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Topics - Bushido

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46
Gallery / Club 101 [and a video by Eksi]
« on: August 07, 2012, 09:57:11 PM »






a video! by Eksi! click any of the pictures to watch.


tingalz what the forget

why are you in all my screenshots

47
Suggestions & Requests / CMD-Triggered Events
« on: July 31, 2012, 06:09:06 PM »
so, what if there was an event input (as in, something along the lines of onActivate, onContentStart, etc) that listened to and defined a specific slash command arguement (maybe something like /event command) that, when this command was entered in chat by an appropriate person (defined in the event output?), returned positive

another input, onCalled, would be started up whenever this particular brick's /event command was used and would cause the brick to actually do things, like set up racing lights, or open doors



sort of like a verbal remote control.

i feel like there's a better way to go about this. if so, do not hesitate to tell me

48
Games / About Harbors
« on: July 14, 2012, 04:47:06 PM »
this is an important question and it requires your utmost attention and participation.



metal or ricco?

49
Gallery / Bushido and Eksi's Collab City
« on: February 07, 2012, 12:56:16 AM »
me and Eksi are slowly* but surely creating a city to hopefully be included as default for v21

if you want to join in, hop into the server when it's up. we'll find something for you to do.**

more pictures as this develops. suggestions are welcome, as well as concepts for new buildings.






















click any picture to download



*slowly referring to my speed. to most people (and possibly eksi) we are working faster then sonic the hedgehog on caffeine
**in case we do not find something for you to do, feel free to sit on your ass and wait for instruction

50
General Discussion / [VIDEO] Bushido's Server: Circuit
« on: December 27, 2011, 08:04:10 PM »
in which a kart is affected, references are made and a cat is slain


51
General Discussion / Schedule Quota caps at 10?
« on: November 24, 2011, 03:26:44 PM »
while i was working on the traffic lights for my server, i hit the schedule quota limit... at 11 events.

a quick look through my prefs file in config/server revealed this:

Code: [Select]
$Pref::Server::Quota::Schedules = "10";

i can't change it in-game, for some reason. i'm pretty sure it's locked in place.

is this a bug, update, what

52
Help / The CDN forgets over updating add-ons ...!
« on: October 30, 2011, 03:12:25 PM »
for some reason, CDN doesn't like it when an add-on is different from what it has in it's database. i use modified versions of T+T in order to prepare/test/play with updates, but due to 'hash errors' (?) players can't actually download them from the CDN

can we get a quick fix in, for the CDN? if something doesn't line up with what the CDN has, can we just make blockland download it from the server?

53
Suggestions & Requests / looking for Weapon Suggestions...
« on: September 05, 2011, 08:36:15 PM »
( continued from title )



... that meet the following criteria

Nothing that could be feasibly seen as a 'signature' weapon
Nothing involving guns that shoot bullets and do nothing else of interest
Nothing that would require gloved animations

Your idea must actually contribute something of interest to Blockland
  • "30 billion rounds per second" does not count as contributing
  • "It's a nuke" does not count as contributing either

having laid that out, go nuts. i'm in a creative mood today, so i'm gonna roll up my sleeves and see what blockland has to offer. honestly as long as it's not "hey can you make my special super awesome weapon that kills everyone in one hit" or something along those lines i'll see what i can do

come at me bros

54
Modification Help / Blockland news blog idea
« on: August 11, 2011, 11:00:23 AM »
Quote
Bushido: i just had a neat idea
Bushido: what if there was a Blockland News Blog
Bushido: [tenative title]
Bushido: where players submit their OWN reports on their OWN servers (or just things they like)
Bushido: and then a small group of admins simply make sure that they aren't reporting something offensive or balls-crushingly stupid
Bushido: maybe have a Priority lineup
Bushido: very useless / unnoticeable newscasts could have very little priority
Bushido: while very high-profile or alarming newscasts could shoot right to the top

this could work pretty well with RTB

incidentally, the cmen chat is very obliging to walls of texts at 10 in the morning

