Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - DrenDran

Pages: 1 2 [3] 4 5 6 7 8 ... 37
31
Off Topic / I've received a few microchips.
« on: March 03, 2017, 04:33:01 PM »
I got my first parts and made the timer:

32
Off Topic / Making a new evolution simulator.
« on: February 04, 2017, 10:41:27 PM »

 
Open images in new tab to see larger version.
Video link.

Unlike last time when it was stationary squares for cells, this is a physics based simulation. So now creatures can have different bodies with parts they can move. I'll post an update when I actually have evolutionary progress to show.

33
Off Topic / I can't sleep, anyone else have to deal with insomnia?
« on: January 29, 2017, 05:30:31 AM »
It's 6:30am here.

I usually go to bed around 4am and wake up around noon, though two days a week I have a morning class so I have to split my sleep to go to it.
Yesterday I sort of did the same, and I ended up sleeping from 4:30am to 8:00am and 11:00am to 3:30pm. That kind of screwed up my sleep schedule.

So yeah, I should have fallen asleep two and a half hours ago but I'm not tired at all.
I'm really worried I won't be able to fall asleep tonight.
And if I can't fall asleep today, maybe I won't fall asleep tomorrow too. It's hard to stop thinking like that.

34
General Discussion / DrenDran's Survival
« on: January 23, 2017, 03:03:56 PM »
   The old topic sucked here's a new one.
   
   Featuring a custom 4km2 map.

   
   
   Custom bricks:
   Non-exhaustive
   
Well
Cost: 50 wood 100 ore

Anyone can click on
this brick and get their
thirst quenched.
         
Recycler
Cost: 50 metal 50 wood

Insert tools you don't
need into here and
get 5 metal for each.
         
Furnance
Cost: 10 wood 30 ore

The furnance is an
important early game
brick. It is used to
smelt or and cook food.
         
Workbench
Cost: 15 wood

The workbench is used
To craft non-metal items
and to put together
parts for complex items.
         
Campfire
Cost: 15 wood

Place this down and
it will slowly warm
you up and dry you off.
         
Anvil
Cost: 50 metal

Used to create metal
items and parts.
         
Team spawn
Cost: 50 wood 10 ore
30 metal

When placed it starts
with 10 charges. When
a teammate dies, they
spawn here using one.
         
Crate
Cost: 50 wood

Storage for 5 items
500 resources, or a
combonation of the two.
         
Charcoal pile
Cost: 50 wood

Place it and let it burn
after 15 minutes it will
stop smoking and have
40 charcoal inside.
         
Pump
Cost: 75 metal

Essential part of any
sprinkler system. Can
power 25 sprinklers.
         


   Other custom bricks:
   
  • Alarm - It will make a loud noise when an enemy approaches
  • Light - It's a light
  • Dirt - Three different types, for planting different crops on
  • Valves pipes and sprinklers - Used for farming

   

   Custom Items:
   Non-exhaustive
   
Improv pistol
Cost: 50 metal 25 wood

The most basic firearm
very unreliable, can
shoot shotgun ammo
         
Double barrel shotgun
Cost: 2 Gun barrels
1 shotgun fireing mechanism
1 gun stock
Total: 120 metal 40 wood

A far more reliable
weapon in the shotgun
category.
         
Sniper Rifle
Cost: 1 gun barrel
1 rifle fireing mechanism
1 gun stock
Total: 120 metal 60 wood

A highly accurate rifle
fires rifle rounds
         
Flare gun
Cost: 65 metal

Shoots fireworks.
Does not do much damage.
         
Axe
Cost: 15 metal 10 wood

Chops down trees more
effectivly than the rock
         
Pickaxe
Cost: 15 metal 10 wood

Mines ore more better
than the rock
         
2 Liter Soda
Spawns in buildings

Can quench 10 thirst
         
Can of soda
Spawns in buildings

Can quench 5 thirst
         
Sandwich
Cost: 1 bread 1 tomato
1 potato

Combine foods for better
nutritional gain
         
Watering can
Cost: 15 metal

Water crops with this
         
Shovel
Cost: 10 metal 10 wood

Till soil for better
harvests.
         
