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Messages - Thorfin25

Pages: 1 [2] 3 4 5 6 7 ... 126
16
Help / Re: Unable to fix "Authenticating..."
« on: April 07, 2015, 07:32:43 PM »
Is your router blocking the specific ports the game uses?

17
Help / Re: Unable to fix "Authenticating..."
« on: April 07, 2015, 06:50:08 PM »
Check your firewall and be sure it is allowing Blockland through.

18
Help / Re: Unable to fix "Authenticating..."
« on: April 07, 2015, 06:29:20 PM »
After starting Blockland, try opening the console with the tilde key (~) and enter auth_Init_Client();

19
Help / Re: Unable to fix "Authenticating..."
« on: April 07, 2015, 04:12:14 PM »
That means your internet is not the issue here. Have you tried launching without any add-ons? Or re-installing?

20
Help / Re: T+T Classic A. Rifle never shows up for spawning
« on: April 07, 2015, 04:11:34 PM »
Either something else has used ClassicARifle as a damage type, or the code attempts to create it twice. If you don't notice something wrong with the gun in-game then you can ignore it.

21
Help / Re: Sound problem: Speedkart noises not showing
« on: April 07, 2015, 04:09:02 PM »
Please re-create the issue then UPLOAD your console.log for us to read.

22
Help / Re: How do I upload blockland pictures to Pictures
« on: April 07, 2015, 04:08:26 PM »
Upload them to an external image hosting site, then copy the direct link from the image and put it inside [img][/img] tags.

23
Help / Re: Unable to fix "Authenticating..."
« on: April 07, 2015, 04:06:34 PM »
Please go to http://auth.blockland.us/ and tell me what it says.

24
Help / Re: How to embed a link within text in your server message?
« on: April 03, 2015, 11:31:58 PM »
<a:url without the http://></a> iirc

25
Help / Re: What happen this type of flare?
« on: April 03, 2015, 10:30:15 PM »
it was a fog emitter...
Upon actually getting into Blockland I have confirmed that it is closest to Fog B

26
Help / Re: What happen this type of flare?
« on: April 03, 2015, 10:15:52 PM »
That photo was taken by the creator(s) of Blockland, that being said they know how to fully change and edit the shaders. Unless they used a fog emitter to get that effect, your best bet is to use Reshade. http://forum.blockland.us/index.php?topic=274357.0

27
Help / Re: What happen this type of flare?
« on: April 03, 2015, 10:11:49 PM »
It's reshade, look it up.

28

10/10 build thus far. And I like the props that are scattered all over the place.

29
Modification Help / Re: How can I make a 1x1 or 2x2 print?
« on: April 02, 2015, 10:36:19 AM »

30
Modification Help / Re: Sound Pack HELP!
« on: April 01, 2015, 12:49:25 PM »
1. All of the code needed for your sounds.
2. Yes, they need to be mono, and preferably small in size, as well as .wav
3. Yes Toss it all within the same .zip file.


1.
And example of a server.cs for a sound file generally looks something like this:
Code: [Select]
datablock AudioProfile(Audio1_Sound)
{
filename = "./Audio1.wav";
description = AudioClosest3d;
preload = false;
};

datablock AudioProfile(Audio2_Sound : Audio1_Sound)
{
filename = "./Audio2.wav";

};
Generally sounds are seen as "AudioClosest3D" that is seeing them in a three dimensional space, so the source coordinates would be the loudest point of the sound being played and the further away from the point of origin you are the quieter the sound is.
Also note how the .wav are named Audio(1 or 2) and the actual datablocks are named Audio(1 or 2)_Sound. This is to avoid confusion and make your server.cs way more readable and easier to code and to understand.
If you notice how the second datablock does not have any identifiable information added onto it, except a filename change, that is thanks to the parent it is attached to. The parent is what comes after the : in the datablock. Because Audio2_Sound is parented to Audio1_Sound it will inherit all information about it, then whatever information comes after will be changed. So it will take on the "AudioClosest3D" and the filename Audio1.wav as well as the preload then the information in the second datablock will change the filename to Audio2.wav.
The reason we parent sounds is to save time when coding, and save space and lines when coding. So you don't have to keep on writing or copying/pasting AudioClosest3D or preload=false; or whatever else.
You don't generally have to worry about the preload if you don't know what it is, I just say leave it at false.

With this format all of the file names begin with "./" to our engine that just means "in this folder" so if you sounds are in the same folder as your server.cs that is all you need to do. If you wish to further sort out your sounds and put them in sub-folders then you can, and instead use "./subFolder/whatever.wav" and you wont have to worry any further. Just make sure your server.cs is not in any sub-folders within your add-on. Obviously it's best to create a normal folder, code it all up and put it in said folder. Then put said folder in your add-ons and test to see if it works. If it does not work then read through your console.log after closing Blockland and it will tell you what's wrong. Usually people forget to include a description.txt or make a simple error in coding. If it is an error in coding and you need assistance then please ask in the "Coding Help" board as this "General Modification Help" board can be slow with user responses.

2.
My audio editing software doesn't want to start, as I just upgraded my entire system, and I don't feel like reinstalling for a picture.
But mono, not stereo, and .wav

3.

So long as they're in the same file, and then you zip the contents to send it to another person. When zipping the contents be sure you're not zipping a folder in a folder.

If you're lost or I have confused you please let me know, I will attempt to further explain this.

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