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Topics - Muffinmix

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16
Drama / Muffinmix' friend is definately not my friend
« on: July 05, 2009, 03:21:03 PM »
It's Mew apparently (multiple accounts), just saying.

17
Clan Discussion / Worst Clan Ever
« on: July 04, 2009, 12:06:10 AM »
WORST CLAN EVER

Hello and welcome to the prestigious Clan Discussion thread about the worst clan ever, The Worst Clan Ever!! Abbreviated to TWoCanWorst but that's too big for the tags so it's just TehW "your stupid name here" Clan.

It is highly recommended you listen to this anime fighting game song while you read this thread http://www.youtube.com/watch?v=TScDYf3uwoQ

Peter Parker will now explain the details



Holy stuff this clan is awful.

We are actively looking for new members and bothering people to try to join our clan, we have a very short 12 step application process which we hope people will follow to the letter otherwise we will find them.

We are also looking for scripters to help us build the upcoming Super City RPG with fallout 1 elements and that hot chick from the GC Prince Of Persia games as the town whore. It will feature JRPG elements like turn based combat, oh yes and it HAS to be on the unreal tournament 3 engine.

VVV Anyways that's business, now our rules of conduct VVV

RULES OF CONDUCT

There are some rules of conduct:

1- No furries or fat chicks allowed, we aren't THAT bad.
2- There will be one extremely tribal/sacrilegious clan build every weak, the map will always be Slate - Underwater for this
3- If you're hosting a server you can get SAdmin but I get Host ok?
4- There will be a monthly anime cosplay event where you are forced to dress up as a giant anime robot of your choice in real life using cardboard boxes and then post links to pics in the public IRC, you cannot wear pants on these occasions.
5- RealdollsTM are not allowed to join, even as guests. This is to avoid possible Realdoll drama, we hope your Realdoll will understand
6- Hide and Seek is in effect, if an admin sees you in one of our servers you will be permanently banned (from blockland).
7- You will be banned indefinitely for saying "Hello"
8- X UP IF IF DEAD




How to be part of the best worst clan ever!!

It's easy as 1 2 3 4 5 6 7 8 9 10 11 12!!

Step 1: You need to obtain a printer, scan and print your ass and fax it to 465-5555. Then turn on your radio to FM 102.7. If you receive the message "Jing Jong over the moon with a hip-skit lipsnit" then move to step 2. If you received "The pope smell he own ass, a shameful pope" then your balls touched the glass and you're disqualified.

Step 2: Acquire a taste for Country music and compose a song about your dead dog, e-minor. If you don't have a dead dog you are disqualified.

Step 3: Score a critical on your dog (needs to be same dog as the one in the song).

Step 4: Play Desert Bus to completion. That is from Tuscan to Las Vegas and back.

Step 5: Get that printer again and print a life-size replica of the Sistine chapel.

Step 6: Touch your right shoulder with the back of the joint section of your right hand. You will find this is impossible.

Step 7: Get the "I'm a talking parrot" DOS program and a microphone and get the parrot to recite the entire Kosmo Kramer tribal rant.

Step 8: Accumulate over a million views with a youtube video about shopping coupons.

Step 9: Buy that lifetime super member-stuff from roblox for 300 US american pig dollar

Step 10: Repeat step 1

Step 11: Strip naked, get a hat, and run through Wall Street and into any building of your choice, preferably one of the international commerce ones. Hop on a table, put your hat down for donations and start dancing. Tell them it's because we're in difficult economic times. Accumulate at least 500 Russian bucks before security ransacks you.

Step 12: If you are not reading this using the Wii browser, you are automatically disqualified


OR failing to meet these, you can simply email me a picture of a dong built in blockland, but you don't get admin. And it needs to be big otherwise I will laugh at you for making a tiny snake and I will logically conclude you have a tiny baby snake and Osama Bin Ladden will make fun of you in his next youtube video




Member list!!!!! these are famous people

Your god emperor
http://i149.photobucket.com/albums/s51/muffinmixing/1234476999220-201.jpg

President
Diablo II Expansion Set disc
General Omega's left shoe, possibly Nike

Me
???
Some people say he is from outside space, but they never live to talk about it. His cybernetic implants coupled with Hogwarts wizard training and the fact that he can beat the final boss of Prototype on hard makes him pretty dangerous to real life people like you. He is also actually president but it's secret, the diablo 2 discGeneral Omega's left shoe is just a political puppet.

Gundams
They're giant robots with lasers! I built one you know and I can come to your house!!
- Sandrock
- Me

Bad administrators
these jerks don't ban enough people.

WOO WOO NO ONE ON BAD ADMIN LIST TIME TO GO CYBER

People who've reached SSJ 7
- Me
- WEEDCULTURELORD

Members
- Bacon
- Apply today!

