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Topics - Wrapperup

Pages: [1] 2 3 4 5 6
1
Add-Ons / ߷ [Weapon + Prop] Fidget Spinner [Fixed] ߷
« on: May 21, 2017, 12:35:25 PM »
Fidget Spinner
(now fixed)
Throw at your enemies to give them lacerations to the face!


Comes with a Deadly and Harmless version!


Controls
LMB - Spin, hold to spin up
RMB - Fire, projectile depends on current speed


Speed                     Projectile




Harmless version can't fire, so its PERFECT for your dank meme videos
(and it also doesn't spin to the final speed to keep it clean)


Features
IT SPINS IN YOUR HAND
IT HAS DIFFERENT SPEEDS
IT'S REALLY DEADLY
THE SPINNER LOOKS REAL
IT'S MY FIRST REAL WEAPON
I CAME BACK FROM THE DEAD
ITS A FIDGET SPINNER
IT HAS REALLY COOL ANIMATIONS





DOWNLOAD (v1.1) (1.3MB)

2
Add-Ons / [Hat] Realistic Face
« on: August 13, 2016, 08:55:30 PM »
Blockland in the third dimension
Is this really what you wished for?





The most realistic model ever seen inside of Blockland.

Type /RemoveSoul to wear (If you dare!!!!!)
(Hatmod not required)


Download
View Model in 3D

3
Games / FTB Unleashed 24/7 (Modded Minecraft) - Come join!
« on: June 08, 2015, 10:56:31 PM »


Unleashed
24/7 Dedicated Server
Hosted by Wrapperup
OP created by Pah1023

About
Unleashed is a mod-pack released by FTB, which contains many mods.
Some notable ones are IC2, DartCraft, Thaumcraft-3, MystCraft, and many more.
The mod-pack also adds dimensions, such as the Twilight dimension.


Running FTB / Installation
Download the FTB Launcher at http://www.feed-the-beast.com/
Once downloaded, run the launcher, and a list of mod packs will be listed.

The mod pack we are using is called "FTB Unleashed", before launching the pack, you need to enable all the mods for that pack.
To do so, click on FTB Unleashed, then click "Edit Mod Pack".

If there are no mods in the list, launch Unleashed once, then close it, and see if they are there now.

Enable ALL of the mods except for DeathTimer-Beta-11, then close the window. You may now launch Unleashed!


Rules
Anything goes - 100% survival.
Common sense

No spamming, obey OP/Admins.

Users
ChoclateBoy  
Eagle517
Pah1023
Dau
Redo
Wrapperup  
yourcace
Klarck
Mods
Forge
CreeperCollateral
CodeChickenCore
CoFHCore
denLib
Infinibows
NotEnoughItems
Nucleum-Omnium
PowerCrystalsCore
AdvancedPowerManagement  
AdvancedSolarPanels
AppliedEnergistics
BackTools
BiblioCraft
BiblioWoods
BoPBiblioWoods
Forestry
BinniesMods
BiomesOPlenty
BuildCraft
ChargePads
ChickenChunks
CompactSolars
ComputerCraft
DamageIndicators
DartCraft
DeathTimer
DenPipes
DenPipes Emerald
DenPipes Forestry
Enchanting Plus
EnderStorage
EquivalentExchange3
ExtraUtils
Factorization
FlatSigns
Forestry
GateCopy
GraviSuiteGravityGun
Hats
Hatstand
IChunUtil
IndustrialCraft2
InventoryTweaks
IronChest
LogisticsPipes
MagicBees
MineFactoryReloaded
MiscPeripherals
ModularForceFieldSystem  
MFFS
ModularPowerSuits
MPSAddons
Mystcraft
Natura
NEIAddons
NEIPlugins
NetherOre
NuclearControl
ObsidiPlates
OmniTools
OpenPeripheral
PluginsForForestry
PortalGun
qCraft
RailCraft
SoulShards
StevesCarts
ThaumCraft
ThaumicTinkerer
ThermalExpansion
TinkersConstruct
TwilightForest
VenderBlock
VoxelMap
WRCBE
XenosReliquary

Banned Items
Vajra
Trade-O-Mat
Nuke

Screenshots







OPs

Wrapperup, Pah1023, and Eagle517


IP is 192.99.44.71:27504

4

I'm bored, and I want to do something. Here we are again! This time its the Kitchen's turn.



