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Topics - Xalos

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61
Games / Public Vanilla Minecraft Server
« on: April 12, 2014, 06:49:31 AM »
EDIT: Absolutely no one joined. Bleh.

62
Modification Help / Changing world gravity
« on: April 12, 2014, 04:39:26 AM »
I need a way to affect server gravity as a whole that'll work for vehicles. I can use a velocity loop, but it's not pretty and causes everything to shoot upwards if the server lags.

Is there any way to change the world gravity directly, or do I just have to use velocity loops?

63
Off Topic / Isp Calculations
« on: April 10, 2014, 09:22:00 PM »
I calculated the ISP for the EVA jetpack in my Realistic Space Mod.

Nearest Neighborhq3x


I have no idea what a 'realistic' ISP for an EVA jetpack would be. Hmm. Could someone link me to references for EVA jetpack ISPs?


Also, vote whether or not you think hqx did a better job of scaling than nearest neighbor!

64
Modification Help / Server-sided category scrolling
« on: April 09, 2014, 07:30:24 PM »
I need keys which are usually close to each other and almost always both bound on the client side. I'm using the light key for scrolling through categories, and I need keys for scrolling within categories. Currently I'm using vehicle seat shifting; are there any other potential pairs I could use?

65
Add-Ons / Script_ReapTempbricks
« on: April 09, 2014, 04:09:46 PM »
There are examples of glitches that leave tempbricks behind permanently. As such, these are problematic to long-running servers. This mod gives admins two new commands to deal with these tempbricks.

/reapTempbricks - admin and SA only. Usually reaps all tempbricks not currently owned by a client. Misses some disowned tempbricks in special cases. Does not affect Duplorcator.
/forceReapTempbricks - SA only, a lot laggier. Reaps all disowned tempbricks, period. Destroys Duplorcator copies. Use with caution.


Download

66
Add-Ons / Script_Mute
« on: April 09, 2014, 04:07:36 AM »
i am tired of badly made mute mods that dont have any sort of carry over between server rejoins

have you ever seen a ban system that lets people just leave and then come back
of course you havent because that would be loving stupid
so why do we design mute mods like that


now you can stop banning people for mute evasion



my shift key is broken
i need a new keyboard

67
Modification Help / [RESOURCE] Datetime Functions
« on: April 08, 2014, 09:51:51 PM »
I've noticed that Torquescript has a dearth of existing datetime capabilities, which I have been needing heavily.
So I made some datetime functions for my own purposes.


Code: (Datetime.cs Library) [Select]
//Check if the library version is higher than ours
if($Library::Datetime::Version > 1) return;
$Library::Datetime::Version = 1;


/// Gets the difference in time between two dates.
/// %date1: The first date in MM/DD/YYYY hh:mm:ss format.
/// %date2: The second date in MM/DD/YYYY hh:mm:ss format.
/// Returns: The difference in time, in seconds.
function DT_getTimeDifference(%date1, %date2)
{
%date1 = strReplace(strReplace(%date1, "/", " "), ":", " ");
%date2 = strReplace(strReplace(%date2, "/", " "), ":", " ");
%year1 = getWord(%date1, 2); %leap1 = DT_isLeapYear(%year1);
%year2 = getWord(%date2, 2); %leap2 = DT_isLeapYear(%year2);
%offset = "0 31 59 90 120 151 181 212 243 273 304 334";
%month1 = getWord(%date1, 0); %month2 = getWord(%date2, 0);
%day1 = getWord(%date1, 1) + getWord(%offset, %month1 - 1) + (%month1 >= 3 && %leap1);
%day2 = getWord(%date2, 1) + getWord(%offset, %month2 - 1) + (%month2 >= 3 && %leap2);
%dayDiff = %day2 - %day1;
%time1 = getWord(%date1, 3) * 3600 + getWord(%date1, 4) * 60 + getWord(%date1, 5);
%time2 = getWord(%date2, 3) * 3600 + getWord(%date2, 4) * 60 + getWord(%date2, 5);
%timeDiff = %time2 - %time1;
%yearDiff = getWord(%date2, 2) - getWord(%date1, 2);
%dayDiff += %yearDiff * 365;
%timeDiff += %dayDiff * 86400;
return %timeDiff;
}

