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Topics - Crystalwarrior

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31
BLStranded
About:
Blockland Stranded is a gamemode based on Stranded II made by Unreal Software. In this gamemode, players must collect food, satisfy their needs, hunt and most importantly - survive.
Players would have to craft their items from the stuff they already have, for instance, combining a branch and a vine would create a slingshot, using pebbles as ammo.
Right now, the gamemode has just started an active development cycle, so I will ask a lot of questions regarding the features.
The reason I didn't put this in Modification Discussion is because that topic is barely viewed by anyone, and I really need some feedback about the project.

Screenshots:



To-Do list:
  • hunger/thirst/fatigue systems
  • Ore and Tree collecting system
  • Crafting system
  • Materials, weapons, tools and items
  • GUI and/or command-based Inventory system
  • Character stats that can be upgraded (Strength, Stamina, etc.)
  • Tribes system
  • Building system that makes sense for this (Need suggestions about this one.)
  • Animals and Wild Life (Would be nice to have a modeller guy)
  • A huge map with many islands (Team of builders would be appreciated)
  • Appearance will be based on your equipped items - face and skin color will remain unchanged
  • Fishing
  • Cratable traps that would lure wild life
  • Looting
  • Day-Night-based events

Current Team:
  • Jack Noir (Crystalwarrior) - Scripter, Modeller, Partial Builder
  • Brian Smith - GUI, Scripting
  • Psyche - Builder
  • Alkatjo - Builder

I am accepting any and all help you can offer. This project is ambitious and I could use a helping hand. Builders are what I need the most at this point in time, as well as modellers that are capable to do playermodels.

32
Add-Ons / Script_GunshotBride
« on: September 30, 2013, 11:32:40 AM »
Gunshot Bride (version 1.0.0)

Plays a short bit of Pendulum's "Propane Nightmares" on succesful airshot kill.
Contains RTB Prefs for min. damage and slow motion bool.

Media



Download Script_GunshotBride.zip (834 kBytes).

Credits
Port for most of the script
Jack Noir (me) for RTB Prefs, sound effect and various edits
Pendulum for Propane Nightmares.

33
Add-Ons / Weapon_RocketSpammer - Something ridiculously fun.
« on: September 27, 2013, 11:18:14 AM »
Rain down rockets on your opponents and practically fly all over the map with this glorious weapon.
Please note. It's advised you either give this weapon to everyone or nobody if you plan to host a deathmatch.
Download!

no pix because it's just inverted white rocket L

34
General Discussion / Blockland serverlist.
« on: September 22, 2013, 02:01:23 PM »

can we have more good servers pls.

35
Hey, guys. Remember Squideey's Ocean pack? Well, I want to port it to v21 but the download is loving gone.
Please help me out and send me the files if you want dem skies and waters ported to v21.

36
With a recent release of HL2 Weapons in the add-ons topic, I didn't like how it was completely inaccurate to Half-Life 2: the damage, the projectiles, even the models.
And so I decided to write my own Half Life 2 weapons pack.
Most of the models are custom now, excluding the grenade and a few unexecuted scripts. All the code is written by me, although it could use some syntax cleaning-up.
The add-ons current state is pre-release. The download link is a the bottom of the topic. Please report all the bugs to me in here so I can fix them up for the release!
Code: [Select]
Features:
Tracers!
Bullet holes!
Raycasts and headshots for hitscan weapons
Accurate damage variables
Robust Ammo System:
     Can pick up magazines from dropped weapons if their magazine is not empty
     You get notified when you pick up ammo
     Alternative Fire ammunition support
     Expanded features based on Bushido's and Gcat's ammo system scripts
     No (known) bugs compared to the above
     Relatively easy to implement in new weapons
Alternative fire for SMG, Shotgun and AR2
Two different Rates of Fire for crowbar and future melee weapons: 0.6 seconds when miss, 0.3 seconds when hit.

Code: [Select]
Weapons:
9mm Pistol
MP7 SMG
.357 Revolver
AR2 Pulse Rifle
Crossbow
SPAS-12 Combine Shotgun
Incidenary Grenade
Crowbar
Stunstick
RPG

Screenshots:


Here's the pre-release link!
yum. [last updated: 17.11.13]

37
Modification Help / [Milkshape]Resizing models in animation mode?
« on: August 29, 2013, 10:06:11 AM »
So, I'm trying to make a tracer model in here, and I noticed that Gcat's Dweapons tracer model has an animation which resizes the tracer.
Any idea how could I do such thing in milkshape? I would like to make a tracer model as well.