Blacklist!!
- Everyone I hate so you're all banned lol
- Instant Mix
- Barnabas
- Harm94
- Prince Muffinmix II evil dictator republican national socialist pig
- Anti-cop since he is so anti
- Everyone else
- Lemurdecatta-de-stuffs Joker card

These people are all FOREVER BANNED until duke nukem forever comes out

Oh-my-god oh-my-god oh-my-god


BONUS RULE

In and Anyone that uses a loving stupid jpeg is forever banned. I.E U R GAY

YOU CAN'T TOUCH THIS, NEW RULE NOBODY UNDER THE AGE OF 18 HOW BOUT DEM APPLES

The God Emperor approves of this rule so I guess we'll just go with it.



NOTE SPECIAL OFFER READ READ READ YOU WON'T NEED TO EMAIL ME A BRICK SCHLONG

I forgot I can't host so we need a host badly, if you host we'll give you lots of candy and you'll get special privileges like admin! Promise!

18
Off Topic / Numbers are in, I have ADHD: Innatentive
« on: June 20, 2009, 01:50:52 PM »
Yup, the math doesn't lie. I got evaluated by a doctor that specializes in attention disorders and sure enough I have ADHD, and it so happens to be the dangerous type you can't really identify right off the bat unless you get checked.

The doc was sharp as forget, I posted another thread about how I thought I had ADHD from the get-go before going to see him, and in the end of the evaluation he said he had picked up on the fact that I thought I had it while I was doing the second test. He also said the tests work towards hampering things like self-diagnosis and other mindsets, so the results were not affected.

On the bright side, my mathematical skills and attention to detail are ridiculous, and I'm apparently in the 88th percentile (meaning, out of a population of 100 people, only 11 would be capable of performing better psychologically and intellectually). With the effects of ADHD, I'm currently performing around 65th percentile. It's a pretty big difference, it explains why I'm even capable of passing most of my courses.

So they gave me medication synonymous to ritalin, except it works allot better into the average adult's day (take once per day instead of 3). They're going to titrate the medication concentrations up until I get the maximal effects out of it. So far I've been seeing a small difference, I'm starting to notice more things.


Anyhow talk about attention disorders here.

19
Games / Your favorite underrated and obscure games
« on: June 16, 2009, 03:06:57 PM »
I made this topic because I've started playing a particular PS2 game recently that I found in a bin, called Naval Ops 2: Warship Gunner. Long name, basically it plays like an arcade battleship game on steroids, it owns.

Gameplay:
http://www.youtube.com/watch?v=1NPLrYluKbQ

There's enough rewarding content and secret items (new weapons, ship hulls, ludicrous defense systems, etc.) to keep you occupied and entertained for a long time. I play it on the side while I work on stuff.



Also another, more  recent game that isn't getting nearly enough love, Rune Factory for the Wii
http://www.youtube.com/watch?v=4AFzEwTIUYs&feature=related

It's Harvest Moon (even made by the same people), except with allot more content all around. It's out in the US right now, features every basic concepts from the other harvest moon games, plus dungeons, crafting, and other things. Unlike the DS games, it's quite balanced and there's enough content to keep the player occupied for a long time. The content is also very rewarding gameplay-wise.



Talk about your favorite, most obscure and underrated games here.

Or games you liked but everyone else hated.

20
Modification Help / Sub-explosions and you
« on: June 12, 2009, 02:24:22 PM »
I modified a fireball projectile I made a few months ago to create sub-explosions and I ran numerous tests on the thing, I'd like to share my findings to help you guys implement some of your own sub-explosions. They can be very, very pretty. Also the fireball script is included in the second post along with some pictures for your enjoyment.


This is a rather long report and side tutorial, as per usual I've gone a bit overboard, so please feel free to skip to any section you might be having difficulties with. If you have any questions at all don't be afraid to ask



Sub-explosions are created from a main, Parent or Mother explosion. The sub-explosions are sometimes referred to daughters. You can issue a maximum of 5 direct sub explosions from any other explosion. The notation is:

Code: [Select]
datablock ExplosionData(ParentExplosion)
{
...
   subExplosion[0] = DaughterExplosion1;
   subExplosion[1] = DaughterExplosion2;
   subExplosion[2] = DaughterExplosion3;
   subExplosion[3] = DaughterExplosion4;
   subExplosion[4] = DaughterExplosion5;
...
};


You are not limited to making 5 completely different sub-explosions, you may also refer a single explosion several times as a sub explosion:

Code: [Select]
datablock ExplosionData(ParentExplosion)
{
...
   subExplosion[0] = DaughterExplosion1;
   subExplosion[1] = DaughterExplosion1;
   subExplosion[2] = DaughterExplosion1;
   subExplosion[3] = DaughterExplosion2;
   subExplosion[4] = DaughterExplosion2;
...
};


Keep in mind, sub-explosions are Regular Explosions, taken from any explosionData datablocks. More or less if you create the explosion from, say, a projectile it will be identical to an explosion created from another explosion. The only difference is sub-explosions do not exhibit any radius damage or radius impulse. They are purely for show.



