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Topics - otto-san

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61
Off Topic / generic new isp topic
« on: September 02, 2014, 05:02:01 PM »

i don't have anything to add to this besides "jesus christ (that upload speed is kinda butt tho)"

62
Modification Help / file i/o & escape character butt
« on: August 24, 2014, 05:14:26 PM »
i have torqskript woes help me forums

say i have a file with this line:

Code: [Select]
\c6whoa

and i'm shoving that into some variable from a fileobject then farting it out to a client

problem: the \c6 here is not actually read and stored as "\c6", it's "\\c6", so the client doesn't get pretty coloured text; they just get a bunch of red stuff

is there a simple way to ''''un-escape'''' this and salvage control char functionality stuff or should i just use TML instead

63
Off Topic / 20k pots
« on: August 20, 2014, 06:38:49 PM »


thx drendran idk how u cot that but wowe wat an achivment in my internet milestone haha rite guys

64
Off Topic / whining about dirt daubers
« on: August 05, 2014, 03:24:53 PM »
i'm in this house temporarily in rural north alabama and jesus christ i'm about to have to sleep on the couch BECAUSE THESE THINGS



are goshDANG everywhere

i looked outside to scope things out and they've made a nest in some crack between the exterior wall and the roof, which is like twenty miles off the ground or something (right over my window). i saw two mating and there's like three in my room right now idk what to do help me mom :(

i don't really want to just outright GG them because they eat spiders and stuff and they aren't actually aggressive at all but i don't want to deal with these things coming into my room

internet please hold my baby hand and tell me everything is okay

65
Games / Yogscast Complete Pack MC Server [online]
« on: July 05, 2014, 05:43:11 PM »
i'm hosting this thing it's pretty great

IP: 192.223.31.176

it can't handle a huge amount of players but hey i don't need that many there are probably only going to be like two or three of you butts online at any time right

i'll try and keep it up as often as possible but it's likely to go down at like 2:00AM some timezone because the host has been doing maintenance a lot recently, though supposedly the issue should be fixed now

IMPORTANT INSTALLATION NOTE
When installing make sure to press "select recommended" [and Opis because opis is the best minimap right]

the only rule is that you shouldn't be a massive butt (goes without saying but there u go)

66
Suggestions & Requests / fixed modter faces
« on: June 27, 2014, 05:24:41 PM »
this is gross and it is hurting my artistic vision



help!!!

67
Help / Wine issues with posting to master server and some other stuff
« on: June 20, 2014, 03:25:53 PM »
I'm hosting a blockland server on ubuntu server 12.04 LTS.

It has worked fine until recently when it has experienced higher traffic. After a bit, some bits of networking appear to stop working or something, and whenever the server tries to post, I get an error similar to this:

Quote
fixme:winsock:WSACancelAsyncRequest (0xf5a9),stub

You can connect to the server directly with IP and see chat messages, but you can never get past the "Connection Accepted" message. The players inside the server can still play perfectly fine without any obvious issues.

I'm sure I'm not the only one running blockland servers on Linux, so is there anyone with an idea of what's going on here?

68
This was working fine literally a day or so ago, and now it isn't. I have absolutely no idea why, and I've tried on a vanilla installation.

TCPObject::onDisconnect is not being called when I disconnect the TCPObject manually via TCPObject.disconnect();.

If the connection times out, though, for example, onDisconnect is called.

Code: [Select]
==>new TCPObject(h);
==>function h::onConnected(%this){echo("connect");}
==>function h::onDisconnect(%this){echo("disconnect");}
==>h.connect("blockland.us:80");
connect
==>h.disconnect();
==>h.connect("blockland.us:80");
connect
disconnect

Is there something goofy I'm missing here?

69
Games / BLF OpenTTD Server [online]
« on: June 13, 2014, 10:22:01 AM »
WE'RE PLAYING THE FEUD

I don't care if people are super-pro, but I would like if you at least knew how the game works.

name: blf
password: blockland

we're using the blockland teamspeak
http://forum.blockland.us/index.php?topic=248412.0

70
Modification Help / psVox
« on: June 05, 2014, 08:37:03 PM »


psVox is a pseudo-voxel system made for Blockland. It can be used to help with games where things in the world must be organised in a uniform, cellular manner.



