Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - adel

Pages: 1 2 [3] 4 5 6 7 8 ... 29
31
this is why someone should port blockland to t3d :D
if terrain ever gets brought back it should also have a max size field so you're not limited to a 256x256 grid

32
General Discussion / Re: It's been nearly 2 years since Blockland died!!
« on: October 24, 2022, 05:38:34 AM »
i play bl pretty rarely, usually just to join friends or check out whatever's most popular
recently i've been working on something for v20 so thats where im most active

well spoken, tezuni. speaking of tez i would play this game more if he hosted his prison game again. that game technically sucked because of all the RDM'ers but it was still super satisfying killing guards as prisoners

fastmapler hosts tezuni's prison escape pretty often, though he modified it to use aebase guns and my grenades

33
Forum Games / Re: Describe the above user's avatar with one word v2
« on: October 18, 2022, 12:08:51 PM »
spin

34
General Discussion / Re: Server hosting gamemode requests
« on: October 17, 2022, 04:48:01 AM »
trench ctf.................... (the only good gamemode)

35
Drama / Re: The posse of Kiwifarms tryhard edgelords
« on: August 22, 2022, 06:18:44 PM »
balls, honestly

37
General Discussion / Re: v21 was ten years ago
« on: August 12, 2022, 05:22:03 PM »
Wait, wait. new Torque 3D?

I thought Torque 3D had long since been abandoned.

no, t3d is maintained by the community now
https://github.com/TorqueGameEngines/Torque3D

38
General Discussion / Re: v21 was ten years ago
« on: August 12, 2022, 05:09:10 PM »
"Some/all of the add-ons would break" isn't necessarily true though. The engine still relies on Torque Script, although some default functions may change based on name or variables for the new engine, so it's a matter of what can and cannot be ported reliably. Most script based add-ons should be fine. The main thing is that T3D uses a different format for basic shapes, the DAE format instead of the depreciated DTS shape format. Arguably the biggest hurdle with going to T3D is converting every shape from the game into this format with proper animations and stuff.

t3d can import older dts versions just fine iirc, and dae files are just converted to dts on load
however it uses a completely different material system
materials are objects instead of simply being used to look up textures in a folder, and each material must have a unique name
also weapons no longer use lods as viewmodels since t3d supports proper viewmodels, with movement anims too


i think a lot of people underestimate how much work it takes to make a moddable game on t3d without watering down the engine features so much that you might as well still be using tge
maybe t3d 4.x will have mod support back...

for functional mod support, you would need to:
- keep all server assets in a list
      mod makers shouldn't have to register every asset manually (though they should be allowed to, for things like chat emotes or skyboxes)
      you would need to make the server send clients all the assets they need, instead of letting them look for local files

- reimplement file downloading
      while some file downloading code is left in the engine, it is even slower than blockland's and is not actually hooked up to anything
      you would also need to implement a cache system, and make the resource manager use cached resources instead of looking for local files

- make all client side fx objects into datablocks
      post fx, shaders, materials, and all the objects those require are entirely client sided in t3d
      you would need to make them into datablocks (not very good for things like materials which you might want to manipulate at runtime)
      you could try netobjects, but it won't work as datablocks preload materials and are ghosted before normal objects
      in a project of mine i made materials into a special type that is ghosted after files are downloaded, but before datablocks

- update all classes that use materials
      since they all expect materials to be client sided, you'd have to make them look for the datablocks sent by the server instead

- fix terrain loading
      i mightve just done something wrong, but in my project, making terrain moddable seemed to take more than just making the resource manager use cached resources
      i couldn't get terrain to load at all, it always ended up being a black plane (though this might just be my severe lack of c++ experience)

- implement the new loading phases

...and probably more

plus this isn't even including bricks, or the addon system itself

i typed most of this out a few hours ago and forgot to post :V

39
Suggestions & Requests / Re: Support_EngineSounds improvements
« on: August 01, 2022, 08:48:13 AM »
At the very least, does Blockland support looping .wavs?

yes, but not in the way you described
sounds can't loop halfway through, only the entire thing so you'll have to split your sound files

40
Add-Ons / Re: Weapon_AEBase
« on: April 11, 2022, 11:08:05 AM »
long overdue update

* fixed damaging players in vehicles
* fixed guns missing firing sounds
* fixed all gun descriptions
* reanimated g3
+ added icons for all previous guns
+ added tt-33, luger, tec-9, uzi and l85a2

[base] | [b&e]



edit: i forgot github downloads are weird
click the green "Code" button to access download options and select download zip
the actual addon will be nested inside the zip, so extract it before dropping into your addons folder
you might also want to rename the folder to remove the "-main"

41
Add-Ons / Re: Weapon_AEBase
« on: March 26, 2022, 06:00:18 AM »
Can you fix everything that i posted about

yea we fixed all of that

42
Add-Ons / Re: Weapon_AEBase
« on: March 23, 2022, 11:54:49 AM »
bump

small update to fix damaging players in cars and potentially more b&e stuff soonprobably

43
Off Topic / Re: hello remaining blf denizens
« on: March 05, 2022, 06:38:10 AM »
what the forget, you registered when you were SIX?

this is my older brother's account

44
Off Topic / Re: hello remaining blf denizens
« on: March 04, 2022, 05:05:24 AM »

45
General Discussion / Re: the stagnation of blockland
« on: February 27, 2022, 11:44:52 PM »
I'm not trying to disprove you or whatever, i'm genuinely asking out of curiosity if Blockland ever received an update post-shadows and shaders that justifies the trade off

the only changes i can think of post v21 is gamemode support, more aiplayer functions and more game settings, none of which would have been impossible to put in v20

Pages: 1 2 [3] 4 5 6 7 8 ... 29