/// Gets the day of the week for an input date.
/// %date: The date in MM/DD/YYYY hh:mm:ss format.
/// Returns: The day of the week, from 0 to 6 mapping to SMTWTFS.
function DT_getWeekDay(%date)
{
%date = strReplace(strReplace(%date, "/", " "), ":", " ");
%day = getWord(%date, 1);
%month = getWord("0 3 3 6 1 4 6 2 5 0 3 5", getWord(%date, 0) - 1);
%year = "00"@getWord(%date, 2);
%yy = getSubStr(%year, strLen(%year) - 2, 2);
%yQuot = mFloor(%yy / 4);
%cent = getWord("6 4 2 0", mFloor(%year / 100) % 4);
%final = %day + %month + %yy + %yQuot + %cent;
if(%month <= 1) %final--; return %final % 7;
}

/// Checks if a year is a leap year.
/// %year: The year to check against.
/// Returns: 1 if the year is a leapyear and 0 otherwise.
function DT_isLeapYear(%year) { return (%year % 100) && !(%year % 4) || !(%year % 400); }


Feel free to contribute your own datetime functions or improve the existing ones!


EDIT 1: Added forward compatibility.

68
Off Topic / So slow
« on: April 05, 2014, 04:40:24 AM »


Post more, Blocklanders!

69
Modification Help / Missile Model Request
« on: April 05, 2014, 02:12:18 AM »
I need two missile models - one large, and one small. There are four images to give a visual indication of what I mean, with a green cube representing a 4x Cube brick (2 TU on each side) for all four. All red areas are supposed to be recolorable, so I can make them be the team color.


The large missile has six fins, each at a 60° angle to each other. The missile body is 3 TU in radius, and the fins extend out to 7.5 TU from the central axis. There is a circle, recolorable, which appears to be 1 TU in radius when looking towards the missile head-on.


The missile is 60 TU tall (not including the fins or the gimbal), and the cone has a 30° slope from vertical. There are three bands, adjacent to each other, all of which are 1 TU thick, which start 5 TU below the bottom of the nose cone. The outer two are black and the inner band is recolorable. The fins start 1 TU above the base of the missile, and extend down with a 45° angle, and back up towards the missile at a 63.435° angle, giving them a height at their base of 4 TU. The gimbal does not need to move or have a bone for the exhaust.


The small missile has three fins, each at a 120° angle to each other. The missile body is 2 TU in radius, and the fins extend out to 5 TU from the central axis. The recolorable circle at the tip of this missile appears to be 0.5 TU in radius when looking head-on towards it.


The missile is 40 TU tall (not including the fins or the gimbal), and the cone has a 30° slope from vertical. There is one black band, 1 TU thick, starting at 5 TU below the bottom of the nose cone. The fins start 1 TU above the base of the missile and have the same angles, but their final height at their base is 3 TU.


Both missiles should have collision, but only along the main body. The fins and gimbals shouldn't have collision.



Can anyone model these missiles for me?

70
Modification Help / How to get angular velocity for vehicles?
« on: April 04, 2014, 10:04:43 PM »
The title thread really explains the question. Why is there a setAngularVelocity() for vehicles, but no getAngularVelocity()?

71
Modification Help / Hiding a sound datablock
« on: April 01, 2014, 06:27:15 PM »
There are certain sounds I don't want people to be able to play or even see via events.
However, sounds use the filename itself instead of a uiName for selection via events.

Is there any way to hide a sound from the event sound selector list?

