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Messages - Port

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2806
Add-Ons / Re: Monster RPG | MRPG | V0.17
« on: September 10, 2013, 01:27:49 PM »
bot holes require no path finding to be done by me

obviously not - because they don't have it

2807
Add-Ons / Re: Monster RPG | MRPG | V0.17
« on: September 10, 2013, 10:00:10 AM »

2808
Add-Ons / Re: Monster RPG | MRPG | V0.17
« on: September 10, 2013, 09:58:46 AM »
Q. I can't take damage!
A. Start a minigame, I may make a system to autocreate one, for now use dedicated minigame or something if you want to host publicly

Why not just use the gamemode system..?

2809
Development / Re: 2013/08/28 - Blockland has been greenlit!
« on: September 10, 2013, 09:56:33 AM »
Where did you see that?
posted by the Blockland Facebook page

Directly from the mouth of Badspot and Rotondo during their live-stream (not quoted, I'm just generalizing what they said)

2810
Off Topic / Re: Furry Megathread - Fuzzy Bits
« on: September 10, 2013, 05:30:09 AM »
is he richarding him in the butt?

no you richard they're sleeping
don't ruin the cuteness

2811
Off Topic / Re: Just got fiber optic internet
« on: September 10, 2013, 03:11:50 AM »
down speed is amazing
up is not.
If anyone tries joining any game I'm playing, I crash. I can't add people to skype calls because it make me host and so i crash.

Still doesn't explain how you even browse the web, lol.
To do so you need to upload for every page you load.

2813
Modification Help / Re: [Resource] A* Implementation (Pathfinding)
« on: September 10, 2013, 02:58:56 AM »
I completely forgot about radius searches - I might use that.

Well let me say it like this: I made the AI in my zombie mod ~70%+ faster across the board by using radius searches rather than looping over every node (I had about 488 nodes in the map I was using). Before, with 20 zombies there'd be extreme framedrops over and over for the host - afterwards, everything was smooth even with 40 zombies.

I've run into some problems with the hole bot pathing script.

https://bitbucket.org/Greek2me/slayer/commits/a2ecfcd64222b9ae1b8cd008a29047d668588a5f

It seems like the path had not yet been fully created, so the bots just stopped. I worked around it using callbacks. (lines 1-20)

Yeah, I'm pretty sure the hole bot pathing script was made for the old version where findPath was blocking and returned the result immediately.

Bots often could not find the next node until I changed line 97 from %this.getPosition(); to %this.getHackPosition();

The rays for RPF probably ended up clipping into the ground.

Also, I was wondering when it is safe to delete the paths.

Whenever you don't need it anymore - nothing relies on them and the "processing tick" will immediately stop if you delete it, so feel free to delete incomplete paths as well.
EDIT: The new version will include ::ref and ::unref methods which will automatically delete the path when nothing is using it anymore.

2814
you should simply call it BAM
because that's loving sick and "main" isn't really necessary.

this

2815
Also mechanic wise there are a few things I want to see:

Quote
Level system: Similar to rampage and speedkart it loads a build an a environment that will be played through.
Level loading and saving: Saves the current progress as in checkpoint and level server side. So a player can get on blockland later, turn on the gamemode, and put in a chat command to load where they were before.
Level selection: Levels can be selected to play. You must have beaten the level first though. A list of completed levels will come up with a chat command. Selecting a level will also be a chat command. Unlike loading a level from a saved point this will load it from the beginning of the level.
Functional AI: The eventers need to make the bots not go off and do there own thing and instead follow some set paths for gameplay. The enemy bots will have to normally come and try to attack you. Not get lost while firing a printer.

sup

Port - Coder

2816
i would like to cancel my subscription

then don't pay anymore

2817
Perhaps I don't understand axis angles as much as I thought.. I thought it was [normalised 3d vector] [angle around vector]?

How would [angle around vector] work? You can't represent individual 3D rotation components using a single angle value.



That'd rotate on Z by 1 scaled to 0.

Quote from: Wikipedia, the free encyclopedia
The axis-angle representation of a rotation parameterizes a rotation of a rigid body in a three-dimensional space by two values: a unit vector indicating the direction of an axis of rotation, and an angle θ describing the magnitude of the rotation about the axis.

2818
Off Topic / Re: Just got fiber optic internet
« on: September 09, 2013, 03:34:40 PM »
I can't do speed test because my upload is so terrible that if anyone home uses upload, tries uploading a picture, hosting a Skype call, anything - it crashes.

How did you post? In fact - how did you load this page?
You need to upload something to forum.blockland.us for it to send you the page.

2819
Also, you typo'd. Should be "0 0 1 0".

How so? That'd rotate on Z by 1 scaled to 0.

None of them really make sense anyway, "0 0 0 0" seems the most logical.

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