This mod allows you to load static shapes in a more user friendly fashion.

System_StaticMaps [1.2-beta]
DOWNLOAD

To load a map, simply go into your environment options, and below "Ground" should be a list of the maps. Just select the map and walla, your map should load!

To add a map, simply place the map's ZIP file in your Add-ons section.
Make sure to enable the map in Add-ons!

You need to enable "Download Textures" in your network options, or the textures may not work!

Maps




Original Bedroom
DOWNLOAD

Bedroom .blend files used

If you want to load your old bedroom saves, you need to enter this into your server's console: $loadoffset = "-84 114 -93.9";

Alternatively, you can download the converted Bedroom saves.
(Credit to Maxx for providing the files.)






Wrapperup's Bedroom (Beta 2)
DOWNLOAD
MS3D Model Files




Earth
DOWNLOAD




Asteroids
DOWNLOAD



Make sure to enable the maps in your add-ons!

Featured maps are marked with a .



Planned maps

Kitchen
Spyglass (possibly)

5

(Logo credit goes to RB2K)

Sword Fighting based on Chivalry and Dark Souls


What is Sword Play?

Sword Play is a gamemode based on mechanics from Chivalry and Dark Souls. This calls for a slightly moddified weapon system, in which you can hold a variety of weapons and shields alike. You can hold dual weapons or even dual shields if you want. The customization of which weapon will go in what hand will allow even left handed players to play in the way they like.

What are the mechanics?

While still needing tweaking and testing, the current mechanics that are working are:

Blocking (With a shield)
Dodging (Based on Bloodborne's locked on dodge instead of Dark Souls, which both work the same)
Backstepping (a more advanced dodging)
Parrying
Weapon slots (ie dagger in left hand, claymore in right hand, can swap to shield ect)

Things not done

Guard breaking (based on DkS1 with the reposte added in)
Reposte (critical attack on an enemy after parrying or guard breaking)
Stamina

Problems with the Gamemode

Lag.
It's a fast paced gamemode, but thanks to it having to be all server sided, lag may be an issue. Still needs testing, and maybe some core tweaking to have it work properly for sub 100 ping.
Without clientsided prediction, this may have issues with people with higher ping.

Video is now here!


6
Add-Ons / [BRICK] Brick_Chess | [v1.1] XL Pieces (1x1 and 4x4)!
« on: December 14, 2014, 06:05:00 PM »
Chess Bricks
Play chess games or add to your builds with this set of chess bricks!







The brick pack comes with 6 Chess pieces (of course):
Pawn, Rook, Knight, Bishop, King, Queen

Here is a preview of all of the bricks included.



They are all 1x1 in width and length, and are equal to or under 2 full studs tall.

Now with XL pieces!


7
Was talking to a few peeps about blockland's state system. It appears to not work like intended (client sided prediction), and since it is controlled purely server sided, We thought it would be a good idea to allow modders to play animations on images through a script. In such fashion:

%player.playImageSequence(%mountPoint, %sequence);

It could be done a few other ways, but this is about all I have to say. It is a much better method than having to use multiple images or the ammo states.

8
Drama / Outpact: handicap with DLLs and hacks.
« on: November 28, 2014, 02:16:20 PM »
Lets start with the obvious.

Quote
◄VG► Outpact: also
◄VG► Outpact: im gonna kill wrapperups server soon
Pacer: NO
Pacer: WHY
◄VG► Outpact: because
◄VG► Outpact: its the only server that makes me rage
Pacer: Dude
Pacer: No
◄VG► Outpact: sry
◄VG► Outpact: 2late
Pacer: I wun allowe it
Pacer: You did it
Pacer: ?
◄VG► Outpact: ya

I was sent this earlier, and not to mention my server has crashed atleast once or twice to crash hacks.
I know that he has the hacks (he used them before), and likes to show them off.