The common issue: Why they don't work half the time or at all

Sub-explosions are very finicky things, especially with timing. Here are the two universal sub-explosion rules:

Rule 1 - A sub-explosion will only be created if it's Final calculated delay (delayMS +/- delayVariance) lies within the parent explosion's lifetime range.
Rule 2 - A sub-explosion will only be created if it's own lifetimeMS is LARGER then it's delayMS

So what is rule 2 telling us? Quite simply, it's saying that all sub-explosions' lifetimes begin as soon as the parent is created. However, the misconception that comes with this is then that people will then think the sub-explosions need to have a lifetime equal or less then the parent's to work, this however is not true. Some examples,

This sub-explosion does NOT work, it breaks both rules

Parent explosion: Lasts 600 milliseconds (MS)
Sub-explosion: Delayed by 1000 MS, lifetimeMS is 700 (In reality, the effects would last -300 MS, impossible)

This sub-explosion does NOT work, it breaks rule 1

Parent explosion: Lasts 600 milliseconds (MS)
Sub-explosion: Delayed by 1000 MS, lifetimeMS is 1200 (In reality, the effects would last 200 MS)

This sub-explosion does NOT work, it breaks rule 2

Parent explosion: Lasts 1100 milliseconds (MS)
Sub-explosion: Delayed by 1000 MS, lifetimeMS is 700 (In reality, the effects would last -300 MS, impossible)

This sub-explosion does work

Parent explosion: lifetimeMS is 600 milliseconds (MS)
Sub-explosion: Delayed by 500 MS, lifetimeMS is 700 (In reality, the effects would last 200 MS)

This sub-explosion also works

Parent explosion: lifetimeMS is 500 milliseconds (MS)
Sub-explosion: Delayed by 500 MS, lifetimeMS is 700 (In reality, the effects would last 200 MS)


So in summary, make sure the sub-explosion's delay is lower or equal to both the Parent's lifetime and the sub-Explosion's lifetime. Follow these rules and your sub explosions will work without fail.


On a side note, a weird exception I came accross:
This sub-explosion also works (even though it breaks the first rule)

Parent explosion: lifetimeMS is 450 milliseconds (MS)
Sub-explosion: Delayed by 500 MS, lifetimeMS is 700 (In reality, the effects would last 200 MS)

I have conducted a few range tests on the oddball example to try to find out what the minimum delay range needs to be from the Parent's lifetime to create the Sub-Explosion, so far I haven't come to any conclusion, other then when the difference is around 200 the example no longer creates a Sub-Explosion. So maybe rule 1 and 2 are linked, but it would require some more tests and it gets too complicated for what you guys will ever need. Anyhow,



Chain Reactions, linking sub explosions to even more sub explosions

I know what you guys are thinking now, probably along the lines of "Oh wow are you serious?". Yes, it is possible to assign yet another set of Sub-Explosions to other Sub-Explosions. The notation is the same as you will see,

Code: [Select]
datablock ExplosionData(DaughterExplosion1)
{
...
   subExplosion[0] = DaughtersSubExplosion1;
   subExplosion[1] = DaughtersSubExplosion2;
   subExplosion[2] = DaughtersSubExplosion3;
   subExplosion[3] = DaughterExplosion2; //And for good measure you may also refer explosions from the Parent explosion
   subExplosion[4] = DaughterExplosion2;
...
};

These things multiply fast, if we have 5 Sub-Explosions from a main explosion, each off shooting into 5 other explosions, the grand total comes to 26 explosions (counting the initial parent).

Keep in mind, every sub explosion abides by Rules 1 and 2, as you go further down the chain it adds the limitations of the sub-explosion beforehand as well as the limitations of the main Parent that created the mess. Essentially,

Parent Explosion -> Sub-Explosion (Rule 1 and 2 for itself and Parent) -> Sub Sub-explosion (Rule 1 and 2 for itself, Sub-Explosion and Parent) -> and so on

You will probably never need to keep track of more then 2 sets of sub explosions, the first set is more then enough for a nice bang. The second is used if you want a really big complicated boom. It's not all that difficult to keep track either for that matter.

