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Topics - BluetoothBoy

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196
Creativity / ASCII ART!
« on: December 20, 2012, 11:07:56 PM »
There exists on this forum a Drawings topic.

Nice.

There is also a successful Pixel Art section.

Cool.

But none of the ASCII art sections have stayed alive long.

Sad.

So I'm going to start  a new one, in hopes that it has some chance of survival.

Here is a starter ASCII:
                                  
         ,O                        
        /\      \\//              /;\
      /__\     W              /;;;\
     (^,^)     l             /;;;;;;\
>-(   :   )-<|            /;;;;;;;;\
   (    :    )   |                |||          
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO::.
OOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOO\


Have fun!

Note: Please do not simply copy/paste stuff from the web; instead, be creative and see what you can come up with

197
Here's a good online resource for those who don't have the software to convert their own music files (or are too lazy to get it):

http://audio.online-convert.com/convert-to-ogg

Here's a quick tutorial on how to use it.

1: Go to the website (duh) and scroll down to where it says "Choose a file to upload", and click that sucker. As an alternative, you can enter in a file's URL into the textbox below the button.

2: Then, scroll down some more and select a relatively low bitrate, select mono (mandatory), trim the song to the desired length with the provided buttons and boxes and suchwhat.

3: Lastly, click the button that makes the whole thing convert and download (in other words, the "Convert File" button), and there you have it! Now just rename the file and drag n' drop it into your Music folder (or pack it into an add-on).

For those who are a bit more serious about editing/looping/converting clips, use this software:

http://audacity.sourceforge.net/download/

Here's a quick tutorial on how to convert you music to .OGGs in Audacity:

1: Open Audacity, click "File > Open" in the menu bar, and locate your music file on your hard drive.

2: Trim clip to desired length (optional; bu
t if you don't trim, remember, you can't post it here).

3: Edit clip/add effects (optional).

4: Make sure that the track is on mono, not stereo. This is vital in getting your track to play in-game!

5: Save file (optional; if you don't plan on working on this file again, skip this step).

6: Export your song by going up to "File > Export". Name your file, but keep it simple (no extraneous characters). Set export type to .OGG, and click export.

7: Add to your Blockland Music folder or package it into an addon, and you're good to go!

I hope this helps! If you have any questions, please ask.

198
Modification Help / [SOLVED] Vehicles' Wheel Configuration
« on: December 13, 2012, 07:40:36 AM »
Ok, so I know that a bunch of people are always asking, "How do I make a vehicle?" Well, let me get this straight; I already know how to do that, so if you were planning on linking me to a vehicle tutorial, save your breath (er, fingers). All I want to know is how to properly configure wheels before exporting them. I don't have enough time to experiment with this, sadly. So if anyone knows this (and I know people do, cause vehicles exist for Blockland), then could you kindly inform me on the subject?

P.S. I've also noticed that nobody has really touched on this topic anywhere. It's kinda sad, really, being able to make a vehicle, then not have wheels for it...

199
Suggestions & Requests / Blockland Physics: Editable Rigid Body Objects
« on: December 12, 2012, 08:49:36 PM »
Alright, so I have recently been looking at some Garry's Mod stuff on the internets, and all at once, I had a (somewhat) amazingly awesome idea:

"What if we could make Blockland more like G-Mod?"

Now, don't get me wrong; I'm in no way suggesting that we make Blockland into a Garry's Mod "clone" (which would be impossible anyway), I just wish that Blockland (a game I do have) had some of the features that Garry's Mod (a game I don't have) has.

In saying this, I know there are limitations, so don't tell me "This is completely absurd! It is incomprehensible and stupid." Time and time again, people have been proven wrong in the world of video games and video game design.

Now, without further ado, the idea.

First off, I figured it'd be best to start simply. So what do we do? We add a couple rigid body objects into the game, and already it's starting to look more like G-Mod (already having the gravity gun and whatnot).

But here's what I want to know: Is there a more efficient way of inporting objects like these without having to make them vehicles? If not, it's ok; I can still work with that. In some ways it'll make it easier.

And the second part I'd like to try to implement: editable properties for rigid body objects (without the console, and can be done by anyone). I figure some sort of modified print gun would do the trick for that. And when I say "editable properties", I mean simple stuff like drag, mass, etc. (At least for starters...) I know this type of thing can be done by modifying datablocks and things relating.

Anyway, all you higher-ups and programming nerds let me know what you think of this idea. I hope it'll end up making Blockland a more "sandbox-like" game than it currently, therefore making it fun.

;)

P.S. Moved from General Discussion because I had a bunch of complainers... :3

200
Alright, so I have recently been looking at some Garry's Mod stuff on the internets, and all at once, I had a (somewhat) amazingly awesome idea:

"What if we could make Blockland more like G-Mod?"

Now, don't get me wrong; I'm in no way suggesting that we make Blockland into a Garry's Mod "clone" (which would be impossible anyway), I just wish that Blockland (a game I do have) had some of the features that Garry's Mod (a game I don't have) has.

In saying this, I know there are limitations, so don't tell me "This is completely absurd! It is incomprehensible and stupid." Time and time again, people have been proven wrong in the world of video games and video game design.

Now, without further ado, the idea.

First off, I figured it'd be best to start simply. So what do we do? We add a couple rigid body objects into the game, and already it's starting to look more like G-Mod (already having the gravity gun and whatnot).

But here's what I want to know: Is there a more efficient way of inporting objects like these without having to make them vehicles? If not, it's ok; I can still work with that. In some ways it'll make it easier.