He will still be permabanned from my server.
If you have any more evidence, it would be very helpful.

I've already had a pretty handicapped run with outpact. I was working on a mod for someone, and shared it via titanpad with my friend. He invited outpact, outpact takes the stuff and gives it out to people. He claims it was his brother that spread the script.

Outpact also likes to repeat bullstuff and gets banned. Don't trust this person, and make sure to ban him from your servers.

Known ID's:
26043
33640
85570
47858

9
Gallery / Shadows in fog/Godrays/Light Scattering Screenshots
« on: November 08, 2014, 08:23:04 AM »
I took this screenshot earlier, and thought it was really amazing:



If you have one, post it!

10
Modification Help / getPixelColor
« on: November 04, 2014, 06:06:05 PM »
I'm trying to figure out how this works. Using it gives incorrect results, unless im doing something wrong or the function is broken. How am i supposed to use it?

GuiBitmapCtrl::getPixelColor(x,y)

11
Add-Ons / Wrapperup's Ordinary Extraordinary Add-ons (Revival)
« on: October 07, 2014, 11:03:02 PM »
Wrapperup's
Ordinary Extrordinary Add-ons







Complete Mods


Event_onAltActivate

Use your jet key to trigger the onAltActivate event
Basically can be useful for eventing an alt clickable event.

Download


Event_onImpact

Smash into a brick, and this event is triggered.
Could be useful cool wall smashing

Download


Event_setVignette

Sets your vignette color obviously
Comes with 2 events

Download


Player_ClickEnergy

Requires energy to click (or Activate)

Download


Script_RTP

Request Teleport to the player you want to go to.
Use: /RTP target - Request teleport to target.
/RTP yes - Accept recipient's request.
/RTP no - Decline

Download


Server_SlowMoDeath

Whenever you die, you go in slo motion for a few seconds.

Download


Server_3DHealthBar

Puts a health bar above your player.

Topic: http://forum.blockland.us/index.php?topic=256457.0

Download



Beta/Unfinished Mods


System_StaticMaps

A simple static shape loader that makes it easier for players to load static shapes.

Topic: http://forum.blockland.us/index.php?topic=266409.0

Download

Player_SonicLike

A playertype that replicates the moves and actions from Sonic Generations.

Topic: http://forum.blockland.us/index.php?topic=256872.0

Download





NOTE: Some of these mods use RTB Prefs. If RTB is not found, it will use default prefs.

This should be all of them. May have forgotten a few.

Have a suggestion? Post down below. I will address your suggestion when I have time to do so.
(Modelling suggestions are also accepted, don't ask for vehicles though)

12
Help / Reviving Too Old Topic
« on: October 07, 2014, 08:04:15 PM »
I have an old add-ons dump, although it got to a point where the topic fell into obscurity. I would like to revive the topic, or at the least, be able to quote it. Help?

13
General Discussion / What happened to the hat update?
« on: September 21, 2014, 08:55:15 PM »
It's really bugged me that we havent heard much progression for hats, or the compatibility  breaking update. What happened to those anyway? are they still being worked on?

14
How to do...
TCP Objects (Guide)

Written by Wrapperup

Edited by Wrapperup and Eagle517


Example code snips will have their proper author's credited.

NOTE: This thread may need some refinement. The code has not been tested, if you come acrost any problem with the guide or reference, please make a reply. Thanks.



Since no one has made a tutorial on it (I made sure by using the magic Search button) and there are MANY uses for TCP Objects, I decided it was time to make it happen.

Network coding is a HUGE topic to cover, and I will not cover it all. Research it yourself. I will only go over the basics of how to send data from point A to point B.

This tutorial expects that you know TorqueScript (Obviously)

In this tutorial I'll explain...

What is a TCP Object and why should I use them?

How do I use them?

Client sided functions.
Server sided functions.

Client Tutorial.
Server Tutorial.


Examples of TCP Objects.