Some important Sub-Explosion functions

There are some functions provided within the explosionData datablock which can help in whatever you're trying to make with sub-explosions. Recall sub-explosions don't have their own datablock, they're explosionData types just like their parent explosion.

delayMS = ##;
The time delay in milliseconds until the sub explosion is created, or appears.

delayVariance = ##;
This varies the delay by adding or subtracting from it. The amount it adds or subtracts lies within the range from 0 to the value ## of the variance.

offset = #.##;
Determines the offset amount that this explosion will appear from the origin (works on both parent and referred sub-explosions). 0.5 is the horizontal length of a single brick stud.
An important note is that explosions using offset will not appear on the other side of any raycast-collision checking wall or terrain, this includes Bricks. Also, no sub-explosion is ever left out, so say you create an explosion with 4 sub explosions in a corner of a brick house, all 4 sub explosions will appear in that corner. I am not certain when the raycast check for this is done, but I assume it's as soon as the parent explosion is created (from observations with builds blown up) It's way simpler then all this, sub-explosions seem to appear above the explosion, in a cone-shaped radius of about 60 degrees Theta-wise. There is nothing special here.

Offset is NOT scaled down!! Through events or otherwise, so prepare in advance.



Having effects die out instead of dragging on with a long-lived parent/sub explosion

This is a rather important bit, as you might have realised that with rule 1 and 2 the parent explosion and the next ones in line (assuming you're using sub-sub-explosions) might have lifetimes that make the effects last a bit too long for anyone's tastes. Here's what you can do,

Emitters
Use lifetimeMS = ##; from the emitterdata in any emitter datablock you want to kill prematurely in an explosion. It rules over an explosion's lifetimeMS, so you can cease the emitter after a specified lifetime, unless of course the explosion dies first.
**Remember, particleEmitter = SomeEmitter; is the Bulk emitter, it creates a set number of particles with both particleData and emitterData characteristics and immediately dies. You only need to worry about emitters[0 ] through [3 ] as far as emitter duration goes.

Dynamic Light
A long-lasting light effect sucks most of the time, let's face it. You can remedy this by taking the Parent explosion's light away, making it much less vibrant, making it's lifetimeMS as short as possible while encompassing the sub-explosions, or giving the sub explosions some light instead. Or a combination of these, it all works.

camShake
This thing is annoying, don't use it. Or atleast make it brief. Anyhow sub-explosions can also use the camShake functions.



And that's all folks, I hope this helps some of you. Have fun experimenting.

Edit: 2 pass-bys isn't enough it seems, this thing is littered with grammatical errors. Sorry about that.

21
Games / Fallout 3 is the stuff
« on: June 07, 2009, 10:54:07 AM »
I love this game. I beat it yesterday night and the ending was amazing, if not a bit saddening. I've never gotten into a game like this, it's pretty damn immersive.

My current character's build was terrible though (explosions 100, science 100, speech 100, never maxed out any weapons) so I made another character this morning mostly because I wanted to try some hand-to-hand and melee stuff and secondly because I wanted to go exploring without getting my ass handed to me, hopefully. I'm playing on hard mode so things like speech didn't really help against most things like the loving mutated animals and giant scorpions.

Unarmed so far seems to be pretty awesome if only to disarm raiders, still doesn't help much against the wildlife.

Anyways do any of you guys have this game and what kind of build do you guys use?

22
Off Topic / Note to self: never download without a firewall
« on: June 05, 2009, 05:11:46 PM »
In short, I had my laptop compromised by the evil forces while I was downloading fallout 3, I completely forgot to turn my firewall back on after trying to do something or another. Basically my IP was found and they just uploaded all kinds of stuff to it. I couldn't open any of my browsers to fix anything so I was stuck.

I managed to fix it with my bro's laptop, all I needed was internet access to submit a HijackThis scan log and clean out what was loving everything. Moral of the story, never turn off your firewall. It's a pretty dumb idea.

23
Modification Help / Rain with physics
« on: May 21, 2009, 12:27:22 PM »
I got around making rain with physics using Debris, don't get excited though, it lags to all forget rather quickly so I won't be releasing it and will only be handing it out to some curious individuals. It lags too much for multiplayer games and will barely allow for single player games given too many of the debris are out at any given time.

The setup

Brick underneath with events: onPlayerTouch -> namedBrick(A or B) -> spawnProjectile -> 0 0 -10 Weather Physics Rain 0 0 0 scale 1.0

Bricks overhead: 4 32x32 plates, All named A or B

There are other prop bricks present to see whether I got any hits on the sides (I did, although rarely, but still did). I only ever had 4 plates creating the debris-making projectiles at any given time. Any more then that lagged horrendously across the game no matter where you were. It was a fun little experiment to take my mind off of studies for a bit. You might also notice the splash explosions from the debris, then notice that they're above the ground by quite a distance. This is because the physics box radius of the debris is set to a minimum of 0.35, you can't go any smaller, so the debris are actually much bigger collision-wise then they appear. It's something I can't work around.


