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Messages - Nexus

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136
I downloaded both tmb and the file manager and suddenly my client stopped working, I couldn't go on singleplayer or host a multiplayer server.

Can you give me a console log?  At what point does your game crash?

137
I just tested uploading a mod, and I don't think it worked the first time.  I got to part 3 of the upload where it just gave me some lines of text with the information I entered on the previous page, but didn't have anything clickable or actually do anything.  I went back to my files and it showed no add-ons there.  I attempted a second upload and this time when it got to that third page it gave me a link at the bottom to the page for my add-on.  I'm not sure if it only worked the second time, or if it worked the first time and just had a delay.

This part was added on the second attempt
Quote from: http://blocklandglass.com/user/upload_3.php
is file: /var/www/blockland/html/files/decomp/b7d31cc1f3e1c37ff0ee087a2d3c89ad/version.txt
Toggle Zoom was uploaded by Nexus

138
Happy Modday everyone!  I have a whole bunch of stuff for you guys today.

1. Too Many Bricks Inventory version 3.0 Beta
This version doesn't look very different from the old version, but under the hood almost everything has been reworked.  This version should be much more stable and less buggy than any previous version, with a number of improvements to usability.  TMBI should now be much more compatible with other building mods, both client and server sided.  The Vanilla build mode now actually works lol.
TMBI now is modular and contains the following modules that can also be downloaded standalone.
Download: https://dl.dropboxusercontent.com/u/20459676/Client_TMBI.zip

2. The Ghost Brick Mover
This lets you move your ghost brick around just by looking.  It is a fully client sided mod that was previously only available bundled with TMBI.  I have made a number of improvements, most notably that the ghost brick mover will now wait about half a second when you left click if you are placing your ghost brick manually before it kicks in.
Download: https://dl.dropboxusercontent.com/u/20459676/Client_GhostMover.zip
(Note that this is included in Client_TMBI.  Having both doesn't hurt, but it doesn't do anything and might cause problems in future patches.)

3. Ctrl+Scrolling
This mod enables some shortcuts if you hold the ctrl key while scrolling.  For example, holding ctrl and scrolling with the paint menu open will scroll sideways.  If you have TMBI, holding ctrl will let you scroll vertically.  If you have Client_BrickScrolling (or TMBI version 3.0 Beta or newer), you can double tap and hold ctrl to trigger the mod.
Download: https://dl.dropboxusercontent.com/u/20459676/Client_CtrlScroll.zip
(Note that this is included in Client_TMBI.  Having both doesn't hurt, but it doesn't do anything and might cause problems in future patches.)

4. Brick Scrolling
This is a mod made by Hata (483) aka tommibricksetti.  I have fixed a few minor issues and (with his permission) am including it with TMBI.  This mod lets you scroll between bricks within a brickgroup.  When paired with CtrlScrolling, you can double tap and hold the Ctrl key to enable this.
Download: https://dl.dropboxusercontent.com/u/20459676/Client_BrickScrolling.zip
(Note that this is included in Client_TMBI.  Having both doesn't hurt, but it doesn't do anything and might cause problems in future patches.)

Thanks everyone and please be sure to report any and all issues back to me!

139
Gallery / Re: SPUNGBOB DANKPANTS AND MORE
« on: July 19, 2015, 01:39:30 AM »
Here is my contribution




140
(nothing happens when you click Load)

What exactly does "nothing" entail?  Does the gui not even close?  Does it close but not load anything?  In the picture you don't actually have a file selected, did you make sure to do that?

Oh, you aren't admin, of course you can't load anything.  Maybe I could not have it bypass the admin prompt, but meh.

141
General Discussion / Re: Will brick transparency ever be fixed?
« on: July 16, 2015, 11:25:25 PM »
IIRC this has always been the case.

maybe badspot/kompressor add some sort of check to check if adjacent bricks have the same transparent color and hide the faces between same-colored bricks?

as for the brick fx, i'm curious as to why trans bricks breaks those as well.

It has definitely not always been this case.  I can't find the original post, but I remember posting a picture of a particular cool visual affect and asking if it would still be possible once shaders were added.  Rotondo replied saying he didn't see why it wouldn't, but it turns out that it did end up breaking with the update.

Edit: Found the post.  It was kompressor who responded, not rotondo. http://forum.blockland.us/index.php?topic=184263.msg4880955#msg4880955


142
http://forum.blockland.us/index.php?topic=276280.0

Could you update TMBI so that this is compatible?

Actually looking into it, I was wondering why it wouldn't work even if you turned on compatibility mode or whatever.  It turns out that this is because that mod figures out the currently used brickslot by looking at where the highlight box is positioned on the default gui (HUD_BrickActive.position), rather than referencing the built in variable ($CurrScrollBrickSlot).  Obviously this won't work since TMBI doesn't need to keep that gui updated.  I'll send him a PM asking him to make that fix.  Meanwhile I am basically rewriting TMBI from the ground up to make it have less aggressive packaging and overwriting, especially when it comes to scrolling.  I am also having it update some default things that it doesn't actually use purely for compatibility reasons, like calling buybricks and stuff.  Chances are that after all is said and done that mod should be compatible without any fix on his end.


No you covered it pretty well. I do seem to have a problem though where it forgets my setting when I restart Blockland.

