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Topics - Vitawrap

Pages: 1 2 3 [4] 5 6 7
46
Help / corrupted save
« on: August 31, 2015, 05:42:32 AM »
so it starts out like this; yesterday i was building a house i would finally be proud of, i save it late at night to continue it today, and i load the file and this happens:

i get pissed, i go and look for the file history because i'm used to windows 7, and obviously it's not on windows 8.

so i look at the save file, i see nothing wrong and then i send it to refticus and he tells me that;
  • there's no file history
  • half of the file is missing

up to this point i really get pissed and don't know what to do with the save file,
so here it is: House.bls
and the only picture remaining from the house

please help

47

Bloc de Plastique*

Bloc de plastique is a videomaking group
founded by VitaWrap and Kenko
in which the base is a Steam group where if you join,
you automatically are asked to be an actor and
can become a professional actor if:

• you are not a pain to manage when acting
• you show up at most recording sessions   


The channel:

You can find Bloc de Plastique here on Youtube : Baguette
Along with our first video:

  You suck
  You suck, what?

    Credits:
    Kenko: Recording, editing.
    Vitawrap: Acting, building, providing music and sounds.
    Refticus: Acting, building.
    Kobble: Acting, building.
    Mr.Lol: Acting.
    General Panic: Penguin Tourist*.

And more videos to come...


Being an actor:

As I said before, you can be an actor or a contributor by joining this Steam group

Once you are a part of Bloc de Plastique, we will often discuss about
the videos or ideas on the group chat,
but it does not only stop to the group chat,
there's also an online pad to write and save ideas in.
Any trusted user can access it.

So now you may be asking yourself: How can I be trusted ?

Well, you can be trusted if you show interest in the project,
not being a penguin tourist*,
bring lots of help to us when making videos.



Submitting an idea:

You can now submit a video idea here
Every idea submitted is reviewed. (the link is back up)



Builders:

We can't build all the sets ourselves! If any builders want to build some sets for us,
you can contact us on steam and join the group:







Note that we can kick you out at any time if you do anything bad
or are just not good enough for us.
You will be credited in the video.




Further information and group-related detail in the GOOGLE DOCS YES WE MOVED.

also don't come in the googl docs if you don't want to be spoiled of the upcoming scripts


*Penguin tourist: "actor" that is always late for recording or doesn't participate much in the project • *Bloc de Plastique: Plastic block
 


48
Drama / Favela - i don't even know
« on: August 21, 2015, 03:47:26 PM »
so yesterday, i met this guy called "Favela" which i don't know about, his bl_id is 23471.
he comes on my server and kindly introduces himself:




and then he left.

notice how he mentions me doing stuff on blockland forums and then says he simply doesn't like me.


/discuss

49
Off Topic / itt: we remake the history of the world
« on: August 14, 2015, 11:51:23 AM »
let's start this ladies

year 0:

the earth just got made

51
Add-Ons / Effect_BrickExplosion
« on: August 10, 2015, 02:39:50 PM »
Brick Explosion
we finally got that stuff to work


do you want a cool brick explosion effect but can't/don't wanna use stupid fakekill bricks?
then you came to the right place. this add-on is an effect and contains two brick explosions:

Standard Brick Explosion
they go pretty high up




Small Brick Explosion
like your richard this one doesn't go really high







big thanks to swollow, this add-on wouldn't exist without him scripting it

53
Drama / clarke9901
« on: July 05, 2015, 07:04:09 PM »
clarke9901


so clarke is now registered since febuary but finally decided to start making forum posts (stuffpost)


the stuff:
Quote
the whole loving thread

Quote

Quote

lEt mE joIn PlZ






so clarke is mostly trying too hard to look funny, trying so bad to fit into the community and mostly trolling
what do you think?

54
Off Topic / Add yourself on the outdated flag map
« on: July 02, 2015, 03:21:41 PM »
let's loving do it


hon hon

55
Modification Help / Brick Explosion
« on: July 02, 2015, 10:00:14 AM »
so lately I tried to make a brick explosion which is like the jeep explosion but sommons bricks instead of tires.
then as someone with no experience at coding, I tried to edit it:
i first edited Jeep_Explosion.cs so it is stored in Vehicle_Jeep



original
Code: [Select]
//jeep_explosion.cs


//initial jeep explosion, jeep loses wheels and is burned
//  we use the default vehicle explosion, but add wheels debris