And the second part I'd like to try to implement: editable properties for rigid body objects (without the console, and can be done by anyone). I figure some sort of modified print gun would do the trick for that. And when I say "editable properties", I mean simple stuff like drag, mass, etc. (At least for starters...)

Anyway, all you higher-ups and programming nerds let me know what you think of this idea. I hope it'll end up making Blockland a more "sandbox-like" game than it currently, therefore making it fun.

;)

201
Add-Ons / Groovy Jeep
« on: August 16, 2012, 09:31:22 PM »
Hey, here's my first add-on. It's the original Jeep, but one that drives much more smoothly. Also, there's a version packaged in there that has rainbow shooting tires. Enjoy! :)

https://docs.google.com/open?id=0B4ZyZd2pD0zhc1dmT2paby1Yc0k

Click on File > Download to download it.

Pic!



The non-rainbowy one looks EXACTLY like the original jeep, so no complaints, please!

202
Suggestions & Requests / Mech Player Types?
« on: August 15, 2012, 10:37:34 PM »
I've started working on one, just beginning to animate it. But mechs are quite possibly one of the hardest player types to make. So I won't put a bunch of effort into it if nobody is going to appreciate it.

And for any of you geeks out there, there might be some ole Battletech mechs thrown in there (although they'll take longer to make, being so detailed). Already started modeling Mauler. ;)

203
Help / ATI Raedon HD Not Working With Shaders...?
« on: August 15, 2012, 08:34:14 PM »
I appear to running on an ATI Raedon card (thought I was running on Intel graphics until I looked at the log), but I still don't have shaders working. I think I have located the problem, but am not able to fix, because when I lookd in the .glsl shader files, I can't locate anything having to do with my problem. Check out the log below (paying close attention to the bolded areas).

System & Processor Information:
  Mac OS X 10.7.4
  8.0 GB RAM
  3.06 GHz unknown Mac model (2 cores)
    x86 Architecture
    MMX detected
    SSE detected
 
Math Init:
   Installing Standard C extensions
   Installing Assembly extensions
   Installing SSE extensions
 
Input Init:

Video Init:
   Accelerated OpenGL display device detected.

Blockland v21m build 1701
Module Directory: /Users/blahblahblah/Documents/Blockland
Profile Path: /Users/blahblahblah/Documents/Blockland
Total Ram: 8192 MB
OS: OSX 10.7.4 r199506

--------- Parsing Arguments ---------
argc = 3
argv[2] = 
Parsing command line arguments: 
--------- Loading Common ---------
Loading compiled script base/main.cs.
Loading compiled script base/client/defaults.cs.
Loading compiled script base/server/defaults.cs.
Executing config/client/prefs.cs.
Executing config/server/prefs.cs.
Executing config/server/ADD_ON_LIST.cs.
Executing config/server/musicList.cs.
--------- Loading MODS ---------


--------- Initializing Base ---------
Loading compiled script base/client/init.cs.
Loading compiled script base/server/init.cs.
Loading compiled script base/client/canvas.cs.
Loading compiled script base/client/audio.cs.

--------- Initializing Base: Server ---------------------
Loading compiled script base/server/mainServer.cs.
Loading compiled script base/server/scripts/game.cs.

--------- Initializing Base: Client ---------------------
Loading compiled script base/client/message.cs.
Loading compiled script base/client/mission.cs.
Loading compiled script base/client/missionDownload.cs.
Loading compiled script base/client/actionMap.cs.
Activating the OpenGL display device...
Activating the OpenGL display device...
Cleaning up the display device...
>> Attempting to change display settings to windowed 1600x900x32@60Hz...
Created new window for GL [1600 x 900].
  port = 120870848
Successfully set up AGL windowed support [1600 x 900]
  doesn't need to ressurect
  saved prefs
OpenGL driver information:
  Vendor: ATI Technologies Inc.
  Renderer: ATI Radeon HD 4670 OpenGL Engine
  Version: 2.1 ATI-7.18.18
OpenGL Init: Enabled Extensions
  ARB_multitexture (Max Texture Units: 8)
  EXT_compiled_vertex_array
  EXT_texture_env_combine
  EXT_packed_pixels
  EXT_fog_coord
  ARB_texture_compression
  EXT_texture_compression_s3tc
  (ARB|EXT)_texture_env_add
  EXT_texture_filter_anisotropi c (Max anisotropy: 16.000000)
  WGL_EXT_swap_control
  ATI_FSAA
  GL_ARB_vertex_buffer_object
  ARB_occlusion_query
OpenGL Init: Disabled Extensions
  EXT_paletted_texture
  NV_vertex_array_range
  3DFX_texture_compression_FXT1


  Video::setDevice - activate call done
  Video::setDevice - resetting canvas
Resetting Canvas...

OpenAL Driver Init:
OpenAL
   Vendor: Any
   Version: OpenAL 1.2
   Renderer: Software
   Extensions: 

And...

Checking for shader shadow support:
   - Enabled via $Shader::Enabled? YES
   - ARB_shader_objects?           YES
   - ARB_shading_language_100?     YES
   - EXT_texture_array?            YES
   - EXT_texture3D?                NO
   - EXT_framebuffer_object?       YES
   - ARB_shadow?                   YES
   - ARB_texture_rg?               YES
   - GLSL Language Version?        1.20
   o Shaders are                   INACTIVE

Skipping shader shadow initialization.
Destroying LAN Server
CDROP: 11402 

Everything here says I should be able to run shaders, except for the fact that the 3D textures seems to be disabled. Any ideas?

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