43
Modification Help / Showing the crosshair for an orb
« on: July 31, 2014, 03:20:39 AM »
Is there any way to server-sidedly make the crosshair show up for clients that are currently controlling orbs or other cameras?

44
Modification Help / Cessna 152 Model
« on: July 29, 2014, 02:24:37 PM »
I need a Cessna 152 model for a gamemode I'm working on.

The dimensions in-Blockland should be:

Length: 12.04166 TU
Wingspan: 16.66666 TU
Height: 4.25000 TU
Wing area: 40 TU2

1 TU = 1 Blender unit


Reference image:

Source: http://www.aviation.siu.edu/flight/_common/images/TEC-Plane1.jpg

That's a double door at the lower right corner of the image. Planes are freaking huge.

45
Modification Help / What determines a vehicle's maximum speed?
« on: July 26, 2014, 04:28:19 PM »
I've just noticed that the default land vehicles, the Jeep and the Tank, both have a maximum speed of 200 studs/second (100 TU/s), while the (non-default) plane vehicles of the stunt plane, biplane, private jet all have a maximum speed of 300 studs/second (150 TU/s).

Does anyone know what exactly determines the maximum speed of a vehicle?

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