// Debris
////////////
datablock ParticleData(jeepTireDebrisTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 150;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 0.0";
colors[1] = "0.0 0.0 0.0 0.250";
   colors[2] = "0.0 0.0 0.0 0.0";

sizes[0] = 1.50;
sizes[1] = 2.50;
   sizes[2] = 3.50;

times[0] = 0.0;
times[1] = 0.1;
   times[2] = 1.0;
};

datablock ParticleEmitterData(jeepTireDebrisTrailEmitter)
{
   ejectionPeriodMS = 90;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 1.0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "jeepTireDebrisTrailParticle";
};
datablock DebrisData(jeepTireDebris)
{
   emitters = "JeepTireDebrisTrailEmitter";

shapeFile = "./jeepTire.dts";
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


// Explosion
////////////
datablock ExplosionData(jeepExplosion : vehicleExplosion)
{
   debris = jeepTireDebris;
   debrisNum = 4;
   debrisNumVariance = 0;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 40;
   debrisThetaMax = 85;
   debrisVelocity = 14;
   debrisVelocityVariance = 3;
};


// Projectile - you can't spawn explosions on the server, so we use a short-lived projectile
/////////////////////////////////
datablock ProjectileData(jeepExplosionProjectile : vehicleExplosionProjectile)
{
   directDamage        = 0;
   radiusDamage        = 0;
   damageRadius        = 0;
   explosion           = jeepExplosion;

   directDamageType  = $DamageType::VehicleExplosion;
   radiusDamageType  = $DamageType::VehicleExplosion;

   explodeOnDeath = 1;

   armingDelay         = 0;
   lifetime            = 0;

   uiName = "Jeep Explosion";
};
modified
Code: [Select]
//jeep_explosion.cs


//initial jeep explosion, jeep loses wheels and is burned
//  we use the default vehicle explosion, but add wheels debris

// Debris
////////////
datablock ParticleData(jeepTireDebrisTrailParticle)
{
dragCoefficient = 3.0;
windCoefficient = 0.0;
gravityCoefficient = -0.5;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 500;
lifetimeVarianceMS = 150;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
//framesPerSec = 1;

textureName = "base/data/particles/cloud";
//animTexName = "~/data/particles/cloud";

// Interpolation variables
colors[0] = "0.0 0.0 0.0 0.0";
colors[1] = "0.0 0.0 0.0 0.250";
   colors[2] = "0.0 0.0 0.0 0.0";

sizes[0] = 1.50;
sizes[1] = 2.50;
   sizes[2] = 3.50;

times[0] = 0.0;
times[1] = 0.1;
   times[2] = 1.0;
};

datablock ParticleEmitterData(jeepTireDebrisTrailEmitter)
{
   ejectionPeriodMS = 90;
   periodVarianceMS = 0;
   ejectionVelocity = 0.0;
   velocityVariance = 0.0;
   ejectionOffset   = 1.0;
   thetaMin         = 0;
   thetaMax         = 0;
   phiReferenceVel  = 0;
   phiVariance      = 360;
   overrideAdvance = false;
   particles = "jeepTireDebrisTrailParticle";
};
datablock DebrisData(jeepTireDebris)
{
   emitters = "JeepTireDebrisTrailEmitter";

shapeFile = "./block.dts"; //EDIT
lifetime = 2.0;
minSpinSpeed = -400.0;
maxSpinSpeed = 200.0;
elasticity = 0.5;
friction = 0.2;
numBounces = 3;
staticOnMaxBounce = true;
snapOnMaxBounce = false;
fade = true;

gravModifier = 2;
};


// Explosion
////////////
datablock ExplosionData(jeepExplosion : vehicleExplosion)
{
   debris = jeepTireDebris;
   debrisNum = 6; //EDIT
   debrisNumVariance = 0;
   debrisPhiMin = 0;
   debrisPhiMax = 360;
   debrisThetaMin = 40;
   debrisThetaMax = 85;
   debrisVelocity = 14;
   debrisVelocityVariance = 3;
};


// Projectile - you can't spawn explosions on the server, so we use a short-lived projectile
/////////////////////////////////
datablock ProjectileData(jeepExplosionProjectile : vehicleExplosionProjectile)
{
   directDamage        = 0;
   radiusDamage        = 0;
   damageRadius        = 0;
   explosion           = jeepExplosion;

   directDamageType  = $DamageType::VehicleExplosion;
   radiusDamageType  = $DamageType::VehicleExplosion;

   explodeOnDeath = 1;

   armingDelay         = 0;
   lifetime            = 0;

   uiName = "Brick Explosion"; //EDIT
};



and also edited server.cs

original
Code: [Select]
// support stuff for the jeep vehicle
exec("./jeep_Tire.cs");
exec("./jeep_Explosion.cs");
exec("./jeep_FinalExplosion.cs");
exec("./jeep_Spring.cs");