55
Suggestions & Requests / Adjustable-Damage Friendly Fire
« on: April 08, 2011, 11:06:21 PM »
exactly what it says on the tin

basically, an add-on that allows you to adjust the amount of damage friendly fire does: for instance, you could change it from x1.0 damage (in other words, normal damage) to maybe x0.5 damage or even x0.25

maybe this multiplier could reduce splash damage and radius impulse too

56
i seem to be having this issue and want to see if anyone else is having a similar problem

at least that way we can find a fix together

57
Add-Ons / New Vehicle: Helicopter: Updated already!
« on: January 29, 2011, 08:49:49 PM »
Vehicle_Helicopter
You can make it ascend by pressing Space!

Updated on 1/29/11!





HEY

YOU

are you OFFENDED by the lack of conventional, working, practical helicopters on blockland?

is it AGAINST YOUR BELIEFS / RELIGION / IDEALS to play a game wherein there is no currently existing multibladed flying machine?

well, sucks to be you. our original version got lost in the wash.

luckily, since it's Bushico we're talking about after all, we were actually genre savvy enough to totally see this coming and created a slightly-worse duplicate that is very nearly indistinguishable from the original version: the only real differences is that the first iteration turned into a giant mecha with several dozen rocket launchers that jutted out from behind it's torso to fight an evil group of alien bio-mechanical teenagers from BEYOND THE STAAAARS

oh man seriously you guys should have seen the loving test runs for those things. we'd have a team of guys with crazy awesome augmented body technological powers and mowhawks and we'd have another lone guy in another team with nothing but a helicopter to his name and he'd fly it out into the battlefield and there would be this cutscene, beautifully choreographed

oh man i spent so much time on that version AWWWWWWWWW.

oh well.


Download nowwwww!

(do it do it do it)

58
Drama / Spawnkilling (and how YOU can stop it)
« on: December 27, 2010, 10:39:13 PM »
in my long presence on blockland (and long presence in the deathmatching scene) i've picked up a thing or two about spawnkilling and what i like to call "spawndying"

the most obvious thing is that there IS A DIFFERENCE, FOR THE LOVE OF GOD

the biggest differentiation between the two is that spawndying is generally avoidable if it weren't for the fact that the players in question are utterly awful at deathmatching and could do with some assistance, while spawnkilling is an obvious conclusion to bad mapmaking and isn't so much something to start crying about as it is to just get up and leave like a normal person

here's an example

let's say map A is a team deathmatch that involves two fortresses and one internal spawnroom per fortress, with each spawn room only having one exit, and map B is a team deathmatch with a similar layout but with either multiple spawnrooms (with multiple exits) or alternately 1 spawn room with alternate routes to leave

if one were to die repeatedly as you leave the spawn room in map A, you could legitimately call it spawnkilling (and probably complain to the guy who built it) because there's no way around it: blocklanders will always eventually force the opposing team into their spawn once they have sufficient power to do so.

many other games have a similar problem but blockland is for the most part unique in that we can FIX our spawnkilling problems by simply editing our maps a bit: doesn't take alot of time or alot of effort, just punch a few new holes in your spawnroom and/ or fort and try to make it look like it's always been there. worst comes to worst, maybe you have to carve out or expand a bit on your old map, but that's usually not as bad as such a big weakness as one team being entirely unable to do anything while the other team gloats hysterically at the fact that their opponent can't score a single hit without getting shot into swiss cheese

on the other hand if you were to die repeatedly as soon as you leave the spawn in map B, you probably couldn't call it spawnkilling unless one team vastly outNUMBERS (not overPOWERS which implies one team either has better firepower or better players) the other team: this phenomenon i call spawnDYING and is almost always due to teamstacking and can easily be fixed with a quick /sortplayers

it's also spawndying if the players in question repeatedly walk into the same scenario mindlessly and tactlessly with no forethought and hope for someone on the other team to either slip up or for fate to just happen to twist in their favor or something (which incidentally is a symptom of insanity)

tl;dr

blocklanders are like lemmings
they will constantly do the stupidest goddamn things and then cry when it doesn't work
please make your deathmatches in a way that accounts for this

59
Help / Server names getting cut off
« on: November 27, 2010, 02:28:53 AM »
i did a quick search for 'server name cutoff' and nothing came up

did we ever figure out what was causing this/ how to fix it?