Features
• Chunk system
• Block data system (works similarly to datablocks)
• Block object-based shape system
• Block properties system
• Block update system
• Block weight & cave-ins (wip in peace)
Simplex Noise terrain generator with caves (thanks to Brian Smith for some help here)
• Generation job handler
• Default building mechanic
• Voxel space searching
• Player-block interaction
• Builder object to handle planting blocks
• Some other stuff











Issues
• TorqueScript is slow. This is something that we can't fix, we just have to work with. Most of my time spent making this is probably done optimising things. If you find a way to make something more efficient, please do speak up.
• Somewhat related to the above, the current shape system is fairly poor. I'm probably going to redo it completely later on.



Application

Trench

Trench warfare has always been a favourite gamemode of mine. I figured this system would be perfect for re-imagining it. I plan on having randomly generated maps, with landscapes made using the simplex noise functions. Ideally, I would also implement cave-ins and destructive explosives. The gamemode would have much more convenient building mechanics that don't waste two tool slots for building.

Progress
• Trench map 'blueprint' generator, creates a battlefield and two connected team spawn points.
• Trench dirt-based building mechanic built off of the default psVox voxBuild mode.

Pretty much all that's left is to have it be a gamemode.










GitHub


early testing basic systems
early testing building mechanic

more visual stuff coming later

71
Games / simcity now has offline mode finally
« on: March 21, 2014, 05:33:28 PM »
http://www.simcity.com/en_US/blog/article/simcity-offline-play-now-available-for-pc-and-mac
OFFLINE MODE IS RELEASED
no internet connection needed even for startup.

sry if there was already a topic, i looked but didn't find something general enough

72
it's a bonanzza!!!! i promise!



Platformer Bricks (v2)
By Armageddon, Mr.Noßody, and ottosparks
Featuring sounds from Sonic Colors.
thanks to ChristopherP and King Tinks for Brick_Corner


Grind Rails
Rails for grinding! hop on and GO!!!

IMPROVEMENTS IN V2:
•Completely redone! The system works entirely differently and more efficiently!
•Rails are based upon velocity and can be of variable size (v1 required 1x1f bricks which was awful and unintuitive!)
•A cute little arrow appears to tell you about how the rail will move!
•Rail switching functions on look direction rather than movement direction!
•Rails can be more complex within a single brick, allowing for things like turns nice and smooth-like!
•Velocity-based rails means jumping from them feels more natural!
•THEY AREN'T COMPLETELY AWFUL HAHA!


Control information whilst grinding:
+Jump to perform a rail jump in the direction you are facing. Velocity from rail travel is conserved! Keep this in mind when creating and playing with rails!
+Use left/right click to switch rails in the corresponding direction.

Eventing information:
+onGrindRailJump - Called when a player jumps from a rail
+onGrindRailExit - Called when a player exits a rail by force or by reaching the end
+onGrindRailCatch - Called when a player touches and begins grinding on a rail
+onGrindRailTransfer - Called when a rail transfers control to the next rail in line (Self refers to the old rail, Next refers to the new rail)
+onGrindRailEnter - Called when a rail receives control from the previous rail in line (Self refers to the new rail, Last refers to the old rail)

+Player->grindRailExit - Force a player to exit grinding, causes onGrindRailExit to be called
+Player->grindRailJump - Force a player to jump from a rail, causes onGrindRailJump to be called
    Parameters:
        -Exit Speed (float, -0.5 - 50) : Speed of the jump. This is the horizontal component of the jump. -0.5 causes default.
        -Jump Speed (float, -0.5 - 50 : Upward velocity applied to the jump. This is the vertical component. -0.5 causes default.

Usage Notes:
+Grind rails, though they are functional, are a complicated mess of code and may well have some bugs. Don't be surprised if some goofy stuff happens here and there.
+Rail behaviour is dictated by the datablock! This is mostly a note for modders; it is completely possible to create third-party rails and I may well generate some brief documentation on the system if the interest is there. An extremely concise explanation is that rails work as a series of points relative to the brick's centre, which the player slides between. Next and previous rails are are found by using a short raycast from the first or last points using a specified vector for direction.
+Players might be very subtly bouncy on rails; I've tried my best to minimise this as much as possible. Apologies if it is too distracting to some.

Bumpers


Bounce pads! Pretty self-explanatory; they bounce you places! They can also bounce you toward a specific location.