38
Add-Ons / Player_Parkour Redux [Updated! Fixed some stuff.]
« on: August 17, 2013, 02:39:28 AM »
Player_Parkour
Description:
Anybody remembers that old Parkour Playertype I made a while ago, which had stamina, slippery and stiff controls?
Well, belive it or not, I fixed all of those problems. Behold: the new amazing Parkour Playertype which features:
  • Fluid controls!
  • Reasonable player speed!
  • No stamina!
  • Custom, realistic fall damage!
  • Visible hands in first-person!
  • Visible SHOES in first person!
  • Burst mode: run at top speed for a while for a burst of speed!
  • Animations for everything! (Not custom animations, mind you)
  • Your health slowly regenerates to compensate for fall damage!

Controls:
Wall climb: Hold JUMP while facing a wall.
Wall jump: Hold JUMP while facing away from wall.
Wall run: Hold JUMP while "running" along the wall.
Ledge grabbing: Hold JUMP to grab ledge.
Ledge climbing: Keep holding jump after grabbed or tap jump.
Ledge drop: Press rightclick or shift to let go of the ledge.
Roll: Hold shift while falling. Will reduce or completely void the fall damage.
Slide: Hold shift while in burst mode to slide. Maintains momentum for a bit.

Download links:
Download Player_Parkour.zip (347 KB) from localhostr.com [Last updated 21.08.13]

Known Issues:
  • Doesn't work properly when being set through events Fixed!
  • Have to Self Delete while creating minigame for it to work properly Fixed!
  • Shimmying along the ledge is very hacky right now


Also, here's a useful keybind: moveMap.bindCmd("keyboard", "x", "$mvYaw = $pi;", "");
Type in console. Change "x" to whatever you want.
It rotates you 180 degrees, useful for walljumping.

39
Modification Help / Milkshape 3d - making projectile animation.
« on: August 15, 2013, 06:27:51 AM »
Hey guys.
So, in milkshape, I made a projectile which has it's own animations. I tried making an "Ambient" sequence, but the animation just plain refuses to show up in-game.
How do I make projectile animations, exactly?

40
Suggestions & Requests / 4 max images per player? Why not 8?
« on: August 12, 2013, 12:12:01 PM »
Well, here's a thing: a player is limited to 4 mounted images.
You'd think "Oh, that's probably enough", but you're ridiculously wrong.
Slot 0 is used by items.
Slot 1 is usually used by akimbo weapons.
Slot 3 is used for player effects.
So all we got is slot 2. This means we can only have one consistant image mounted to the player.
Therefore no armor + helmet combo.
Why not allow us more images to work with? Having one free slot is just not enough.

41
So, a few of you might of heard about Corpse Party series. (if not, click here)
Well, I'm working on a gamemode based on the premise of Corpse Party: You and other players are trapped in this school, seperated from each other, and the main objective is to reunite with each other. But it's not as easy as you think.
Each group of players occupy a different "Closed Space" - Basically, a duplication of the main building with different puzzles, obstacles and even layouts in some places.
Closed spaces have direct on indirect influence over one another. For instance, the players can write a note in one closed space, and it may appear in the other ones as well.
The players can't global chat, but only chat locally. There will be perma-death, which means if you die, you stay dead and there's no way to bring you back.
When you die, you appear as an invisible ghost, and after five or so minutes after your death, you can attempt to communicate with the players indirectly. (Attempting to talk will change your text from "Hey guys I'm dead. :c" to "...i'm... dead..." and appear as a centerprint/bottomprint for players very close to you )

Your body stays after death, and there are also a lot of pre-generated corpses in the main building.
Damage works differently: if you get hit in the head with a sledgehammer, it could only mean your skull shattering to bits and pieces, meaining you're dead for good.
If you get stabbed in the hand, your hand will bleed and you will have to find something to patch it up with. Kind of like DayZ.

To win the game, you need to have at least two survivors. Otherwise, the last man standing will just find himself in an inescapeable death event sooner or later or just starve.

There will be a hunger mechanic present, and getting some food in an abandoned school like this might not prove easy to you. You start to starve after 45 minutes into the game, and you can actually cannibalise someone for food to keep you alive. Although that greatly impacts your "darkening" level.
If your Darkening meter goes to zero (aka your screen has a noticeable orange-ish vignette), you become very suspectible to posession or even complete control over your body by another ghost.

