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Messages - Mac Workin

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16
Modification Help / Re: drifting jeep (with actual oversteer and body roll)
« on: September 13, 2017, 12:45:56 PM »
does it roll over if you drift too hard
no lol, it rolls a little in my experience
can you drift and then roll over and then roll over onto your wheels and drift again tho?
you can if you can roll over that is
does it still feel like its on iceskates
it shouldnt be, but it still depends on your treatment and driving style of the jeep
-snip-
it isnt yes i know, i measure turning radius by keeping the vehicle locked at the maximum steering angle of either left or right while accelerating

sounds like a good idea about designing a nimble car that performs as much as this jeep, but is drifting inside ACM city considered a bad point or a good point?

regarding the emergencies thing, im talking about a panic stop button when youre going to hit something and you dont want that to happen (and the object is VERY CLOSE, making a very powerful instant-stop brake necessary)

as for the baseline yes, i use the jeep's braking power as a baseline lol

my brake button? the delete key, im not kidding

17
Add-Ons / Re: Player_K-ON_New: we back
« on: September 09, 2017, 01:41:43 PM »
i am dying.... of weeb sickness...
stop with this weeb stuff
^ This
OP is cringe
Amine is cancer.... kills your selves web
dont worry guys i have something better: (mind you this is the worst anime)

and while you're at it why not make a mars of destruction playertype?

oh wait thats the wrong one

18
Modification Help / drifting jeep (with actual oversteer and body roll)
« on: August 31, 2017, 08:31:48 AM »
uses the same model as the drifting jeep, its behaviour tends to vary a lot due to how some drive this jeep

what the title says, it actually does oversteer and drift (for more information, it handles like a RWD but it is AWD)
before you go downloading this for no absolute reason, this jeep doesnt have a STUPIDLY wide turning radius

it also has brakes that should be decent enough for slowing down to turn a corner, not for emergencies which requires far stronger brakes though
======link=========
https://leopard.hosting/dl/ntwjx

i dont need feedback but i would like to hear your experiences driving this, all credits go to Mr Noobler BLID 32916 for making this jeep drift
best used in very tight and narrow tracks with a lot of corners

19
ALREADY WRONG

Oh, the force is force, and the damping is damping. It's all clear now

I understand you're trying to be helpful but this is not informative at all
you finally appeared out of your cave teneksi, i expected that if i had placed uninformative information to drag you out... i didnt bother doing that part because i knew you would show up to give a clear explanation

knowing that you have much more experience than i do in the tire department, its the best that i could do to bring you here

roll, yaw, pitch, and rotational drag are seriously self explanatory if anyone has ever understood how planes made use of them (THIS wasnt meant to be idiot-proof at all)
you can simply set them to 0 because cars in reality do not have such controls, unless they have like flaps or odd ailerons on them lol
large info snip
this couldve been your 1st post in this topic, instead of telling me 'sry its not enough to help'
but a big thanks to you for actually giving out useful info for those that want to try pushing blocklands potential

i would also certainly question why is vehicle realism bought to blockland, and my thoughts about it stated under here
======[generally] realism depicted in blocklands vehicles [generally]=========
- the 'realistic' cars turn like stuff, and they have a extremely wide turning radius?
- the 'realistic' cars lose so much goddamn speed while cornering above 30-40 torque units, are we using paul's 10 year old carrera tires?
- the 'realistic' cars have brakes simulating that of a cut-off brake line, is there a reason why improvements cant be made?
- the 'realistic' cars has acceleration similar to a 1950s beetle, was it even supposed to be on purpose because gears dont work well?
- the 'realistic' cars have springs that are soft as cheese with crap damping, is this intentional to scrape the ground and leave you at a constant risk/danger of suffering a physics breakdown? what are springs used for?
=================================================================
with all due respect though, thank you very much for actually placing effort in that 2nd post to tell what the variables did