// Sounds //
////////////
datablock AudioProfile(fastImpactSound)
{
   filename    = "./fastimpact.WAV";
   description = AudioDefault3d;
   preload = true;
};
datablock AudioProfile(slowImpactSound)
{
   filename    = "./slowimpact.wav";
   description = AudioDefault3d;
   preload = true;
};


// Vehicle //
/////////////
datablock WheeledVehicleData(JeepVehicle)
{
category = "Vehicles";
displayName = " ";
shapeFile = "./jeep.dts"; //"~/data/shapes/skivehicle.dts"; //
emap = true;
minMountDist = 3;
   
   numMountPoints = 7;
   mountThread[0] = "sit";
   mountThread[1] = "sit";
   mountThread[2] = "sit";
   mountThread[3] = "sit";
   mountThread[4] = "sit";
   mountThread[5] = "root";
   mountThread[6] = "root";
   mountThread[7] = "sit";

maxDamage = 200.00;
destroyedLevel = 200.00;
speedDamageScale = 1.04;
collDamageThresholdVel = 20.0;
collDamageMultiplier   = 0.02;

massCenter = "0 0 0";
   //massBox = "2 5 1";

maxSteeringAngle = 0.9785;  // Maximum steering angle, should match animation
integration = 4;           // Force integration time: TickSec/Rate
tireEmitter = VehicleTireEmitter; // All the tires use the same dust emitter

// 3rd person camera settings
cameraRoll = false;         // Roll the camera with the vehicle
cameraMaxDist = 13;         // Far distance from vehicle
cameraOffset = 7.5;        // Vertical offset from camera mount point
cameraLag = 0.0;           // Velocity lag of camera
cameraDecay = 0.75;        // Decay per sec. rate of velocity lag
cameraTilt = 0.4;
   collisionTol = 0.1;        // Collision distance tolerance
   contactTol = 0.1;

useEyePoint = false;

defaultTire = jeepTire;
defaultSpring = jeepSpring;
//flatTire = jeepFlatTire;
//flatSpring = jeepFlatSpring;

   numWheels = 4;

// Rigid Body
mass = 300;
density = 5.0;
drag = 1.6;
bodyFriction = 0.6;
bodyRestitution = 0.6;
minImpactSpeed = 10;        // Impacts over this invoke the script callback
softImpactSpeed = 10;       // Play SoftImpact Sound
hardImpactSpeed = 15;      // Play HardImpact Sound
groundImpactMinSpeed    = 10.0;

// Engine
engineTorque = 12000; //4000;       // Engine power
engineBrake = 2000;         // Braking when throttle is 0
brakeTorque = 50000;        // When brakes are applied
maxWheelSpeed = 30;        // Engine scale by current speed / max speed

rollForce = 900;
yawForce = 600;
pitchForce = 1000;
rotationalDrag = 0.2;

   // Advanced Steering
   steeringAutoReturn = true;
   steeringAutoReturnRate = 0.9;
   steeringAutoReturnMaxSpeed = 10;
   steeringUseStrafeSteering = true;
   steeringStrafeSteeringRate = 0.1;

// Energy
maxEnergy = 100;
jetForce = 3000;
minJetEnergy = 30;
jetEnergyDrain = 2;

splash = vehicleSplash;
splashVelocity = 4.0;
splashAngle = 67.0;
splashFreqMod = 300.0;
splashVelEpsilon = 0.60;
bubbleEmitTime = 1.4;
splashEmitter[0] = vehicleFoamDropletsEmitter;
splashEmitter[1] = vehicleFoamEmitter;
splashEmitter[2] = vehicleBubbleEmitter;
mediumSplashSoundVelocity = 10.0;   
hardSplashSoundVelocity = 20.0;   
exitSplashSoundVelocity = 5.0;

//mediumSplashSound = "";
//hardSplashSound = "";
//exitSplashSound = "";

// Sounds
//   jetSound = ScoutThrustSound;
//engineSound = idleSound;
//squealSound = skidSound;
softImpactSound = slowImpactSound;
hardImpactSound = fastImpactSound;
//wheelImpactSound = slowImpactSound;

