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Messages - Nexus

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16
Add-Ons / Re: Blockland Glass 1.1.3 - Mod Manager, Server Preferences
« on: April 08, 2016, 10:02:19 PM »
Are the tags going to be predefined or custom?

User defined strings, with some presets, was the plan.  However, I personally can't promise much because I haven't been actively developing the site for a while now and won't be able to until the semester ends.

Do you really need a "bargain bin" on the front page?

It would be down the page somewhere with somewhat less visibility, but it would still be accessible from the same page.

17
Add-Ons / Re: Blockland Glass 1.1.3 - Mod Manager, Server Preferences
« on: April 08, 2016, 04:39:55 PM »
I wanted to make it so the boards were nothing like what we had on RTB.  I wanted only 4 general boards, along with the bargain bin and fail bin.  Any subcategories would be defined by a tag system.  The categories were:

General ContentMinigames
spacing
Server ModsClient Mods
(no clip recorded)
spacing
Bargain BinFail Bin
(no clip recorded)

Note that the actual webm videos are in higher quality and not as slow motion: http://gfycat.com/DefiantDeadEmperorshrimp

The descriptions are:
1. General Content - basically anything related to building, environments, painting, decals, anything without a .cs file, etc
2. Minigames - weapons, vehicles, gamemodes, bots, etc
3. Client Mods - pretty self explanatory
4. Server Mods - scripts, tools, client/server systems, frameworks, etc


The idea is that a tag system is very dynamic and will scale well with however much content we have, but the board system from RTB left a lot of mods in weird places in terms of what board they belonged to.

19
Add-Ons / Re: Blockland Glass 1.1.2 - Mod Manager, Server Preferences
« on: March 28, 2016, 04:41:20 PM »
Yeah the fact that the test site is so stagnant is mostly my fault.  I stopped working on it halfway through changing a bunch of things and I haven't found time to work on the site in the last few months.  I don't know when I'll be able to work on it again since I am pretty busy right now, but in the worst case I'll have time during the summer once the semester is over.

20
General Discussion / Re: Is buildbot wrong?
« on: March 24, 2016, 01:53:14 AM »
I can confirm that every time someone uses BuildBot, Riddler rises to power in an alternate universe.  If you don't think BuildBot is wrong, then you are supporting Riddler.

21
Add-Ons / Re: Escape Overlay Released [NARG]
« on: March 19, 2016, 01:59:54 AM »
Could you please update the file selector to support multiple file extensions?

Well the way I wrote it, the file extension is used as part of the search string in findNextFile().  If I made it so you can have a list of extensions, I would probably need to run a separate file search for each file extension and combine the results.  Alternatively I could completely rewrite my file list loading system.  Basically it sounds like effort.  I'll add it to my "eventually to do" list but I can't promise anything.

But hey, you can have wildcards in your file extension.

22
Add-Ons / Re: Escape Overlay Released [NARG]
« on: March 17, 2016, 12:49:26 PM »
Well, can there be a setting so that you can disable the escape menu when you press escape when you're not in a game? It's weird when you accidentally press escape and you're on the escape menu where you can load bricks which won't load because you're not in a game.

It's so you can access and customize your custom buttons without joining a server.  Also I thought I made a way to disable it anyway.  Check in the options for something about the main menu, otherwise I'll have to add that.

Edit: it's the second option in the options menu, but if you change it the overlay needs to restart.  I forget if it will restart automatically.  If not, restarting blockland is your best bet.

23
Clan Discussion / Re: -The Nexus- (Full PvP, No RP)
« on: March 14, 2016, 03:33:43 AM »
I think it's only fair that I lead the clan since it is named after me

24
i need to seriously keep a list of badspot quotes, because he said something like this.
The only "stuff throwing" I see in this thread is the OP going on and on about how low quality the server was as if that validates his point.  DataProxy kicked people from his server that he didn't want to be there.  There was no harassment, no threats, or anything of the sort.  You can even see from the screenshots that a password was later added.

25
He could've easily passworded the server at first. You can't throw stuff at people because it's your party.

Unfortunately that's not how hosting works.  He doesn't have to cater to anybody.  It is his server, he can do what he wants.  It isn't like he is verbally abusing people before kicking them or anything that might actually be problematic.  If you think he has some sort of obligation to you or anyone joining his server then you are mistaken.

Adding a password would have been problematic because no password was discussed beforehand and it would have resulted in members not being able to join.  He doesn't have to put a password on his server if he doesn't want to anyway.

26
My understanding is that was a private training server, and Dataproxy has full rights to decide who stays and who doesn't.

27
Suggestions & Requests / Re: 2 Code Types Needed
« on: March 12, 2016, 02:36:31 AM »
If you want left click to freeze your character, then you are going to run into a lot of annoying situations where you need to left click and having your character freeze is a side effect.  You need a better way to control the freeze than just left clicking.

28
Add-Ons / Re: Escape Overlay Released [NARG]
« on: March 04, 2016, 06:05:55 PM »
Forgot to mention also: if you organize your saves by date from most recent to furthest away, the save with the most recent time will be at the bottom, while the save with furthest away time will be at the top.

Edit: Going through my saves, it seems very inconsistent. Some saves with the same day will be incorrectly above another save that was saved at a closer time to the present, while others will be the correctly organized.

Well it looks like I screwed something up with the string being sorted.  I will definitely look into that.

29
Add-Ons / Re: Escape Overlay Released [NARG]
« on: March 03, 2016, 10:53:59 AM »
nexus probably did something wrong because loadoffset is a default value. you can manually do it by typing in $loadOffset = "x y z"; into the console, if you're hosting locally on a non-dedicated server. Otherwise, put it into the dedicated server console, if you have access to it.
(x y z are numbers obviously)

don't forget to change it back to "0 0 0" after you're done or else all your other saves/uploaded saves will load with the same offset. Offset is not preserved on server reset.

Yep it looks like it's setting $LoadingBricks_PositionOffset instead of $positionOffset and I can't remember where I even found that variable.  I do believe it is something that exists by default and I didn't randomly make up, but clearly it doesn't do anything.

I found a bug with the escape overlay. If you open the console, open the escape overlay, and then close the console, then you can't push any of the buttons on the escape overlay.

It sounds like the regular escape menu is getting opened up over the escape overlay.  I hope there is a nice fix instead of just hard coding sanity checks for that specific situation.

30
Add-Ons / Re: Escape Overlay Released [NARG]
« on: March 02, 2016, 10:18:09 PM »
It seems that the save File Manager is having trouble with load offset. I try to offset a build using the offset parameter, and then hit "Apply", but there is no difference than if I were to leave it at zero. Same thing occurs when I use the correct console command for offset.

Are you hosting the server locally?  Using a load offset won't work otherwise.  If you have a dedicated server, you can set the offset in console window for that server.

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