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Messages - Space Guy

Pages: 1 ... 185 186 187 188 189 [190] 191 192 193 194 195 ... 410
2836
Suggestions & Requests / Re: Prototype Type Player
« on: July 25, 2009, 01:59:59 PM »
Killers becoming more powerful usually becomes exponential and not fun for anyone after they've killed a few others as nobody can touch them after that, whether they get better guns, extra health or whatever.

2837
Suggestions & Requests / Re: Prototype Type Player
« on: July 25, 2009, 12:57:11 PM »
Agile player?

2838
Modification Help / Re: How to make a new Print Category?
« on: July 25, 2009, 12:35:26 PM »
Pretty much it's "Letters" that appear on every brick and "Prints" for the brick-specific category. Why do you need anything else?

2839
Modification Help / Re: .dts to .dif
« on: July 25, 2009, 12:34:51 PM »
Unless you convert the dts to an obj with one of the many scripts out there then use blenders severely outdated hard to find .map exporter and use that.
Which is going to utterly ruin the quality and any chance of texturing your file has.

2840
Metal never deteriorates over time, but is weaker than stone to weapons fire.

2841
Forum Games / Re: Roblox VS Blockland
« on: July 25, 2009, 09:08:41 AM »
You should ask for Kaje's instead of making a new one, since it's very smooth and works very well. (and already in a state where it can be used in-game)

2842
The killbrick event has been removed for v13 as I have never seen a legitimate use for it (cue complainers). 

2843
Suggestions & Requests / Re: X axis rotation for bricks.
« on: July 25, 2009, 09:06:55 AM »
A brick is taller than it is wide. Rotating it any way will put it partially inside bricks connected to it.

2844
Code: [Select]
Client checking Add-On: Script_IGSO
Loading Add-On: Script_IGSO (CRC:1598599265)
Executing Add-Ons/Script_IGSO/client.cs.

--------- Initializing IGSO Client ---------
Executing Add-Ons/Script_IGSO/Igso.cs.
Activating package: IGSO
Executing Add-Ons/Script_IGSO/UI/IGSO_MainWindow.gui.
Executing Add-Ons/Script_IGSO/UI/IGSO_InputWindow.gui.
Executing Add-Ons/Script_IGSO/UI/IGSO_ColorsWindow.gui.
Executing Add-Ons/Script_IGSO/UI/IGSO_AutoAdminWindow.gui.
Executing Add-Ons/Script_IGSO/UI/IGSO_eTardWindow.gui.
Executing Add-Ons/Script_IGSO/Saves/Colors.cs.
Executing Add-Ons/Script_IGSO/Saves/Prefs.cs.
Loading IGSO Color List...

Loading IGSO Settings List...

Setting IGSO Button Colors...

You still have it.

2845
Modification Help / Re: Item::setNodeColor
« on: July 25, 2009, 07:35:37 AM »
Attempting to set the datablock's colorShiftColor and then using setNodeColor on the item works, but not if I try to set multiple items at once.

I'd rather not create 64 extra datablocks for every paint colour when I'm already doing that for the weapon images, does anyone have a different solution?

2846
Idea: Placing bricks until you find/make a Spray Can item makes planted bricks a random one of those resource colours. I'm not sure how you'd choose which resource to use, though.

You can use the "Painting has been disabled" thing on clients, too.

2847
Allow people to select from a limited range of paint colours for placing materials. Having a set of shades of brown/grey/whatever for each type instead of just one as well as some brighter colours (show "team alliance" or whatever) would be nice.

2848
Faces, Decals, Prints / Re: SkiMask Version 3
« on: July 25, 2009, 02:37:59 AM »
Hey, shouldn't you just make the face part transparent?
Then you'd need different colours of masks adding even more decals to this...

2849
Forum Games / Re: GIF Adventures.
« on: July 25, 2009, 02:01:11 AM »

Eat the snow which your truck has magically shredded into.

2850
Suggestions & Requests / Re: Blockland getting back to it's roots
« on: July 25, 2009, 01:58:23 AM »
Badspot has the knowledge that we were going to mod this, and the only thing I would do to this, is have something to change the model it will be, because the current system doesn't really cut it.  All unknown things are printers, when they should be guns, and guns should be swords, sometimes. 

Allow Scripters To Pick Default Weapon Model
Support this and maybe it'll work better.

Even though we don't have to download the models, we still have to download vehicles, maps and player types.
These are necessary for the client-side physics prediction. If you didn't, you'd be repeatedly falling through the floor and jerking back up again as your client doesn't know where the floor is or what size you're supposed to be.

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