      What is a TCP Object and why should I use them?

TCP stands for "Transmission Control Protocol".
TCP Objects are used for a variety of things such as connecting to a remote or local server, sending data back and forth, ect.

You can also use them to make a TCP Server, handle connections and send data back and forth with a client.
Here is a few examples of why you should use TCP Objects


Connecting to a website, grab data, and do whatever with the data.

Download files and/or images (Example: Updating an add-on or script).

Remote controlling your Blockland server.

Communicate between two or more applications (Python to Torque, Torque to Python, ect).

Connecting to a chat server and chatting with people.

Storing and retrieving data from a database online.


These are just a few of the possibilities of TCP Objects.

The main purpose of TCP Objects is to communicate with a remote or local server, i.e. a chat server where you can chat with friends.



      How do I use them?

Now that you know what you could use TCP Objects for, it's time to actually use one.

TCP was designed to be connection based. In order to send data, we must connect to our TCP server/client.
Data sent between both the server and client can be anything you want.

However, when sending a chunk of data, when you are finished sending the data/chunk of data, you need to add a "Return Carriage".

Here we will explain the "Return Carriage", which is defined with \r, and is usually followed with a line break (\n)
This will tell the server/client that it is finished sending the current chunk of data.

The reason we use a return carriage is because the client nor the server know's when the data transmission is finished.
If it decided to take a guess on when the data ends, it can lead to corruption.

So it is ALWAYS a good idea to add \r\n to the end of your data transmission (it will be shown below in the reference)

I will refer below each function of a TCP Object and what it does.

client side functions
Code: [Select]
new TCPObject(myTCP); //Create a TCP Object so we can connect to remote or local hosts.

//Methods
myTCP.connect(%ip @ ":" @ %port); // Replace %ip with the domain or IP you are trying to connect to and %port with the port (websites usually use port 80).
myTCP.disconnect(); //Disconnects you obviously.

myTCP.send(%data @ "\r\n"); //Sends data that you supply to the remote or local host. Will end the chunk of data being sent.

//Callbacks
function myTCP::onConnected(%this)
{
        //You connected to the server successfully!
}

function myTCP::onLine(%this,%line)
{
        //%line contains data that was sent to us.
}

function myTCP::onConnectFailed(%this)
{
        //You couldn't connect to the server.
}

function myTCP::onDisconnect(%this)
{
        //When you are disconnected via server or by disconnecting from the client.
}

function myTCP::onDNSFailed(%this)
{
        //DNS Failure
}

function myTCP::onDNSResolved(%this)
{
        //DNS was resolved.
}

function myTCP::onBinChunk(%this,%chunk)
{
        //Used when handling binary data (ie. downloading an add-on)
}

Server side functions
Code: [Select]
new TCPObject(myTCPServer); //Create a TCP Object so we can accept clients

//Methods
myTCPServer.listen(%port); //Listens for connections on the specified port.

//Callbacks
function myTCP::onConnectRequest(%this, %ip, %socket)
{
        //Whenever a remote or local client connects to this server.
        //Handle connected clients here.
}

function myTCP::onLine(%this,%line)
{
        //%line contains data that was sent to us.
}

I will go step by step on how we can connect to the server, retrieve information, and disconnect.

Lets start with the client side (Since it is easier to make than server side)

Using 2 computers (MUST BE LOCAL OR THE SERVER'S PORT MUST BE FORWARDED!) will work the same as doing it on the same computer. Put your server script on your 1st computer, and put the client script on your 2nd computer.

Below will go step by step through making a simple TCP Client in Torque. I will explain what each code does if necessary.


Firstly, create your TCP Object (And disallow it from making a duplicate)
Code: [Select]
if(!isObject(TCPclient))
        new TCPObject(TCPclient);

Create a function to have it connect to the server.

Code: [Select]
function TCPclient_connect()
{
        //The port will be specified on the server side.
        //I will use port 3000 for this example

        TCPclient.connect("localhost:3000");
}

This code will basically prevent a few extra steps from having to be done. The TCPclient Object will try to connect to
localhost with the port 3000.