20
Code: [Select]
datablock WheeledVehicleTire(HelpTire) //datablock name, always put Tire after the end of the name
{
   shapeFile = "./helptire.dts"; //the tire's shape, "./" refers to the script's origin directory

   staticFriction = 5; //how much friction is produced going forwards or backwards (more = better grip in front/backwards movement)
   kineticFriction = 5; //how much friction is produced going left or right (more = better grip in left/right directions)

   lateralForce = 18000; //how much force is produced going left or right
   lateralDamping = 4000; //how much damping force is produced going left or right (so that it doesnt keep moving to the left or right)
   lateralRelaxation = 0.01; //how responsive the tire produces damping and force (less = better grip)

   longitudinalForce = 14000; //how much force is produced going forwards or backwards
   longitudinalDamping = 2000; //how much damping force is produced going forwards or backwards (so that it doesnt keep moving forwards or backwards)
   logitudinalRelaxation = 1; //how responsive the tire produces damping and force (less = better grip)
};

datablock WheeledVehicleSpring(HelpSpring) //datablock name, always put Spring after the end of the name
{
   length = 0.4; //how tall is the spring
   force = 3500; //how much force does the spring have
   damping = 800; //how much damping does the spring have
   antiSwayForce = 9; //how much antisway force does the spring have (equalizes the spring length if its unequal)
};

datablock WheeledVehicleData(HelpVehicle) //datablock name, always put Vehicle after the end of the name
{
category = "Vehicles"; //always make sure its in Vehicles, otherwise it wont show up in the spawner
shapeFile = "./help.dts"; //the vehicle's shape, "./" refers to the script's origin directory
emap = true; //environmental mapping, set it to false if you dont want it to respond to environmental changes

   numMountPoints = 1; //how many seats are there
   mountThread[0] = "sit"; //seat animation, [0] means seat 1, [1] means seat 2 and so on

maxDamage = 200; //how much damage can it take before exploding
destroyedLevel = 200; //how much damage can it take before being 'destroyed' (does not destroy the vehicle in any way unless specified in a function)

massCenter = "0 0 0"; //the mass center, the offset starts from the origin of the model (X, Y, Z)
massBox = "0 0 0"; //the vehicle's rotational resistance on a specified axis (X, Y, Z)

maxSteeringAngle = 1.1; //the vehicle's maximum steering angle (in radians, 1 radian = 57.3 degrees)
integration = 4; //how many physics checks are done in a millisecond
tireEmitter = VehicleTireEmitter; //vehicle's tire emitters

cameraRoll = false; //makes the camera roll along with the vehicle, if the vehicle does roll that is
cameraMaxDist = 10; //how far is the camera away from the vehicle
cameraOffset = 7; //how high is the camera away from the vehicle
cameraLag = 0; //how much does the camera lag away from the vehicle
cameraDecay = 0; //how quickly does the camera moves back to the vehicle if it stops
cameraTilt = 0.4; //how much is the camera vertically tilted from the vehicle (in degrees)
collisionTol = 0.1; //how close does a object have to be from the vehicle to consider it as a collision
contactTol = 0.1; //how fast the vehicle has to go for objects to detect it as a contact (in torque units)

useEyePoint = false; //does the vehicle redirect the player's 1st person camera to the eye node of the vehicle

defaultTire = HelpTire; //what tire does it use
defaultSpring = HelpSpring; //what spring does it use

numWheels = 4; //how many wheel(s) does it have

mass = 300; //how 'heavy' is the vehicle (affects engineTorque, engineBrake, brakeTorque, spring, tire, rollforce, yawforce, pitchforce and maxwheelspeed)
density = 5.0; //how dense is the vehicle (affects the ability to 'float' on water)
drag = 1.5; //how much aerodynamic drag does the vehicle have
bodyFriction = 0.3; //how much friction is produced when the vehicle scrapes with an object
bodyRestitution = 0; //how bouncy the vehicle is when it hits an object
minImpactSpeed = 10; //the collision speed for the onImpact function to be activated
softImpactSpeed = 10; //how fast does it have to go to play the softImpact sound
hardImpactSpeed = 15; //how fast does it have to go to play the hardImpact sound