In conclusion, although the special effects are beautiful with this, the trade off is it lags way too much to be of any real use. So you won't be seeing physics weather for a good time unless some brain decides to rewrite a new debris-esq datablock that cuts down on everything needless in favor for a very simple and lag free debris. That's all a little over my head so count me out :P

Pics:









and Script for the curious and those looking for an easy reference to working physics-assisted debris:

Code: [Select]
datablock ParticleData(rainDebrisParticle)
{
dragCoefficient      = 1.2;
gravityCoefficient   = 0;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 100;
lifetimeVarianceMS   = 0;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.1 0.2 0.8 0.4";
colors[1]     = "0.1 0.1 0.6 0.2";
sizes[0]      = 0.08;
sizes[1]      = 0.05;

useInvAlpha = false;
};

datablock ParticleEmitterData(rainDebrisEmitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0;
   ejectionOffset   = 0;
   thetaMin         = 0;
   thetaMax         = 50;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rainDebrisParticle";
};

datablock ParticleData(rainDebriloveplosion1Particle)
{
dragCoefficient      = 0.0;
gravityCoefficient   = 0.2;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 100;
lifetimeVarianceMS   = 0;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.1 0.2 0.8 0.4";
colors[1]     = "0.1 0.1 0.6 0.0";
sizes[0]      = 0.15;
sizes[1]      = 0.15;

useInvAlpha = false;
};

datablock ParticleEmitterData(rainDebriloveplosion1Emitter)
{
   ejectionPeriodMS = 10;
   periodVarianceMS = 0;
   ejectionVelocity = 0;
   velocityVariance = 0;
   ejectionOffset   = 0;
   thetaMin         = 0;
   thetaMax         = 50;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rainDebriloveplosion1Particle";
};

datablock ParticleData(rainDebriloveplosion2Particle)
{
dragCoefficient      = 0.0;
gravityCoefficient   = 0.2;
inheritedVelFactor   = 1.0;
constantAcceleration = 0.0;
lifetimeMS           = 100;
lifetimeVarianceMS   = 0;
textureName          = "base/data/particles/cloud";
spinSpeed = 10.0;
spinRandomMin = -500.0;
spinRandomMax = 500.0;
colors[0]     = "0.1 0.2 0.8 0.4";
colors[1]     = "0.1 0.1 0.6 0.2";
sizes[0]      = 0.10;
sizes[1]      = 0.05;

useInvAlpha = false;
};

datablock ParticleEmitterData(rainDebriloveplosion2Emitter)
{
   ejectionPeriodMS = 1;
   periodVarianceMS = 0;
   ejectionVelocity = 2;
   velocityVariance = 0;
   ejectionOffset   = 0;
   thetaMin         = 95;
   thetaMax         = 100;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "rainDebriloveplosion2Particle";
};

datablock ExplosionData(rainDebriloveplosion)
{
   explosionShape = "";
   //soundProfile = "";

   lifeTimeMS = 20;

   particleEmitter = rainDebriloveplosion1Emitter;
   particleDensity = 1;
   particleRadius = 0.0;

   emitter[0] = rainDebriloveplosion2Emitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 0.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 0;
   lightStartColor = "0 0 0 0";
   lightEndColor = "0 0 0 0";

   damageRadius = 0;
   radiusDamage = 0;

   impulseRadius = 0;
   impulseForce = 0;
};

datablock DebrisData(rainMakerDebris)
{
   emitters = "rainDebrisEmitter";
   Explosion = "rainDebriloveplosion";

texture = "base/data/particles/cloud";

   elasticity = 0.0;
   friction = 0.2;
   numBounces = 1;
   bounceVariance = 0;
   explodeOnMaxBounce = true;
   staticOnMaxBounce = false;
   snapOnMaxBounce = false;
   minSpinSpeed = -500;
   maxSpinSpeed = 500;
   render2D = true;
   lifetime = 10.0;
   lifetimeVariance = 0.0;
   velocity = 35;
   velocityVariance = 5;
   fade = false;
   useRadiusMass = true;
   baseRadius = 0.01;
   gravModifier = 0.9;
   terminalVelocity = 80;
   ignoreWater = false;
};

datablock ExplosionData(rainMakerExplosion)
{
   explosionShape = "";
   //soundProfile = "";

   lifeTimeMS = 150;

   debris = rainMakerDebris;
   debrisNum = 100;                   //Yeah, 100 loving debris per explosion would lag anyone to death. It's likely actually less then that, I reckon around 30 is the default max.
   debrisNumVariance = 10;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 0;
   debrisThetaMax = 50;
   debrisVelocity = 20;
   debrisVelocityVariance = 15;