72
Help / Buffer overflow / "unknown command connect" errors.
« on: March 31, 2014, 08:44:11 PM »
    My Realistic Space Mod server just crashed due to an unknown error originating in onClientLeaveGame - which was odd, because neither it nor any of the other mods packaging that function had shown any instability, apart or together, in the past several weeks that I've been running RSM. After disabling every mod other than RSM that was packaging onClientLeaveGame, I tried restarting the server again, but got a C++ buffer overflow error. Hmm.
    At this point I did an indiscriminate deactivation of every mod to get the server back to a vanilla state, but still got the same buffer overflow error. Stranger and stranger. So I deleted cache.db and replaced both Blockland.exe and BlocklandLauncher.exe. At this point, I got the following console error.

Code: [Select]
%
Starting server authentication...
base/server/mainServer.cs (2689): Unknown command connect.
  Object authTCPobj_Server(4291) authTCPobj_Server -> TCPObject -> SimObject
#
*** CREATING MISSION
*** Stage 1 create
160 environmental resource files found
Regenerating file manifest
Got 815 items in manifest, 430 files hashed
%
ERROR: WebCom_PostServer() - mission is not running
BackTrace: ->onStart->serverPart2->dedicatedKeyCheck->initDedicated->createServer->createMission->onMissionLoaded->WebCom_PostServer
%
Engine initialized...
Dedicated server is now running.

Once the server hits the final line, it hangs and fails to do anything else. At this point, I deleted the base/ folder wholesale to try to get a working copy, but the same error happens regardless.


These are the ten people who joined leading up to the event. Not sure if it's of any signifigance, but here they are nonetheless.


03/31/14 16:58:35: Zoltan (BL_ID: 14268, IP: [REDACTED]) joined the server with RSC r13.
03/31/14 17:54:29: Lethamos (BL_ID: 37171, IP: [REDACTED]) joined the server with RSC r13.
03/31/14 18:18:45: TreeAtmos (BL_ID: 28023, IP: [REDACTED]) joined the server with RSC r13.
03/31/14 18:53:18: DatPwnedGuy (BL_ID: 70032, IP: [REDACTED]) joined the server with RSC r13.
03/31/14 19:09:58: blocknaut (BL_ID: 42043, IP: [REDACTED]) joined the server with RSC r11.
03/31/14 19:10:28: Vlask (BL_ID: 50366, IP: [REDACTED]) joined the server with RSC r10.
03/31/14 19:16:22: blocknaut (BL_ID: 42043, IP: [REDACTED]) joined the server with RSC r11.
03/31/14 19:25:38: blocknaut (BL_ID: 42043, IP: [REDACTED]) joined the server with RSC r11.
03/31/14 20:31:33: The Black Ninja (BL_ID: 19074, IP: [REDACTED]) joined the server with RSC r10.
03/31/14 20:37:08: Bing! (BL_ID: 24447, IP: [REDACTED]) joined the server with RSC r10.

73
Apparently the overhead for calling a function is high enough that getMin runs far slower than its direct equivalent.

==>%r=getRealTime();for(%i=0;%i<999999;%i++)%d=getMin(getRandom(),getRandom());echo(vectorDist(getRealTime(),%r));
7040
==>%r=getRealTime();for(%i=0;%i<999999;%i++)%d=(%a=getRandom()<%b=getRandom()?%a:%b);echo(vectorDist(getRealTime(),%r));
448

None of my scripts should ever be trying to call getMin 999,999 times per seven seconds, so it's not that large of an issue - I just found it interesting.


Also I feel like there should be a seperate forum for coding discussion that's not actually for help or for mods, which is apparently what this thread is now about.

74
Modification Help / Callback for GuiWindowCtrl being moved
« on: March 21, 2014, 03:35:04 AM »
Does such a callback exist, or will I have to resort to hacky loops?

75
Modification Help / Stopping looped sounds
« on: March 17, 2014, 02:53:31 AM »
I know it's been done, and I also know it requires a client-sided component to do. I haven't actually been able to find the add-on that did it, so does anyone know how to stop a looping sound started from the server vie GameConnection.play2D()?

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