60
Add-Ons / Sentry and Sapper: 11/6/10
« on: November 06, 2010, 05:43:25 PM »

Sentry and Sappers
(are not on RTB yet.)

Two weapons, one the hard counter to the other, both made in such a way that allows the user to hide from combat while his machines of death do all the rest. Works well with Tier+Tactical, but is not explicitly part of the package. Currently hosted on mediafire, will be on RTB... eventually.


BEEP BEEP BEEP

Attention Blocklanders!

If you have a philosiphical, mental or physical condition preventing you from being lazy and sneaky while machines do your dirty work for you, stop reading right now.

The newest development from Bushico's automated line, the Sentry Gun, is built for one purpose and one purpose alone- area denial.

Just drop it where you don't want people to wander around and the Sentry Gun will personally seek out anyone on opposite teams who happen to be lurking nearby WITHOUT any manual operation, allowing you to go make coffee, or poke a beehive, or whatever it is that you do when you're not in immediate danger of getting shot in the face! Just be sure to check back once in a while, as sentry guns are frail and easily broken and not very good at staying alive for extended periods of time: Just use your Welder ( included in the package) to fix any damage that may have been done while you were off hiding in a corner, and it'll be good as new!

As an added bonus, the Sentry Gun comes with 3 kits pre-installed, and an easily-accessed buildup system: just use the Welder and graft the base of the sentry to increase it's firepower up to 2 times!

The first kit is the MG, or Machinegun, kit. It comes with 3 levels, and starts with a basic repeater head, upgrades to a larger automatic head and ends with a powerful Minigun. Due to it's automatic nature, the MG kit keeps pressure on rather well, and is well-suited for forward bases or dropping behind foes while they're not paying attention.

The second kit is the Rifle kit. It comes with 3 levels as well, and begins with a standard (but extended) repeater head, upgrades to a true rifle head, and completes it's evolutionary line with the Gauss Rifle: a mid-range weapon with enormous knockback. On it's own, the Rifle kit is not suited for mano-e-mano combat, and usually fares much better when used in conjunction with other sentry guns, or placed where there is alot of continous fighting.

The third kit is the Rocket kit, which comes with 3 levels, too. (beginning to see a trend?) It's first iteration appears as a simple rocket-propelled grenade launcher with a barrel reminiscent of a tank cannon, which fires explosive rounds that cover a fairly large radius: Second comes a reinforced, modernized rocket launcher barrel, and third comes a (somewhat customized) Superlauncher, which does significant damage over a relatively large area. The Rocket kit is built to be used against groups of people: where a single attacker can easily dodge the projectiles, multiple attackers would be unable to get out of the way in time due in no small part to the increased 'target area' more bodies provide. Long story short: use it on defense.

And, to round off the kit, one more tool is included: the Controller is a simple, almost jury-rigged tool used to personally control your sentry at very long range, manually- While generally it's a waste to use it at very close range, experienced engineers may be able to use the controller to their advantage anyway.



I smell... petrol.

Put simply, the RC sapper is basically what happens when you duct-tape a brick of C4 to a very small ford pinto and call it 'super modern'; while there's absolutely no controversy over it working or not, it is not exactly what anyone in their right mind would call the 'wave of the future' or 'a civilized weapon for a more civilized age'.

However, we have heard it called 'hilarious'.

Operation is simple: Drop one on the ground, personally take control of your little robot buddy, drive it right into some poor bastard (or simply explode nearby, by pressing your 'eject' key) and watch the fireworks. Or even better, ram it into a sentry, or something else immobile and blocking your way.

Or, if you're feeling particularly douchebaggy, into another RC sapper!

(you douche.)


Credit to: Space Guy, Aloshi, Jaydee, the testers who actually got the files to use personally rather then just being on the server

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