   //particleEmitter = positionTestEmitter;
   //particleDensity = 10;
   //particleRadius = 0.2;

   //emitter[0] = testEmitter;

   faceViewer     = true;
   explosionScale = "1 1 1";

   shakeCamera = false;
   camShakeFreq = "10.0 11.0 10.0";
   camShakeAmp = "3.0 10.0 3.0";
   camShakeDuration = 0.5;
   camShakeRadius = 20.0;

   // Dynamic light
   lightStartRadius = 0;
   lightEndRadius = 0;
   lightStartColor = "0 0 0 0";
   lightEndColor = "0 0 0 0";

   damageRadius = 0;
   radiusDamage = 0;

   impulseRadius = 0;
   impulseForce = 0;
};

AddDamageType("TankShellDirect",   '<bitmap:add-ons/Projectile_GravityRocket/rocket> %1',    '%2 <bitmap:add-ons/Projectile_GravityRocket/rocket> %1',1,1);
AddDamageType("TankShellRadius",   '<bitmap:add-ons/Projectile_GravityRocket/rocketRadius> %1',    '%2 <bitmap:add-ons/Projectile_GravityRocket/rocketRadius> %1',1,0);
datablock ProjectileData(rainMakerProjectile)
{
   projectileShapeName = "base/data/shapes/empty.dts";
   directDamage        = 0;
   directDamageType = $DamageType::TankShellDirect;
   radiusDamageType = $DamageType::TankShellRadius;
   impactImpulse    = 0;
   verticalImpulse    = 0;
   explosion           = rainMakerExplosion;
   //particleEmitter     = none;

   brickExplosionRadius = 0;
   brickExplosionImpact = false;          //destroy a brick if we hit it directly?
   brickExplosionForce  = 0;             
   brickExplosionMaxVolume = 0;          //max volume of bricks that we can destroy
   brickExplosionMaxVolumeFloating = 0;  //max volume of bricks that we can destroy if they aren't connected to the ground (should always be >= brickExplosionMaxVolume)

   //sound = none;

   muzzleVelocity      = 20;
   velInheritFactor    = 1.0;

   armingDelay         = 100;
   lifetime            = 100;
   fadeDelay           = 100;
   bounceElasticity    = 0.99;
   bounceFriction      = 0.0;
   isBallistic         = true;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 5.0;
   lightColor  = "1 0.5 0.0";

   explodeOnDeath = 1;

   uiName = "Weather Physics Rain"; //There will likely be many more physics-assisted weather effects, so I'll name it this way to keep it in order
};

24
Games / New Dwarf Fortress topic
« on: May 07, 2009, 04:24:06 PM »
I'm looking for a long-lost tileset, one of this guy's older versions to be precise. I accidentally deleted my DF folder in a crazed (drunken) purge of games and DF was a casualty.

The problem is this guy's new Character set (that is, the set that gives you the icons for chests, walls, etc.) outright sucks and I don't like it at all. I want the old version but it's been wiped from every source I know, which is odd to say the least.

Might any of you guys have it?


I managed to piece the old version back together off of a bunch of derived tilesets.

Anyone still into DF or thinking of playing again? No new patch but still fun.

IF YOU ARE A NEW DWARF, read this amazing tale of bloodthirsty elephants and medieval dwarven WMDs, then you'll know whether this is the game for you: http://lparchive.org/LetsPlay/Boatmurdered/intro.html

25
Modification Help / Making an MLRS vehicle, need some advice/ideas
« on: May 03, 2009, 02:46:45 PM »
Currently just I'm almost done modeling it and I'm having problems putting the finishing touches on it. Pics at the bottom of this post.

I'm adding a few neat nick-nacks, and I can do things like Transform animations (moving parts around, rotating parts, etc), Visibility animations (make things appear/disappear) and I think I can make IFLs for the tracks (animated textures). Keep these in mind if you get any cool ideas.

Problems:

A problem I know I'll run into is that I'll be trying to make the back turret operated from inside the cab instead of putting someone on the turret itself. This means I'll have to set the turret's player mount inside the cab, make it disconnected from the rest of the model (if possible), switch the player's 1st person camera with that of another spot on the turret (No idea how to do this currently) and set up a 3rd person camera point above the turret (can do).

Another problem will be making the turret fire from 8 different points simultaneously without triggering any console errors. I haven't looked at the script in much detail yet but this could be a problem.

That's about all, I'll be animating a bunch of parts on the model and making it re-paintable and such. In the end I'm looking at something a bit flimsier then the tank but with more firepower. And missiles!