Coat
Cost: 20 cotton

Increases your personal
temperature 20 degrees
         
Cloth Armor
Helmet: 20 cotton
Body: 30 cotton 10 wood

Protects against damage
         
Plate armor
Helmet: 10 cotton 20 metal
Body: 10 cotton 30 metal

Better than the cloth
         
Medikit
Cost: 15 cotton

Heals a decent amount
of health when used
         



   Basically:
   Mine, farm, build, craft and raid to get what you need to prevent yourself from freezing, starving, drowning, or dying of dehydration!

35
General Discussion / Farming
« on: January 09, 2017, 09:41:52 PM »
 

36
Add-Ons / Make Eventing Great Again (Update)
« on: December 13, 2016, 09:15:36 PM »


Version 3

Sorry for the image dump, I had a formatted topic prepared and lost it.

New client features:
  • Move event rows up and down
  • Change color of event rows
  • Indent event rows
  • Minimize event rows based on indentation
  • Save events to a file
  • Load event saves in overwrite or append mode
  • Auto-delay tool makes delay heavy eventing easy
  • Select lines to later copy them
  • Insert line mode allows to copy an individual line
  • Support for input event parameters
New server features:
  • Support for keeping event indents and colors when the client is done eventing
  • Input event parameters system
  • Input event parameters for some default input events
Planned features:
  • Drag and drop
  • Extra input parameters
  • Mass select then indent / change color
  • Choose amount of event swatch colors
  • Event things other than bricks???

For hosts
Commands:
  • /toggleeventpackage --- Super admins only. Turns on and off the input parameter functionality. This won't interfere with the ability of the server to store color and indentation data.
  • /megacheck --- Tells you what version of the mod the server has and tells you which players have the mod and what version
Events with input parameters set by this mod:
  • onActivate --- The parameter is the name of the person doing the activating
  • onProjectileHit --- The parameter is the type of projectile

For developers
First and foremost, you can now add input parameters for your events. Here's what the code for an input parameter looks like:
Code: [Select]
function onProjectileHitCheck(%brick,%client,%target,%param,%specialObject)
{
if(strlen(%param) < 1 || %param == -1)
return true;
else
return $InputTarget_["Projectile"].dataBlock.getID() == %param;
}

registerInputParameter("onProjectileHit","datablock\tProjectileData","onProjectileHitCheck");
This makes it so that the onProjectileHit even has a dropdown under it to select a projectile type. If "None" is selected, the field is left blank, or the client in question doesn't have the add-on, then the event will work as normal. If they do set the parameter, then only projectiles of that selected type will trigger the event.
The function "registerInputParameter" takes three arguments. The first is the input event's name. The second is the parameter. Here are the valid types of parameters currently:
  • "string" --- There are no arguments to this field type. It is always the size of the dropdown above it.
  • "list" TAB item id item id item id... --- The first field is always just the parameter type. Here the second field is alternating space-separated item names and item ids for the list.
  • "datablock" TAB type --- The second field is the type of datablock to populate the list with. (e.g. projectileData, playerData, emitterData etc.)

The final argument is the function to use to check the input parameter.

As for the function itself, whether it returns true or false determines if the event continues normally or not. The arguments for the function are:
  • %brick - The brick that has the event
  • %client - The source client
  • %target - The selected target object, this can be any of the $inputTarget_* variables.
  • %param - The chosen value for the parameter
  • %specialObject - This is passed as a new third optional argument to fxDtsBrick::procesInputEvent
  • Note 1: None of these arguments are guaranteed to point to valid objects, do isObject checks on them before handling.
  • Note 2: You can obviously access all the $InputTarget_* variables if need be, the %target just gives you the one the player selected in the targets dropdown.


Also of note is the fact you can package the function addDropDownEventOptions(%button) to add additional options to the events menu drop down. Also you can package doDropDownOption() to handle when that option is selected.