IMPROVEMENTS IN V2:
•a better model!! thanks mr.nobody!!
•Added control over standard bumper direction
•Added modes to either set or add velocity when hitting a bumper
•Bumpers are now completely event-driven; they plant with events by default rather than having built-in, rigid functionality.
•Target bumpers work a bit better in general
•Target bumpers' speed is adjustable by setting an amount of time for the path
•Orientation upon arrival after a target bumper is more versatile
Eventing information:
+onBumperArrived - Called at the end of a targeted bump when the player has successfully arrived. (Self is the end brick, Sender is the sending brick)
+onBumper - Called when a bumper is used

+useBumper - Activates a bumper, causes onBumper to be called
    Parameters:
        -Power (int 0 - 200) : Base upward velocity applied; zero will cause datablock default
        -Velocity Mod (vector3f) : An XYZ velocity to add to the bumper's applied velocity
        -Add/SetVel Mode : Whether the bumper will add velocity to the player or set the player's velocity.
+useDirectionalBumper - Activates a directional (horizontal) bumper, causes onBumper to be called
    Parameters:
        -Direction : Direction of applied velocity; can be Brick (relative to brick's rotation), North, South, East, or West
        -Power (see useBumper)
        -Apply upward velocity (bool) : Add upward velocity equal to the bumper power
        -Add/SetVel Mode (see useBumper)
+useTargetBumper - Activates a targeted bumper, causes onBumperArrived to be called upon reaching the destination brick
    Parameters:
        -Brick Name (string) : Name of the brick to bump to within the same brickgroup
        -Time (float 0.25 - 10) : Length of travel time in seconds; actual travel time may deviate slightly due to physics don't yell at me please sorry dad
        -Orientation Mode : How to orient the player upon arrival; can be NoOrient (don't orient), Absolute (add specified vector to brick position), Relative_Size (add relative to player's scale), Up (top of brick)
        -Orientation Vector : Used to specify vectors for Absolute and Relative_Size orientation modes

Usage Notes:
+Bumpers take precedence over grind rails and will automatically detach a grinding player.
+The brick name given in useTargetBumper will use the first brick found with the given name in the brick group.

Boosters


They boost you! Also pretty self-explanatory!

IMPROVEMENTS IN V2:
•MADE TO ACTUALLY WORK AS EXPECTED WOW!!
•Switched to new player movement speed methods
•SLIDERS!
Eventing information:
+onBooster - Called upon using a booster
+onBoosterFinish - Called upon a booster's speed boost being exhausted
+onBoosterCancel - Called upon a booster's speed boost is cancelled by the player using another booster or by cancelBooster

+useBooster - Activate a booster
    Parameters:
        -Power (float 0.5 - 100) : Movement speed modifier to apply
        -Length (float 0 - 30) : Time for the boost to last in seconds
+cancelBooster - Cancel a booster bonus

Usage Notes:
+For whatever reason, 1f drops will cancel a player's momentum with higher run speeds. It's best to embed boosters into the ground or use mods like zone events for booster effects to avoid this effect. As far as I know, this is an issue with the game's physics and cannot be sufficiently fixed by me.

General Usage Notes:
+Boosters and bumpers will come with the relevant events automatically upon placement, using default values defined in their datablocks
+Boosters and bumpers are completely event-driven! You don't need to use the bricks; they're mostly aesthetic.
+there are sounds. sorry or you're welcome oops uhh i realise that it might be annoying that there are sounds in this to some people, i might move them over to some kind of more-optional setting in future versions

PLANNED ADDITIONS
•Wall Jump Panels!
•Hang Rails?
•Arc-Bounce Pads? (like faith plates from portal 2??)
Old Videos
Platformer Bricks Demonstration
Target Bumper Demonstration
Platformer Bricks - Grind Rail Tutorial
Grind Rail Test by Freek

New Videos
grind rails v2 wip
bumpers v2 wip
target bumpers v2 wip
boosters v2 sfswdsd

Download v1 (DON'T DO IT PLEASE) (Dropbox)
Download v2.0.1 (Dropbox)

Changelog 2.0.1:
+Fixed rail jump bug jesus christ





Speedrun Events
Made during development of Platformer Bricks


Events

Player -> SpeedrunStart
This event takes one argument: the name of the speedrun. This is used for record keeping. It defaults to "Speedrun".

Player -> SpeedrunEnd
This event takes one argument: a checkbox for if record keeping is active. When set to true, records will be saved and stored in "config/server/platformerspeedrun.txt" (by default). Speedruns with the name of "Speedrun" are excluded from record keeping.

Download (Dropbox)



Ham Chats
from Hamtaro games, you daaangus!!