Pics!



Front
Side
Back
Top


Comments? Suggestions?

26
Help / Try as I might, port forwarding is impossible.
« on: May 01, 2009, 02:08:21 PM »
I use an Aliant modem along with this particularly expensive modem (the one in the picture) which my brother decided was a good idea to get this particular stufffest firmware that likes to kill itself every once in a while, and I cannot get any of my ports to open up as much as I try. I tried the port forwarding site, no dice. I tried Badspot's guide, no dice. I got my static IP set up and that works, port forwarding simply does not work.

Firewall is OFF, all individual blockland ports were added in as exceptions, pretty much out of ideas here.

Router ports are set up in the Port Range Forwarding tab,  start: 28000, end: 28030, Protocol: Both, IP Adress: My static IP/same IP I get from the ipconfig /all in the cmd window. Enable: checked

I test my ports 28000 through 28030 with that port testing program off the site and no matter how much I forget up my connection preferences I still end up with the red "your port is NOT OPEN" message. I'm back to square one and trying to decide what else I should forget with.

I used to be able to host without port forwarding a year ago when I had high speed cable internet with a cheap router so it's unlikely that it's the firewall settings. I switched services, got a stuffty modem with about 3 loving options and got a router and since then I have not been able to host no matter how hard I tried.

27
Add-Ons / Weather particle emitters
« on: April 28, 2009, 10:21:54 PM »
Weather emitters
Everything you need to make rain and snow

Description
A pack of emitters made with the purpose of filling everyone's weather-on-the-go needs. When used Correctly, all these emitters should produce little lag if any at all.

The pack includes:
- 3 Snow emitters, two which are good for general weather effects and one that's small and compact enough for use in events.
- A rain emitter which is brick colorable, meaning it takes on the same color as the brick that emits it.
- Heavy cloud (brick colorable) and Thunder cloud emitters
- A lightning emitter (brick colorable)
- An old favorite, the Thick Fog emitter for all your crazy giant fog needs (also brick colorable)

**How to use properly** 4 easy steps to making a weather sandwich:

1 - Build a baseplate, size 64x64, and give it either of the two Weather Cloud emitters. Clouds will start appearing overhead

2 - Cover that baseplate with baseplates of whatever size (the smaller the baseplates, the more rain you'll have). Give each of those plates the Weather Rain or Weather Snow emitter, recolour the plates to get the rain colour you want. Now it should start raining/snowing over those plates.

If you made rain, keep going

2 (continued) - If you want lightning, cover those plates with another set of plates and give all of them the Weather Lightning emitter, recolor the plates to get the desired lightning effect.

3 - Now cover those plates with more plates of the SAME DIMENSIONS as the plates you used for the rain emitters. So if you used 16x16 plates for the rain, you should have 16x16 plates for the next emitters. Now give each of these new plates the Weather Rain Splash emitter. Recolor the bricks to get the desired splash color.

4 - Cover those with a final set of baseplates, recolour them to whatever colour you want and you're done!

Cool Emitter Specifics:
- Every emitter denoted with Offset in their names will emit particles far away from the bricks, so you don't need to make any floating bricks.
- Rain and Snow fly towards their emitter bricks but do not go through them completely (save the 4x4 rain emitter, more on that in the description file). Once they reach the bricks, they are timed to die out, so they never pass through.
- All emitters are multi-directional and NOT affected by gravity except one part of the snow emitter, so you can have crazy stuff like rain coming out of the floor!
- Most emitters are meant for baseplates, HOWEVER I have included some rain/rain splash and snow emitters for use with smaller bricks that spit out the equivalent of the larger bricks. Look at the zip's description for details.

UPDATE!

Added an extra set of each emitter so you can span them with bricks set mid-air. That should give you guys a bit more flexibility around things you already built. So now the pack has the original weather emitters (denoted with Offset by their names in the GUI) and the new emitters. All emitter names start with W.

***The exact height the rain and snow will fall from these new emitters is 400 plates, in other words, a stack of 40 4x blocks. They spawn from the brick, 1 plate, and fall for 398 plates before vanishing in the 399th plate. That's the specifics for ya.

These emitters are fairly advanced and require experimentation to get used to, but I assure you they're top-notch quality and will allow you to make some really nifty special effects around your builds. Please play around with them and Enjoy!

Screenshots

Download
particle_WeatherBuild.zip (Last Updated: Fri May 01, 2009 11:36 am)

Installation
Put particle_WeatherBuild.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

28
Games / Rune Factory on the Wii, a good long wii game finally?
« on: April 24, 2009, 02:01:17 PM »
It's called Rune Factory Frontier, it's basically Harvest Moon with dungeons and a stuffload more things you can do then in the current harvest moon out on the wii.

http://www.metacritic.com/games/platforms/wii/runefactoryfrontier

You do not need to play the first 2 DS games to play this, if anything it barely even accounts for what happened in those games, probably out of shame about how stupid the storylines in both games were.

