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Messages - Port

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2836
These custom shells are awesome.

2837
Off Topic / Re: Post Your Desktop 2 / Desktop Megathread
« on: September 09, 2013, 07:16:21 AM »
no i need a startmenu and i ccan't find a better one

press

there's your start menu

2838
Modification Help / Re: [Resource] A* Implementation (Pathfinding)
« on: September 09, 2013, 07:11:12 AM »
The new version will include an optional parameter for which heuristic function to use.
You could specify your own and return 0 if the two node pairs it gives you are for portals.

2839
Got to level 2000 with a Gold Sword, Bow and Spear in 4 hours.
.. this is the most repetitive thing ever made.

2840
After an hour of playing:



Seriously?

2841
Games / Re: suggest me good smartphone apps/ games
« on: September 09, 2013, 03:45:51 AM »
implying they exist

2842
Drama / Re: Google's Fort Wars
« on: September 09, 2013, 03:44:25 AM »
What kind of a stupid system is "light on = don't kill me" anyway?

2843
Clan Discussion / Re: Wrench Event Clan (WEC)
« on: September 09, 2013, 03:42:37 AM »
10/10 clan owner name
100/10 clan name
1000/10 topic format

2844
AoT General / Re: Time of Age?
« on: September 09, 2013, 03:41:37 AM »
Somebody should make a mod that overhauls it, adds more content and fixes various issues.

2845
Off Topic / Re: Post Your Desktop 2 / Desktop Megathread
« on: September 09, 2013, 03:40:43 AM »
also my start button is uncentered and that's making me really mad ugh

just get rid of it ???

2846
Help / Re: Port Resets After Changing
« on: September 09, 2013, 03:23:30 AM »
Disable UPnP and close Blockland.
Make sure port 28000 is forwarded and nothing else uses it.

Go to config/server/prefs.cs and find the line starting with "$Pref::Server::Port", and replace it with "$Pref::Server::Port = 28000;"

2847
Off Topic / Re: Furry Megathread - Fuzzy Bits
« on: September 09, 2013, 03:21:04 AM »
[IMG]http://i.imgur.com/YNRT83T.jpg[/img]

Sorry :(

Proof that Adam is a horrible, mean fox.

No he isn't!

2848
Couldn't OP also create a StaticShape object that uses the explosionsphere1.dts and have that spawn in his explosion?

Why the hell would you do that? StaticShape objects wouldn't have the animation - and you'd have two "explosion spheres" in the same place if you did that.

I really don't see the problem here.

.. there never was a problem?

2849
Modification Help / Re: [Resource] A* Implementation (Pathfinding)
« on: September 09, 2013, 03:00:23 AM »
If anybody would like a simple node handler to use with this, feel free to use mine. Just be sure to rename it to prevent conflicts.

Adding a node will automatically set all other nodes that are in its line-of-sight as neighbors. This is probably best used with bricks.

https://bitbucket.org/Greek2me/slayer/src/8e5d8540e535e6a4c6dff259c698704c0db901ab/Dependencies/Nodes.cs?at=dev

Nice work. Great job on the function documentation.
Here's what I mainly use - it's a bit more complex as it supports hint nodes through a typemask for node flags, one-way node connections and fast engine-powered near-node searching.

https://gist.github.com/portify/6438358

It requires a slightly newer version of the pathfinder though because the neighbor attribute names are different which I'll release shortly.

2850
You need to define what you mean by object. If you ask me an image datablock with the DTS model bound to is an object that you can mess with. How did you you scale the DTS cylinders in your path finding visualization then?

The nodegraph visualization creates StaticShape objects that use the DTS model. For explosions, however, the white sphere isn't a separate object that you can scale. The only ways to scale it are explosionScale in the ExplosionData and Projectile::setScale.

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