When you get posessed, your body gets taken over by a ghost and you can't see or control it. Ghosts use your body to express their memories, and they can get pretty violent.

I'm not sure how would the players win the game yet, but I think it would have something to do about learning a vital piece of information for the escape.

Current team:
  • Jack Noir - Scripter, Eventer, Modeller
  • [Builder is absolutely needed!]

Stuff I'd like to be done ( [X] - Not yet started, [WIP] - Work in Progress )
  • The main building [WIP]
  • Closed Space mechanics [X]
  • Ghosts [X]
  • Yoshikazu and Sachiko [X]
  • Posession mechanics [X]
  • Advanced Damage System [X]
Overall progress: 0.01%

Guys, I need help with the main building. I need someone good enough at building to recreate Heavenly Host Elementary School from Corpse Party:Blood Covered so I can work on the other script-related things. If you want to help, reply to this topic or PM me (or both.)
Any help will be appreciated!

42
Modification Help / Making a no-grav physical zone with no sliding?
« on: May 19, 2013, 01:17:06 AM »
Hey, guys. So I have this code for a phyiscal zone.
Code: [Select]
%this.parkourGrabZone = new PhysicalZone()
{
position = %zonePos;
scale = "0.1 0.1 0.1";
velocityMod = 0;
gravityMod = 0;
extraDrag = 2; //31;
polyhedron = "0 0 0 1 0 0 0 -1 0 0 0 1";//"0 0 0 1 0 0 0 -1 0 0 0 1";
};
Can you tell me what polyhedron is, how can I use it, and what do I do to make player walk in air normally as opposed to being slippery all over the place?

43
Okay guys, so, you probably all played gamemode_rampage at least once.
Notice how in first person, you see your hands, while in third person there are no seperate models to be seen?
It seems Badspot did some magic trick for his rhand.dts and lhand.dts that hid them while in third person, but in first person they showed up.
I have a theory that this might have to do something with seperate meshes, groups, w/e.
Well, can you guys make me an lshoe.dts and rshoe.dts that act the same as lhand.dts and rhand.dts from Gamemode_Rampage? Maybe even a .blend or .ms3d of it to show other people how you did it?

44
Games / Oldschool 3rd person RPG game I want to know the name of!
« on: May 04, 2013, 10:14:50 AM »
Hey, guys. I recently remembered a 3rd person RPG I played a lot as a kid, but with time it's name completely faded out of my memory. The only thing I rememeber about it's name is that it was a sequel.
Basically, I remember it clear as day. There were two factions, the good and the bad. They were two different campaigns, and the levels were different for each side.
The game had some very memorable levels. The first level was prison, it was ambushed by orcs or whoever the forget and the prison resided on a mountain's side or something like that.
One of the other missions was about roaming an underwater steampunkish base, it's colorset was green, blue and golden yellow.
The final boss for the good side was defeating a devil or something, and I remember that you had to slash his gigantic heart sometime in the fight.
For the bad side, you had to assasinate the good lord of everything or something similiar.
There were orcs, elves, all the usual RPG races and quirks. You could level up, probably, and I think you always had a companion on your side you could choose (well, not always, but most of the time probably.)
One of the most memorable missions for me, though, was the dark castle siege. The castle was built on top of the volcano, lava below, red cliffs and mountains all around.
Castle was high up from the lava, and I belive that mission was accessible both through dark and good story (For dark story, you, ofcourse, fight the good guys, and vise versa.)
Well, I really want to know what was the name of that game so I could possibly play it again and relive the memories.

45
Add-Ons / Counter-Strike Kevlar Vest (With template armor!)
« on: April 29, 2013, 01:22:06 PM »
rtb description:
Hey there, folks! Are you afraid of bullets? Terrified of explosions? Worried about terrorists? Then this item is for you!

Kevlar Vest is unique from other armor mods in that it doesn't simply divide damage dealt to you. It has it's own health! That's right, folks! Every time you get damaged, your armor absorbs most of it! It's as if you're carrying a hostage in front of you to take the gun fire!
It even has it's own sound effects!

And the best thing is, making your OWN armory is very simple and only requires basic knowledge! See for yourself in the script file!

So, what are you waiting for? Grab your Kevlar Vest TODAY!



mirror: download Kevlar_Vest from hostr.co

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