The point of the game is get money, forget bitches, rule everything. You're a farmer and you start out with your own little hood and farm that's completely forgeted up (ala harvest moon). You tidy the place up to your liking and get around making some moolah whichever way you want. Eventually (rather quickly) you get access to dungeons filled with monsters which you can conquer. The game boasts things like marriage (ala harvest moon), being able to tame and take home monsters which are basically your traditional harvest moon animals, features a pet system where you can bring whichever monster with you on a tag team adventure, trades  like forging and cooking, as well a bunch of other events and things to keep you occupied to no end.

It is NOT a party game, but it's still very good nonetheless. I saw my sis play it while I was studying and, although it has allot of creepy anime stuff and whatnot (forget you Japan), the gameplay is solid and fun enough to get past all that. The gameplay is kind of like a dumbed-down action RPG with 3rd person overhead view.

Metacritic gives it a green flag and it might be the first solid game for the wii to actually keep people occupied beyond 20 hours.

If you like games like say Harvest Moon 64, get this game definitely. I can promise you won't be disappointed.


Also the game intro is loving weird, I know. Blame Japan.

29
Off Topic / Exams are done
« on: April 24, 2009, 12:09:57 PM »
forget.

Worst exam term ever, I only had 5 of the forgeters but they were ridiculous!

Inorganic chemistry 4 - Too long, forget if I could ever make an MO diagram of a complex WITHOUT THE loving SYMMETRY TABLES http://en.wikipedia.org/wiki/Molecular_orbital_diagram

Statistical thermodynamics - 3 hours for an exam that takes at the very least 4 and a half, awesome

Organic chemistry 4 - 60% was this loving stuff http://en.wikipedia.org/wiki/Proton_NMR and http://en.wikipedia.org/wiki/Carbon-13_NMR oh and can't forget about 2D NMR http://en.wikipedia.org/wiki/COSY

No that wasn't the bad part, it's what came afterwards. loving vague multiple choice questions with all the answers mixed up, loving chemically IMPOSSIBLE synthesis we had to come up with that might work in Willy Wonka's Chocolate Factory, and oh yes a multi-path synthesis to eventually create a complicated polymer which you can get 2/3 wrong automatically if you don't get the right starting material stuff.

I'm not done!

brown townytical chemistry - 1st part, I thought it was going to be the HARDEST thing to come up this term, turned out to be easy in comparison to all this other stuff. Second part of the exam came from some wench that only confused the forget out of everyone while we had her before leaving for loving England AGAIN for the rest of the term and cutting off all communications to her students for any questions because she was terrible like that. This part had questions she forgeted up during class, isn't that dandy??

Physics lab - How the forget is this a 1st year course? I'm 3rd year, going 4th year now, this course is NOT suited for 1st year students. One question demanded you use  loving matrices to derive an equation from scratch, the next good 10 points worth of questions demanded you use it to solve them. Oh yes and solving the Rydberg constant with only one wavelength/electron potential given from an almost empty Balmer Series Diagram? Yeah good loving luck.


I swear there was something in the water this term, I worked hard to try to push my GPA up, not down! What the forget happened.

Anyways, you guys don't get exams for a while i figure, but those that did, how were they?

30
Add-Ons / Long Range Missile
« on: April 14, 2009, 02:18:36 PM »
Long Range Missile
A very large missile projectile, used in Brick Events explicitly

Description
It's a missile. It eats tanks and the occasional bunker for breakfast.

Features:
- Long-lasting trail emitter
- Particle string in trail emitter to give this guy a multitude of trail effects
- Composite explosion, built up from the tank explosion. Includes debris-generating sub explosions as well as a delayed big finale
- Stripes and nose glow in the dark, the back end also glows in the dark and is checked for Transluscent + additive in the DTS Plus Exporter (for curious MS3D modelers)
-Features a nice slow animation, this missile is pretty easy-going.
-It's a bit overpowered, then again it is roughly the size of a tank.

I'm hoping to get a hold of a better CI icon then the generic rocket provided by Badspot, although it's nice and all I really do need to get my own. That goes for sound effects too. Tail-end textures are the same as the rocket textures.

Screenshots

Download
Projectile_RocketMissile.zip (Last Updated: Tue Apr 14, 2009 3:16 pm)

Installation
Put Projectile_RocketMissile.zip into the Add-Ons folder in your Blockland folder.

Click Here to view this file on the RTB Download Manager

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