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Messages - Incinerate

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16
Gallery / Re: A house I made
« on: August 28, 2015, 11:25:07 PM »
Excellent use of DOF.

17
Gallery / Re: [VIDEO] imperial guard skirmish
« on: August 17, 2015, 11:18:29 PM »
Wow this is cool.  Did you have to act out every single bot?  It looks like a real battle, good job.

18
Suggestions & Requests / Re: Faster Weapon Projectiles or Better Hitscan
« on: August 12, 2015, 01:17:16 PM »
That's not how video games work. If they're going to interact with anything other than the client, ie. another player, they have to be communicated to the server one way or another.
I assumed it would have to communicate with the server, but how does it work in games like tf2?  There is no pointing ahead of the target, what ever your cross hair is on at the time your press the mouse is hit, or receives damage.  Wouldn't that mean the client determines if the player is hit and then sends that information to the server?

19
Suggestions & Requests / Re: Faster Weapon Projectiles or Better Hitscan
« on: August 12, 2015, 02:56:30 AM »
Wouldn't client sided hitscan give players with worse ping an advantage?
It can be if they are lagging around randomly, but it can also be a disadvantage if your lagged body is just sitting there even though you are moving around.  At least that is how I have seen it work in other games.

@Faster projectiles: Link to said vehicles? Because vehicles and weapons create projectiles the same way.

@Hitscan: The best you can do is give the hitscan some prediction. I've seen this done before and it's not in any way perfect, but it's better than nothing. I'm assuming it's done by checking how fast the player is turning, and then the vector is adjusted based on their ping. It would be an awful idea to make it client sided, due to the openness of modding in Blockland, which would allow clients to just say they hit every shot.
I am not 100% sure if the vehicles had faster projectiles, but I swore I read that they did and that the projectile speed was increased after the projectile was created.

If hitscan was client sided it would probably have to be done by badspot.  It would not be a mod, because that would cause problems.

EDIT:  Read this page, you will see what I mean about the projectile speed, it even shows the code. http://forum.blockland.us/index.php?topic=183640.0

20
Suggestions & Requests / Re: More Dinosaurs?
« on: August 11, 2015, 07:02:00 PM »
I guess I like the idea, but has anyone even made a decent server using the dinosaurs we currently have?

21
Suggestions & Requests / Faster Weapon Projectiles or Better Hitscan
« on: August 11, 2015, 05:51:40 PM »
I remember a while ago Stratofortress made some flying vehicles that were able to shoot projectiles faster than the projectile speed limit.  I have no idea how anything works in this game or its engine, but is it possible to do the same thing with weapon projectiles?  e.g. you have a pistol that can shoot projectiles as fast or faster than the vehicle Stratofortress made.

Alternately, is it possible to make hitscan better.  I really hate the way hitscan works in this game.  In order to land a shot, you have to aim ahead of your target depending on the latency, which in my opinion completely negates the point of hitscan.  I think what I want to ask is it possible for hitscan to be clients sided, and not server sided?

22
Add-Ons / Re: [Weapon] Hunting Shotgun (Swollow + Pandan) v3
« on: August 04, 2015, 05:28:35 PM »
Very cool weapon, but it takes at least three shells to kill someone.  Why is that?

23
Gallery / Re: 2nd attempt at something in MS3D
« on: July 24, 2015, 04:21:19 PM »
It is hard to rate something when you don't know what it is or what it will be used for.  I don't want to be mean, but don't expect good ratings if you don't know what your model is.

24
General Discussion / Re: A 7k BL_ID was on my server.
« on: July 21, 2015, 09:22:35 PM »
Every server I join has an ID below 182 in it.
Mind = blown

25
will it have add-ons and gamemodes and all of that jazz
They said they would "explore supporting Mods at a later date" after they get the game stable and working correctly.

26
General Discussion / Re: How can I get started with building?
« on: June 02, 2015, 10:14:24 PM »
build something
build another thing
build something else
build some more
build even more
get frustrated that your building sucks and give up
attempt to build something after a long hiatus and suddenly you're pretty good at it

Pretty much how I became a really good builder
Pretty much how it worked for me.  I built a lot of terrible builds for a long time.  Then one day I was able to build somewhat decently.

Also look at real life pictures of things you want  to build, that can help a lot.

27
here's what i think is wrong with rps: they're way too serious. i would totally get together with a bunch of friends and have fun rping if they weren't so focused about being authentic and serious
This so much.  I just love the servers that will ban you if you choose a "not realistic name," or if you break the immersion or something stupid.

28
Add-Ons / Re: ZB1 Blaster
« on: March 14, 2015, 09:57:20 PM »
I love hands in model. It looks great.
Hands look bad outside of first person.

29
Gallery / Re: Great Wall and Floor Designs?
« on: February 01, 2015, 02:08:28 PM »
The pattern repeats itself way too quickly on the first wall making it look like stripes.  It might work for three or four repeats, but after that it just looks like it was duplicated.  The use of 1x2  plates seems excessive as well.

The second wall is better in my opinion, but again it repeats the pattern too much.  The floor is interesting though, and I like the roof.

30
Gallery / Re: Olioons: a scary short (hopefully) [VIDEO]
« on: January 28, 2015, 09:09:06 AM »
Wow, that was slow and uneventful. 2 minutes of walking in dark and darker environments with hardly any sounds/music/ambiance.

-Id add more lighting in areas. You can pull scary scenes out of partially lit rooms more effectively than completely dark ones. Dramatic lighting>No lighting
-Add ambiance, background music, sound effects, something to hear other than...whatever it was you had.
-I didn't see a story or any kind of progression. What is that guy doing out there? Who was that cop? Why was that town apparently abandoned? Have to convey some kind of story to explain some things.
-Use shaders on at least minimal. Gives you much more control over environment and atmosphere. (Fog, Lowangle lighting) This will also fix your brick studs from glowing in the dark.
Thank you for the tips.  I will mess around with minimum shaders, but the map I am filming on is large so idk if my graphics card can handle it.

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