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Messages - TheViewer

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Add-Ons / Tier+Tactical Kai & Extras (UPDATE 1/9/2020)
« on: August 24, 2019, 11:09:30 PM »

Love it or hate it, Tier Tactical was immensely popular. This is an update for a dead pack, seven years too late. Features a multitude of bugfixes and an overhaul of the ammo system. This was sitting in development hell for far too long, so I decided to patch it up and release it before BLF forever disappears into the abyss.

Main features:
  • Fixed ammo toggle: Wanna know why T+T1 Ammo never worked? Bushido never coded it.
  • New ammo setting: Ever wanted to pretend BL was an obscure (and dead) arena shooter? Well now you can with the new "Arena" setting! Shoot that SMG for all it's worth!
  • Easter egg appreciation: Pretty much all the worthwhile easter eggs have been brought up to speed. Bow before the scoped magnum's terrible power!
  • Patched ammo system: No negative ammo or your money back! Also should mostly play nice with SetInventory and all those other weird item events.
  • New prefs: And there are a lot of prefs. Do you miss your 70 round RPG? Turn those stupid bugfixes off. Ever wanted to give yourself or your bot buddies infinite grenades? Wield an invincible riot shield? Just change your RTB (or Glass) prefs.
  • Other enhancements: Completely empty weapons no longer glitch, so no more incessant pistol clicking. Molotovs no longer spam your server like they used to. Some weird modeling errors have been fixed. Unused datablocks have been disabled. Prefs initialize correctly even if you don't use RTB or Glass. And other stuff that I forgot to note.
I've done my best to change the feel, behavior, and stats of the weapons as little as possible. The only notable exception is the SMG slowdown effect, which had a glaring bug in it. As for the code, it's still probably a frankenstein mess, but less so. Back up your copy of T+T before downloading this, as it will overwrite the files.


Special thanks to:
Bushido and Spaceguy, for the original pack
Blockland Content Creators, for answering my coding/modeling questions
Any poor saps out there who held out for a T+T update

Change log:
V3 (01/09/20):
Ammo and grenade drops on player death are now combined
Slowdown effect for SMG and similar weapons reworked (previous bugfix didn't work well)
Added prefs for SMG slowdown effect and slowing down when firing LMG
Minor bugfixes for raycasting weapons and ammo pick up
Scoped magnum moved to tier 2
Tier 2A only requires tier 1 now instead of tier 2

V2 (08/27/19):
Fixed ammo pile not giving 9mm ammo
Minor bug fix in scoped magnum animations

... but wait, there's more!
Various extras, customized to work with Kai. Balance sold separately.
As seen on Heedicalking's Siege TDM. Requires tier 1.
The future of warfare, featuring hand-held vulcans and really big rocket launchers. Requires tier 1, explosive 1.
Five WW2 weapons, not enough for a reenactment but oh well. Firerates of the SMGs were changed to differentiate them more. Requires Frog's Weaponry.
Bushido's sawn-off rifle. The Kai version uses 7.08 heavy rifle rounds and can now ricochet, though direct fire has been nerfed. Since it was not originally a T+T weapon, the zip has been renamed to not overwrite the original. Requires tier 1.
An event to add T+T ammo has been sorely missing, so I made one. Compatible with the new ammo types in Frog's Weaponry as well. Also capable of handling custom ammo types that use the Kai system. Requires tier 1.

What is your graphics card (integrated or external)? If you're on integrated I'm guessing you're already on no shaders, so there are few other settings that will make a big difference. The only other setting that really matters would be draw distance. Lag from large builds can be reduced by lowering draw distance, but of course it won't look as nice.

Modification Help / Preferred placeholder kill CI?
« on: August 10, 2019, 12:24:36 AM »
Adding weapons to a pack but too lazy to make new CIs. Would you rather see the generic arrow kill CI (see attached), or a CI from one of the pack's other weapons that is somewhat similar (example: new pistol weapon gets CI of another pistol)?

Modification Help / Re: Support_RaycastingWeapons Headaches
« on: July 27, 2019, 04:00:25 PM »
You're right that it won't crash, though I want to avoid intentionally limiting functionality of other add-ons. For example, the WH40K weapons added the option to draw lines to display the raycasts. At the moment, I see two fixes:
  • Rename a bunch of stuff and make the script specific to my pack
  • Create a v7 that merges changes from the railgun and WH40K as well as my pack, assuming that they don't conflict

Modification Help / Re: Support_RaycastingWeapons Headaches
« on: July 27, 2019, 01:30:08 PM »
ideally all raycast hooks are overridable
I'm mainly concerned with 2 issues. If someone's package is activated after mine and it doesn't call the parent, as often happens for custom onFire functions, then my code will never be executed, so it won't matter even if I run checks for my weapon pack. In many cases running parent is undesirable, since the whole point is to replace the default gun firing with raycasts and not supplement it. So packaging won't really fix the overwriting problem. Also, Support_RaycastingWeapons is coded to not activate the package if a higher version is detected, so I can't ignore version numbers.
But alas, if you just use a version higher then 5, i think you should be fine.
Alternatively, set it to a much higher version.
As for setting version numbers higher, I've seen multiple add-ons that have done this (v5 for Weapon_MAS_Rail_Rifle, v6 for Weapon_WH40k_Imperium, also Visolator's v5 for all those add-ons that got patched by Support_Updater). I would like to avoid breaking the ones that add custom functionality, in spite of their bad coding practices.

Modification Help / Support_RaycastingWeapons Headaches
« on: July 25, 2019, 06:41:14 PM »
Currently editing a weapon pack that uses this support script. I want to add a few minor bugfixes/changes to it, but I've discovered they would get overwritten by several different versions of it that have been edited in a similar fashion and are floating around in other add-ons. I could set the version number higher like they did, but that doesn't fix the underlying problem that it could be overwritten by the next guy. I'm half-tempted to rename everything in the script and make a version specific to the weapon pack, but that kind of defeats the purpose of using support scripts in the first place. Any thoughts on what I should do?

Use BL and BlocklandLoader.dll from Version 0.3.1 release. I forgot to mention that BlocklandLoader.dll should also be put in the BL directory.

This contains SelectiveGhosting.dll and a modified BL that will load dlls. Overwrite your BL with it (back up the original just in case) and then create a folder called "modules" in the BL directory. Drop SelectiveGhosting.dll in that folder. It should then load when BL starts.

Help / Re: Environment Zones Crashing Server
« on: December 24, 2018, 12:33:28 PM »
I've tried that it and it still crashed. Eventually I gave up on getting it to work with r1997 and just used the r1986 download from the BL loader github, which ended up working.

Suggestions & Requests / Re: setEnvZoneMusic
« on: December 22, 2018, 12:50:16 AM »
Got it to work with r1986 instead of r1997. Here it is: Event only works if in brick owned by admin.

Suggestions & Requests / Re: event that changes skyboxes?
« on: December 20, 2018, 04:43:43 PM »
Yes. Look for Event_EnvControl.

Suggestions & Requests / Re: setEnvZoneMusic
« on: December 20, 2018, 12:38:33 AM »
What version of BL are you using? Is it r1986 from the github page?

Suggestions & Requests / Re: setEnvZoneMusic
« on: December 18, 2018, 11:34:50 PM »
I'm willing to give it a shot. Though, how are you getting Environment Zones to work with your Blockland? I tried a fresh installation of it and my server crashes every time.

Help / Re: Environment Zones Crashing Server
« on: December 18, 2018, 09:45:04 PM »
Also I am running the Steam version of Blockland on Windows 10 64-bit, if that helps.

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