Thanks for letting me know, I don't actually re-store default preferences in hopes that badspot has me covered.  I probably should just maintain my own saved variable and just set the default variable equal to that when needed.


It took me a good couple minutes to find it.

Fine maybe I can do something

144
Suggestions & Requests / Re: Buildbot w/ Events OR Client Duplication
« on: July 15, 2015, 02:53:09 PM »
I kind of figured buildbot just forgot about everything and treated it like a macro, but would it be possible to try and save positions of bricks that have events and tell the player where they are?
maybe with a dot on the screen pointing to where the brick is

BuildBot can only figure out where bricks are relative to your ghost brick, but it doesn't have any ability to figure out where your ghost brick is in world space.  The best it could do is move your ghost brick so it overlaps the brick that needs eventing.  BuildBot needs to be rewritten from the ground up to track your ghost brick and understand world coordinates.

145
Suggestions & Requests / Re: Buildbot w/ Events OR Client Duplication
« on: July 15, 2015, 03:13:49 AM »
would it be possible for it to highlight clientsidedly the brick that needs to be evented, then you go to it, and it automatically applies the events?

The system that parses the save file looking for events is completely separate from the rest of buildbot, it has no concept of the actual build.  Additionally, people may want to load a set of events from a save without actually loading the bricks in it.  BuildBot itself doesn't really have a concept of the actual build either, it just goes through a set of motions that hopefully results in a completed build with some additional error checking built in if you enable it.  There is a reason a lot of your controls are locked while using buildbot (rotating camera, moving your ghost brick, etc).  BuildBot isn't advanced enough to understand how what it is actually building compares from what it is supposed to build and correct errors.

146
Suggestions & Requests / Re: Buildbot w/ Events OR Client Duplication
« on: July 15, 2015, 02:57:55 AM »
If you only have a couple of bricks with events in them that you need events from, you can attempt to use BuildBot's event loading system.  Basically it will give you a list of the bricks in the save file that have events and will let you copy those events to your clipboard, but I warn you that the feature has been pretty much neglected since launch and no one has ever given me any feedback on it.

147
We really need options for loading/saving as Public, Yours, or Saved Owner right on the save/load dialog.

So I've been going back and forth about this and my final reasoning was:
1. The main interface needs to be "generic" in the sense it isn't limited to .bls files
2. Having a separate options menu is already a must, it makes sense to put the ownership options there too, only one click further than they are by default.
3. Frankly I think the only reason the default options are on the default loading screen is because there are only two options in total (events, ownership), so they might as well get tagged on there.

I guess the main counterpoints to that are
1. People have existing expectations about where to find the ownership options
2. It takes an extra click to get to

Is there some other factor I'm forgetting that makes you believe that we really need them right on the dialog?

148
Here is a quick preview of an upcoming project for those of you who are interested in that sort of thing.



This is basically just a mockup at this point, any feedback is greatly appreciated.
I've noticed that every client mod ever needs its own gui and/or keybind, and this mod aims to make a sort of dashboard where users can create buttons that do all sorts of stuff (open a gui, press a keybind, run a snippet of code, etc) without needing to set up a large amount of keybinds.
Also yes these icons are hand drawn by yours truly, if anyone want to use them feel free to ask.

149
Modification Help / Torquescript bug with getWord
« on: July 03, 2015, 03:55:23 PM »
I was confused as to why a piece of my code was acting strangely, and I think I have isolated it down to a bug in the engine.

Here is an example console I/O of the bug.

==>$var1 = "1.3"; //first set up variables
==>$var2 = "1.3";
==>echo($var1 > $var2);
0
==>echo($var1 < $var2);
0
==>echo($var1 == $var2); //everything is as expected
1
==>$var2 = "1.3 junk"; //change this variable with an extra word
==>echo($var1 > getword($var2, 0));
0
==>echo($var1 < getword($var2, 0)); //this seems strange
1
==>$var3 = getword($var2, 0); //lets make a third variable out of the first word of $var2
==>echo($var3); //make sure it is what we expect
1.3
==>echo(strlen($var3)); //no trailing spaces
3
==>echo($var1 == $var3); //looks good
1
==>echo($var1 $= $var3);
1
==>echo($var1 == $var2);
1 //I don't know if this is correct or not, but $var2 is two words
==>echo($var1 == getword($var2, 0)); //run this again to make sure it hasn't changed
0
==>echo($var2);
1.3 junk
==>echo($var1 $= getword($var2, 0)); //Apparently they have the same characters but are not equal
1
==>echo("1.3" + "10.0"); //floating point numbers casting from strings seems to work
11.3
==>echo($var1 == (getword($var2, 0) + 0.0)); //force a cast to decimal before checking equality
0
==>echo(($var1 + 0.0) == (getword($var2, 0) + 0.0)); //force both to be decimals
0
==>echo(($var1 + 0.0) $= (getword($var2, 0) + 0.0)); //they are still the same strings
1


Any thoughts?  Am I crazy or is this definitely a bug?

150
So the version in the OP should save everything properly?

Right.  I still don't really like the current implementation since in theory I shouldn't need to piggy back off the default gui, but it seems the save system is hard coded into that interface and cannot be easily separated.

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