Comes with these ham chats by default:
Quote
bluhoo
blushie
bye-q
dazzlie
digdig
dingding
fussfuss
go-p
gogo
hamha
hamigos
hamlift
hamscope
heyhoo
hiffhiff
hulahula
koochi-q
lalalala
lookie
mega-q
minglie
no-p
oopsie
passchat
pooie
scoochie
sesam-e
smoochie
stickie
swellie
tack-q
thank-q
wait-q
wake-q
yep-p
zuzuzu

Commands:
/hamChats pg - Lists available ham chats
/chatSample chat - Gives the client a sample of the ham chat
/setHamChat player val["on", "off"] (ADMIN ONLY) - Change a player's ability to use ham chats
/setHamChatMode mode(0/"global", 1/"local", -1/"off") [silent] (ADMIN ONLY) - Changes from global(2D), local(3D), and off modes for ham chats.

Download (Dropbox)
Note: This mod adds a lot of sound datablocks. Be aware that enabling this can increase loading times quite a bit.



Other Stuff
random garbage i made in like half an hour when i was bored

Hex GUI (Dropbox)
A GUI to make hex codes. Has a few issues, but otherwise it works.



Custom UI (BLF)
Allows for custom UI by replacing GUI profiles rather than the files they use. It's not really relevant anymore if you're using Steam, and the drawbacks of incompatibility and lag when opening more complex GUI for the first time might make it unattractive, but it works at least?? I wouldn't recommend it unless you're desperate.

Cloud Generator (BLF)
jesus christ. i made this when i was interested in generation but somewhat bad at making mods, so be careful.

Wario Face (Dropbox)

wa. was for the thumb of an old warioware gamemode which i am considering posting here since it's technically functional, but it's unfinished.

Dragon Language (Dropbox)
it's some kind of translator script thing for the dragon tongue stuff from skyrim, i think it's missing like one word or something

Edit Blacklist (Dropbox)
Commands:
/editBlacklistPlayer name -Host-only, edit-blacklists a player so they cannot build or wrench.
/unEditBlacklistPlayer name -Host-only, un-edit-blacklists a player so they cannot build or wrench.
/listEditBlacklisted -Host-only, lists all edit-blacklisted players on the left side of your screen.
/enableEditBlacklist -Host-only, enables the edit-blacklist.
/disableEditBlacklist -Host-only, disables the edit-blacklist.

Features:
-Host-only commands to make certain people unable to use wrench or build on your server.
-Players who try and rejoin to bypass this are really disappointed because when you blacklist someone their blacklisting stays until you restart the server.
-Ability to list every blacklisted player.
-Auto-saves/loads the blacklist.

Known Bugs:
-Odd bug where you can blacklist someone more than once even though I thought I scripted it to prevent that. It's no real problem, once you un-blacklist someone, all of it is gone, but it's just odd.

Monopoly
this was made for fun because i was messing around on []----[]'s server and we decided to play monopoly and it was pretty fun.

Quote
IT SHOULD STILL WORK RIGHT

SO THIS ISN'T A PROPER GAMEMODE BUT IT'S A SERVER SCRIPT AND YOU NEED SOMEONE TO BE LIKE THE DUNGEON MASTER FOR IT BUT IT'S GOT SOME STUFF THERE FOR YOU TO WORK WITH IT

/startMonopoly [banker name] - start the monopoly (host-only)
/payStarters - pay people starting monies (banker-only)
/addBank [amt] -add money to da bank (banker-only)
/addMoney [target] [amt] -add money to da player (banker-only)
/rollForTurns -roll 4 da turns (banker-only)

THERE'S ALSO EVENTS FOR THIS GOSH DANG IT

Client -> MEndTurn - ends turn
Client -> MRoll - rolls da dise
Client -> MJoin - join da fun!! (set up so that players that want to play press this button beforehand)

if u want here's a SIMPLE BOARD i made 4 dis...
https://dl.dropboxusercontent.com/u/11058668/Mods/Monopoly.bls

73
Modification Help / -moving-
« on: February 23, 2014, 03:47:15 PM »
-moving-

74
Games / $21 on PSN idk wat do with
« on: February 23, 2014, 09:48:54 AM »
so obviously the best thing to do is ask a lego forum how to spend money right

i was considering getting final fantasy VII and pac man world, which would leave like five dollars, but idk man

the most weeaboo i'm willing to go is katamari and i don't want to get something i already have on another platform

i don't really know of any notoriously fantastic things available on PS3 store so help plss

75
Modification Help / Can't get a static shape to have collision
« on: January 29, 2014, 02:33:51 PM »
I'm not an expert modeler or anything, so I may be missing something.

In Milkshape, I've put a box with no material around a model and named it col-1 (also tried col-0, Col-0, and Col-1). I do not collide with the object and nothing appears to interact with it in any way.

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