Changelog
  • Version 3.1 --- 20:58 1/1/2018 --- Minor fix added where drop downs in the params section would open if you had listbox search add-on no matter what and possibly even crash your client.
  • Version 3 --- 15:54 28/11/2017 --- Support for loading event gui plus saves added. If you have drop down menus add-on added, each button's submission will trigger the next button's drop down to open automatically.
  • Version 2.9 --- 20:17 26/11/2017 --- Support for Client_EventScripting added, looping sounds that can't be used in events removed from playSound event, console warnings when you don't have the drop down menu add-on removed.
  • Version 2 --- 15:55 25/2/2017 --- Delay box moved under enabled box to save space. Vehicle dropdown boxes work now. Event lists are requested at first spawn so the issues with events taking a while to load or loading twice should be fixed. Server sided package disabled to fix all problems with events not working.
  • Version 1.85 --- 18:38 12/14/2016 --- Events that have no delay no longer use schedules. This should fix the use of the cancelEvents event.
  • Version 1.8 --- 16:03 12/14/2016 --- Fixed bug where people with the client couldn't save. (It was a really silly error on my part)
  • Version 1.74 --- 23:24 12/13/2016 --- /clearallevents now requires admin
  • Version 1.73 --- 14:00 12/13/2016 --- Initial release

Download
Current release mirrors:

37
General Discussion / Unnamed Survival Gamemode --- Looking for builders
« on: November 27, 2016, 03:14:44 PM »
So basically it's a Gamemode where you collect weapons and resources and can make bases and craft things. For new players you will be able to DM with low level randomly spawned weapons and those higher level weapons you collect off people you kill. For players who want to make an effort you can set up a base with some machines to craft weapons items and armor from resources.

I've gotten a decent bit of scripting done but here's a list of some of the features that I've worked on so far:

Features
  • Team System
    • Create your own teams with /createteam <name>
    • Invite players to your team with /invite <player>
    • Leave team with /leaveteam and also a cooldown before you can join/make another team
    • Randomly generated team color that shows above players heads and in their chat
    • Team chat for teams
    • Friendly fire between teams disabled
    • Team doors that automatically work for anyone on the team of the door's owner
    • Team-based leaderboard
  • Items
    • Items don't despawn
    • Corpses can be looted for their resources and items
    • Items spawning system that can set the rarity for each item
    • Players who log out with items might leave their items behind in some sort of pack
    • Ammo will be in the form of distinct items you can pick up, drop, store, and craft
    • If you have weapons on you your light will have a red tinge, white player lights indicate unarmed players
  • Building
    • Workbench brick that costs some wood and is required to craft recipes
    • Furnace brick from rock that is required to smelt rock into metal
    • Crate brick that can store items and resources
    • Anvil brick made from metal used to craft metal items
    • Recycler brick made from metal and wood that gets resources from discarded items
    • Team doors and personal doors
    • Other bricks cost a small amount of wood to build normally
    • Team spawn bricks with limited uses/charges that let you respawn in your own base
  • Resources
    • Ore/Rock which is used to make things out of stone or can be melted into metal
    • Gunpowder to craft ammo
    • Wood for building basic structures
    • Metal for armor, structural reinforcement, ammo, and weapons
  • Food and Drink
    • At the moment I've written the gamemode so that you will live 40 minutes without water before dying and nutrition increases healing rate
    • Soda bottles and soda cans spawn occasionally that allivate differing amounts of thirst
    • You can build wells to provide your team with instant allivation of all thirst
    • Vegetables will spawn randomly on the ground that you can eat
    • A simple version of my farming gamemode will be implemented to allow people to grow crops from vegetables
    • Vegetables can be cooked to provide even more nutritional value

My main issue isn't with scripting, most of this could be done in a weekend. What I really need is some models made for me. If anyone wants to help create models for my next project, please let me know.
Models I need:


Recipe list so far:
10 wood + 10 ore @furnace = 5 metal
10 ore + 2 charcoal @furnace = 6 metal
1 potato @furnace = 1 cooked potato
1 tomato @furnace = 1 cooked tonato
1 wheat @workbench = 1 dough
1 dough @furnace = 1 bread
1 bread + 1 cooked tomato + 1 cooked potato @workbench = meal
25 metal + 25 wood @anvil = eoka pistol
25 metal @anvil = 5 empty shells
5 empty shells + 15 gunpowder @workbench = 5 shotgun shells
10 metal @anvil = throwing knives

38
Off Topic / Any simple physics based games you ever wanted created?
« on: November 21, 2016, 10:13:19 PM »
I recently found Box2d and decided I wanted to make a game with it. I made a video of a sample program I whipped up in an hour or so:
https://www.youtube.com/watch?v=DTo-MdGYoQs

I was thinking of making a game along the lines of the old falling sand games but with more advanced concepts like heat, pressure, physics, liquids that act like actual liquids etc. but I wanted to see if ya'll had any suggestions.

39
Off Topic / My mall got shot up today.
« on: November 12, 2016, 11:45:56 PM »
There's a mall right next to my dorm where I got to get food every few days.
Today someone fired shots in the mall and the entire mall was locked down.
Surprisingly, they didn't catch the guy, but they know he was a 200ft 6lb black man in a hoodie. Unfortunately that describes like a quarter of the people in the area.

40
Sort of like admin orb or no-clip for garry's mod, but here you can actually do things. It comes with a client add-on as well that has two key binds. One is a "go down" key that does the opposite of what the spacebar does. And the other is "turn on flying mode" key. To go back to normal you just right click.

Here's a video:
https://www.youtube.com/watch?v=MRufz-6L09A

41
Off Topic / Evolution Simulator (Program release, see reply)
« on: October 12, 2016, 02:38:38 PM »
Video: https://www.youtube.com/watch?v=77mOTpppZwg

So I've been working on this little program for the past few days. It's supposed to simulate evolution of behavior in cells. The program has its own little scripting language and each of the cells has a script telling it what to do each frame. As the cell reproduces it gives a copy of that script to its child cells and occasionally the script gets mutated a bit. Most of the settings are still hardcoded in the program and I've only recently added an interface that still needs more buttons. The program comes with a "startinggene.bin" file and if you use the 'export' button on a cell you get a bin file which you can use to replace the startinggene.bin file if you want to keep a cell you particularly like. Also it will output a human readable version of the script to lastgene.txt. There's also a prefs.txt file with the option to disable multithreading since it causes crashes sometimes.

Here's a map viewed from afar. The lowest zoom levels just show a green on blue landscape. Maps are generated with perlin noise:

The starting cells are all the same:

Here we see roaming families of cells and the ground they have eaten:

After just a few minutes one will notice color changes, but these aren't really significant:

This is a behavioral evolution simulator and it's hard to convey behavior through images.

I was considering making a video of this and posting the program itself for download, but it might need more work before it's entertaining enough.

edit: I uploaded the actual program itself here:  if you want to try it.

42
Off Topic / Hey blogland, I'm afraid of getting MRSA
« on: June 24, 2016, 11:49:54 PM »
I haven't made a topic in off topic in quite a while, but since I'm back to host for a bit and really have no idea where else I can post this, here goes:

So I work a pretty mundane job, I strip and rewax floors, spray water on carpets and vacuum it up, scrub bathroom tiles, etc. Tonight however I was told I was going to go someplace to just do some light dusting. I was pretty happy at this, since it's basically just busy work and you can sit around after the first hour or so and no one minds. So it was about 9:30pm and I thought I was gonna get off soon for an early weekend. (Shift ends 12:30-1am) But my boss called me up and said to drop my coworker off and go over to a medical clinic because they had some emergency. I wasn't told what this was, but the last time I was told about an "emergency" it was that the AC broke and I had to clean up a puddle of water. So I brushed it off and headed over.