//   explosion = VehicleExplosion;
justcollided = 0;

   uiName = "Jeep ";
rideable = true;
lookUpLimit = 0.65;
lookDownLimit = 0.45;

paintable = true;
   
   damageEmitter[0] = VehicleBurnEmitter;
damageEmitterOffset[0] = "0.0 0.0 0.0 ";
damageLevelTolerance[0] = 0.99;

   damageEmitter[1] = VehicleBurnEmitter;
damageEmitterOffset[1] = "0.0 0.0 0.0 ";
damageLevelTolerance[1] = 1.0;

   numDmgEmitterAreas = 1;

   initialExplosionProjectile = jeepExplosionProjectile;
   initialExplosionOffset = 0;         //offset only uses a z value for now

   burnTime = 4000;

   finalExplosionProjectile = jeepFinalExplosionProjectile;
   finalExplosionOffset = 0.5;          //offset only uses a z value for now

   minRunOverSpeed    = 4;   //how fast you need to be going to run someone over (do damage)
   runOverDamageScale = 8;   //when you run over someone, speed * runoverdamagescale = damage amt
   runOverPushScale   = 1.2; //how hard a person you're running over gets pushed

   //protection for passengers
   protectPassengersBurn   = false;  //protect passengers from the burning effect of explosions?
   protectPassengersRadius = true;  //protect passengers from radius damage (explosions) ?
   protectPassengersDirect = false; //protect passengers from direct damage (bullets) ?
};
modified
Code: [Select]
// support stuff for the jeep vehicle
exec("./jeep_BrickExplosion.cs");
i guess there's something weird about it being that small....



i also modified the base zip file

original

only the brick.dts has been added with no scripts
affecting it
modified


the brick.dts model is this:
click to enlarge

and when using it ingame it acts like nothing has been changed...

56
Help / Server list is forgeted up
« on: July 01, 2015, 05:05:03 AM »

when the server list loaded, about a hundred of these started to generate
what

just what

(note that blockhead's server is an actual autistic attempt at acting like the glitched servers)

57
Faces, Decals, Prints / [FACEPACK] Vita's autistic Facepack
« on: June 21, 2015, 12:56:57 PM »

this is my first facepack mondays
THE FACES
these loving faces are all handdrawn and sometimes references to forum or forumer running jokes
just take a look


yes the turnip is actually a face


HOW TO DOWNLOAD??!!1!one!
just click that big shiny carrot button

enjoy

58
Faces, Decals, Prints / [FACE] Raise your dongers
« on: June 20, 2015, 07:41:23 AM »
my first facepack

Can you make the Raise your dongers face?
may your wishes be true

happy customer:



wait no l(d)onger, download it now


monday

59
Gallery / [Channel] Bloc de Plastique (Suggest an idea!)
« on: May 16, 2015, 04:23:07 PM »

Bloc de Plastique*

Bloc de plastique is a videomaking group
founded by VitaWrap and Kenko
in which the base is a Steam group where if you join,
you automatically are asked to be an actor and
can become a professional actor if:

• you are not a pain to manage when acting
• you show up at most recording sessions   


The channel:

You can find Bloc de Plastique here on Youtube : Baguette
Along with our first video:

  You suck
  You suck, what?

    Credits:
    Kenko: Recording, editing.
    Vitawrap: Acting, building, providing music and sounds.
    Refticus: Acting, building.
    Kobble: Acting, building.
    Mr.Lol: Acting.
    General Panic: Penguin Tourist*.

And more videos to come...


Being an actor:

As I said before, you can be an actor or a contributor by joining this Steam group

Once you are a part of Bloc de Plastique, we will often discuss about
the videos or ideas on the group chat,
but it does not only stop to the group chat,
there's also an online pad to write and save ideas in.
Any trusted user can access it.

So now you may be asking yourself: How can I be trusted ?

Well, you can be trusted if you show interest in the project,
not being a penguin tourist*,
bring lots of help to us when making videos.


Submitting an idea:

You can now submit a video idea here
Every idea submitted is reviewed.



Further information and group-related detail in the titanpad pad.


*Penguin tourist: "actor" that is always late for recording or doesn't participate much in the project • *Bloc de Plastique: Plastic block
 


60
General Discussion / nope wrong board
« on: May 16, 2015, 04:21:09 PM »
nope wrong board
nothing to see here

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