Now that you have done that, we also want to have it send data once it connects succesfully.

Code: [Select]
function TCPclient::onConnected(%this)
{
        %this.send("Sending Message\r\n");
        //Now we wait for the response.
}

This code will send data to the remote host or local host. In the example, we are just sending some data that says "Sending Message".

\r\n is basically a "return carriage", which tells the server that we are done sending the current chunk of information, and starts it on a new line to receive more data (if needed).

Now we will react to the data that is sent to us.

Code: [Select]
function TCPclient::onLine(%this,%data)
{
    echo(%data);
    if(%data $= "Return Message")
    {
        %this.disconnect();
    }
}

When the server sends us the message "Return Message", we will disconnect.

That should finish the client.

Complete code:
Code: [Select]
if(!isObject(TCPclient))
        new TCPObject(TCPclient);

function TCPclient_connect()
{
        //The port will be specified on the server side.
        //I will use port 3000 for this example

        TCPclient.connect("localhost:3000");
}

function TCPclient::onConnected(%this)
{
        %this.send("Sending Message\r\n");
        //Now we wait for the response.
}

function TCPclient::onLine(%this,%data)
{
    echo(%data);
    if(%data $= "Return Message")
    {
        %this.disconnect();
    }
}


Now that we are done coding the client side, we can go ahead and start making the server side.


Firstly, make your TCP Object (as always).

Code: [Select]
if(!isObject(TCPserver))
        new TCPObject(TCPserver);

Now make the server listen on the port for a connection.

Code: [Select]
if(!TCPserver.isListening)
{
    TCPserver.listen(3000);
    TCPserver.isListening = true;
}

We should make a ScriptGroup to keep up with all our connections (clients)

Code: [Select]
if(!isObject(TCPServerGroup))
    new ScriptObject(TCPServerGroup);

Now that we have our script group (which will allow us to add the clients in, interact with all of them and keeps track of them)

Next, add in below
Code: [Select]
function TCPserver::onConnectRequest(%this, %ip, %socket)
{
        %cl = new TCPObject(TCPSock,%socket);
        TCPServerGroup.add(%cl);
       
        //Client disconnects after receiving data.
}

That will create a new connection for the client, allowing both the server and the client to communicate

We need to use the onLine function to recieve the data the client is sending us.
The function will also check for the message "Sending Message", and send them a message back ("Return Message").

Code: [Select]
function TCPSock::onLine(%this,%data) //MAKE SURE You use the CLIENT OBJECT'S NAME! (TCPSock)
{
    echo(%data);
    if(%data $= "Sending Message")
        %this.send("Return Message\r\n");
}

Now that we have handled the data, we will make sure to delete the object after it disconnects (it will remove itself from the ScriptGroup)

Code: [Select]
function TCPSock::onDisconnect(%this)
{
    %this.delete();
}

Complete server code

Code: [Select]
if(!isObject(TCPserver))
        new TCPObject(TCPserver);

if(!TCPserver.isListening)
{
    TCPserver.listen(3000);
    TCPserver.isListening = true;
}

if(!isObject(TCPServerGroup))
    new ScriptObject(TCPServerGroup);

function TCPserver::onConnectRequest(%this, %ip, %socket)
{
        %cl = new TCPObject(TCPSock,%socket);
        TCPServerGroup.add(%cl);
       
        //Client disconnects after receiving data.
}

function TCPSock::onLine(%this,%data) //MAKE SURE You use the CLIENT OBJECT'S NAME! (TCPSock)
{
    echo(%data);
    if(%data $= "Sending Message")
        %this.send("Return Message\r\n");
}

function TCPSock::onDisconnect(%this)
{
    %this.delete();
}

Testing

1. If you are using 1 computer:
Open 2 Blockland clients, load the server script on one, and load the client script on one.

2. If you are using 2 LOCAL computers:
Load blockland on both computers
Load the server script on one computer, and the client script on the other.

3. If you are 2 computers that are NOT LOCAL:
Repeat step 2, but make sure the server computer's port (3000 that we defined) is PORT FORWARDED.