When I got there me and 5 other people who arrived were given cotton face masks which cover your nose and mouth, some goggles, gloves, and a thin suit to put over your clothes. We were lead into a small office with like a dozen cubicles and told to spray everything with disinfectant. As we did this we were told there was a MRSA (if that's how you spell it) outbreak and to be careful. I really have no clue about this disease but I don't think the masks we wore were anti-viral and there may have been small gaps where the face ended and the suit began as well as where the gloves ended and the suit began. We were in there about an hour, and after we were done I spent a long time washing myself with soap and hand sanitizer as well as putting my old clothes in my washer, using mouthwash, and taking a shower.

tl;dr  I have no idea what MRSA is but we cleaned it up with protection that doesn't seem that heavy. Guess I should figure out how long it takes to get symptoms.

43
I still want the old forums back though.

44
This is a reupload of this:
http://forum.blockland.us/index.php?topic=265798.0
The links died many years ago, but I found the files again. I tried them out and it turns out they work... for the most part.
Anyway, if you want to know why you should try this add-on out, here's why:



In fact, I found an old log that said I could get up to 14x speeds here:
http://pastebin.com/e21mbtVF

Anyway, your save files will be as small as half the size they were before, and upload up to 10x faster to an online server.
The only downside right now is that if you load bricks and the owner of the bricks is not online the events won't load. You'll need to wait until they are online to load their bricks if you want events, or you can just save without ownership.

Downloads:
The support add-on that lets other add-ons make binary files.
The actual add-on advertised, which requires the above add-on.
(updated at 11:17 PM 3/27/2016)

New beta version:
http://blockland.org/newversion/system_binarysave.zip
http://blockland.org/newversion/support_binary.zip
(You need to replace both add-ons, and if you saved files using the previous version, you can't load them with this version)
This version should be able to load events even when the owner of the bricks are offline.
(Updated at 1:45 PM 3/29/2016)

Commands:
/loadBinarySave <filename> --- Loads a save that is saved on the server.
/uploadBinarySave <filename> --- Uploads a save from your client to the server.
/saveBinarySave <filename> --- Saves a save to the server.
/binarySaveCancel --- Cancels the loading of a save.
/autosave --- Turns on autosaver.

45
General Discussion / Farming - Ready to work again, what do I do now?
« on: March 25, 2016, 06:24:17 PM »
So my farming server is about to be hosted again. But this time it will be "RPG mode" rather than "Arcade mode." This means the server will be more about planning than constant maintenance and things will progress more slowly. As of writing this I've only just started work rescripting but here are some proposed changes:

  • Watering crops manually is going to be phased out. The watering can may remain, but will be very impractical to use.
  • The old sprinkler brick is being replaced with an entire irrigation system consisting of multiple bricks.
    • There is a pump brick which will be relatively expensive. It is the center of any irrigation system, and you'll probably only need one.
    • There are chemical dispensers which will allow you to add weedkiller and fertilizer to the water.
    • There are valve bricks to control the flow of water.
    • There are sprinklers you put on top of pipes, those these will be quite cheap.
    • There are of course a few different types of pipe to carry the water.
  • Once you have your pump set up, adding new sprinklers will cost far less than in the previous arcade mode.
  • Crops will take a few days to a week to die of overgrowth.
  • Annual crops like corn, tomatos, potatos, and wheat will take roughly 6 hours on average to grow.
  • Perennial crops like blueberries and grapes will take a day to reach maturity and will then provide fruit every few hours.
  • You will have limited inventory space. Perhaps about 10 high-yield crop brick's worth of produce.
    • You will be able to buy storage chests to store extra produce if you do not feel like selling it immediately.
    • These crates will have a slight decay penalty, starting at about 5% per day and decreasing with better chests.
    • You will be able to upgrade your inventory space as well.
  • Lots are now 96x96 instead of 64x64
  • Lots allocate from the center outwards unlike last time.
  • The center lot will be a tutorial lot with a shop to buy upgrades and a leaderboard of players with the highest net-worths.
  • Basic soil bricks will be far cheaper than in arcade mode. They may only cost a few times what a normal brick of its size would cost.
  • Soil bricks will need to be placed on the ground.

Pages: 1 2 [3] 4 5 6 7 8 ... 37