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Messages - Space Guy

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3436
General Discussion / Re: how do I play blockland?
« on: December 07, 2008, 04:08:36 PM »
I didn't save blockland in a folder.

Then how did you install it?

3437
General Discussion / Re: how do I play blockland?
« on: December 07, 2008, 04:00:42 PM »
Does anything appear in the black console box?

If so, go to the folder you installed Blockland in and post the console.log file after running the game and closing it when things stop showing.

If nothing appears, what are your computer specifications? (Graphics card, processor and operating system)

3438
General Discussion / Re: Badspots V11 Beta server?
« on: December 07, 2008, 02:39:47 PM »
5. It has RTB installed and enabled

3439
Modification Help / Re: Winzip... Expired?
« on: December 07, 2008, 12:17:01 PM »

3440
Suggestions & Requests / Re: some sorta.. Event saver?
« on: December 07, 2008, 09:48:13 AM »
Perhaps a 'Favs' system similar to choosing bricks and avatars?

3441
Suggestions & Requests / Re: Buildable Vehicles
« on: December 07, 2008, 09:27:24 AM »
Its possible could mean that it could happen in the future, for all I know you can already mount bricks to objects, I'm just not sure.

You could mount StaticShapes as in v0002 to objects, but you cannot mount fxDTSBricks to anything.

3442
Gallery / Re: Hunter's Unique Brick Gallery
« on: December 07, 2008, 03:44:25 AM »
Have you made BLB files for these as well as the collision model?

The 2x2 print window looks interesting. Maybe try for some variation on the 'Lego' design - the antennas look exactly the Lego ones...

An antenna like the one here (short) for transmitters and things would be nice.

3443
Modification Help / Re: TF2 Pack
« on: December 07, 2008, 03:37:44 AM »
What sort of features would a TF2 player type have? Isn't there about five different kinds of playertypes? (Scout is faster, Heavy has more health etc.)

I wonder if making a player type 'adapt' to the weapons chosen like that would work... Apparently you can set individual players to have certain datablock attributes (instead of creating many new ones), so maybe using the Minigun could just slow your movement down instead of completely changing you to a different type.

3444
Suggestions & Requests / Re: Building on prints.
« on: December 07, 2008, 03:33:50 AM »
Print bricks have no studs.




3445
General Discussion / Re: Brick Physics Preview
« on: December 06, 2008, 05:21:24 PM »
Other players will see the bricks fly, but since the calculations and physics are simulated clientside, the server cannot affect the position of the bricks in any way. If a brick gravity gun was made, the very most it could do is affect the position of the bricks for the host only. Which wouldn't be very good.

3446
Suggestions & Requests / Re: guilatean <--head chop off thingy
« on: December 06, 2008, 05:18:59 PM »
Clearly we need a weapon that fires high speed guillotines. :cookieMonster:

3447
General Discussion / Re: Brick Physics Preview
« on: December 06, 2008, 05:18:04 PM »
The calculations are client side, meaning not everyone sees the same results. That doesn't mean that when you blow a house up no on else will see the physics part of it.
The calculations for the physics are clientside, meaning the server could not control the position of bricks for each client. In fact, the calculations are put clientside specifically so the server doesn't have to send the position data constantly for every client.

3448
Add-Ons / Re: Events - onPrintChange and setPrints
« on: December 06, 2008, 04:17:09 PM »
Quote
WARNING: string width < 18 on class:fxDTSBrick, event:setPrint
WARNING: string width < 18 on class:fxDTSBrick, event:ifPrintThenRelay

Odd.

3449
More access to the engine code :cookieMonster:

3450
Modification Help / Re: Fake kill
« on: December 06, 2008, 01:44:44 PM »
fxDTSBrick::fakeKillBrick(vector [direction the brick goes in],integer [respawn time])

It works just like the fakeKillBrick event - you put in three numbers for the direction and a respawn time.

%brick.fakeKillBrick("0 0 10",5); would kill the brick for five seconds, and the direction makes it look like it was hit by a hammer. (Moving up slightly)

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