On the client, connect to the server using the function we defined (in console)

Your console should say (on client)

Return Message

On the server

Sending Message

If you got these messages in your respective consoles, congratulations, you successfully made a working client and server TCP script!

      Examples of TCP Objects.
Code: [Select]
//Downloading a file with TCP Objects.

if(!isObject(TCP_FileDL))
new TCPObject(TCP_FileDL);

function TCP_FileDL::Download(%server, %directory, %port, %outputFile)
{
if(%server $= "" || %port $= "" || %directory $= "" || %outputFile $= "")
return;

%tcp.server = %server;
%tcp.directory = %directory;
%tcp.port = %port;
%tcp.outputFile = %outputFile;

%tcp.connectAttempt = 0;

%tcp.connect(%server @ ":" @ %port);
}

function TCP_FileDL::onConnected(%this)
{
%this.send("GET" SPC %this.directory SPC "HTTP/1.0\r\nHost:" SPC %this.server @ "\r\n\r\n");
}

function TCP_FileDL::onLine(%this, %line)
{
if(strPos(%line,"Content-Length:") >= 0)
%this.len = getWord(%line,1);

if(%line $= "")
%this.setBinarySize(%this.len);
}

function TCP_FileDL::onBinChunk(%this, %chunk)
{
if(%chunk >= %this.len)
{
%this.saveBufferToFile(%this.file);
%this.schedule(10,delete);
}
}

function TCP_FileDL::onConnectFailed(%this)
{
if(%this.connectAttempt >= 2)
error("Connection Failed.");
else
{
%this.connectAttempt++;
%this.schedule(2000,0,connect,%tcp.server @ ":" @ %tcp.port);
error("Connection Retry...");
}
}

function TCP_FileDL::onDNSFailed(%this)
{
error("DNS Failure.");
}

 //example: TCP_FileDL.Download("www.example.com","/files/Script_Example.zip",80,"Add-ons/Script_Example.zip");

(Credit to Zeblote for original code, highly edited by me (so problems with this are not his fault))

Got an example? Post one and I will add it here.

NOTE: This thread may need some refinement. The code has not been tested, if you come acrost any problem with the guide or reference, please make a reply. Thanks.

15

super nostalgic hype edition



This mod allows you to load static shapes in a more user friendly fashion.

System_StaticMaps [1.2-beta]
DOWNLOAD

To load a map, simply go into your environment options, and below "Ground" should be a list of the maps. Just select the map and walla, your map should load!

To add a map, simply place the map's ZIP file in your Add-ons section.
Make sure to enable the map in Add-ons!

You need to enable "Download Textures" in your network options, or the textures may not work!

Maps




Original Bedroom
DOWNLOAD
The original bedroom from version 20 and below.

Bedroom .blend files used

MAKE SURE TO DOWNLOAD THE NEW STATIC MAPS MOD!

Features
Breakable window
Secrets
Fixed collisions
No more clipping through floor with vehicle (may not apply to other areas)

If you want to load your old bedroom saves, you need to enter this into your server's console: $loadoffset = "-84 114 -93.9";

Alternatively, you can download the converted Bedroom saves.
(Credit to Maxx for providing the files.)



Wrapperup's Bedroom (Beta 2)
DOWNLOAD
This is the first map I made work for the mod. It's bedroom!
MS3D Model Files if you want to see how it was made.

Version 2 Features
Fixed various collision problems, and made collision meshes more detailed. (Exception: Pillow)
Added a secret, can you find it?



Earth
DOWNLOAD
Planet Earth, a big planet. Now in the portable size of Blockland! You can "land" on Earth by going in at the top.



Asteroids
DOWNLOAD
It's a small asteroid field.

Make sure to enable it the maps in your add-ons!
More to come soon.


REACTIONS


"It's Back" VIDEO by Filipe1020 (Featuring the Original Bedroom)


NOTE: This mod may have some issues, if you find an issue, please report it! Thanks.

Featured maps are marked with a .

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