engineTorque = 8000; //how much torque does the vehicle produce
engineBrake = 2000; //how much brake torque does the vehicle produce at 0% throttle
brakeTorque = 50000; //how much brake torque does the vehicle produce when the brakes are used
maxWheelSpeed = 40; //how fast can the vehicle go (in torque units)

rollForce = 900; //how much roll force does the vehicle have
yawForce = 600; //how much yaw force does the vehicle have
pitchForce = 1000; //how much pitch force does the vehicle have
rotationalDrag = 0; //how much rotational drag does the vehicle have

steeringAutoReturn = true; //does the steering return to its 0 degree position
steeringAutoReturnRate = 0.9; //how fast does the steering return to its 0 degree position
steeringAutoReturnMaxSpeed = 10; //how fast is the auto return's max speed (setting it higher will make the steering auto return at that speed quickier)
steeringUseStrafeSteering = true; //does it use strafe steering
steeringStrafeSteeringRate = 0.1; //how fast does the strafe steering turn

maxEnergy = 0; //maximum energy it can store
jetForce = 0; //how much force is applied when its 'jetting'
minJetEnergy = 0; //minimum energy to allow 'jetting'
jetEnergyDrain = 0; //how much energy is used when its 'jetting'

splash = vehicleSplashEmitter; //the vehicle's splash emitters
splashVelocity = 4; //how fast is the splash emitter's speed
splashAngle = 67; //the angle of the splash emitter
splashFreqMod = 300; //how frequent is the splash emitter
splashVelEpsilon = 0.6; //minimum speed to start splashing (in torque units)
bubbleEmitTime = 1.4; //how long does the splash emitter bubble stays for (in seconds)
splashEmitter[0] = vehicleFoamDropletsEmitter; //splash emitter
splashEmitter[1] = vehicleFoamEmitter; //splash emitter
splashEmitter[2] = vehicleBubbleEmitter; /splash emitter
mediumSplashSoundVelocity = 10; //how fast does it have to go to play the mediumsplash sound (in torque units)
hardSplashSoundVelocity = 20; //how fast does it have to go to play the hardsplash sound (in torque units)
exitSplashSoundVelocity = 5; //how fast does it have to go to play the exitsplash sound (in torque units)
mediumSplashSound = ""; //the sound for the mediumsplash
hardSplashSound = ""; //the sound for the hardsplash
exitSplashSound = ""; //the sound for the exitsplash
jetSound = ""; //the sound for the jetting, its the engine's go sound for some reason (if the vehicle stops, this sound will still play in its 'idle' state)
engineSound = ""; //the idle sound of the engine
squealSound = ""; //the wheel(s) squeal sound, when the tires slide that is
softImpactSound = slowImpactSound; //the softimpact sound
hardImpactSound = fastImpactSound; //the hardimpact sound
wheelImpactSound = ""; //the wheel(s) impact sound, not too sure if there is anything that makes it play when hit at a speed defined

uiName = "Help"; //the name of the vehicle that shows up in the spawner
rideable = true; //is it rideable
   lookUpLimit = 0.5; //how far can you look up (only affects playertype animations, doesn't affect your actual viewing capabilities)
   lookDownLimit = 0.5; //how far can you look down (only affects playertype animations, doesn't affect your actual viewing capabilities)

paintable = true; //is it paintable

   damageEmitter[0] = VehicleBurnEmitter; //the emitter for the damage ([0] > [1] and so on if more damage emitters are needed)
damageEmitterOffset[0] = "0 0 0"; //the offset of the emitter (X, Y, Z)
damageLevelTolerance[0] = 1; //at what damage level should this emitter show up (0-100%)

   damageEmitter[1] = VehicleBurnEmitter; //the emitter for the damage
damageEmitterOffset[1] = "0 0 0"; //the offset of the emitter (X, Y, Z)
damageLevelTolerance[1] = 1; //at what damage level should this emitter show up (0-100%)

   numDmgEmitterAreas = 1; //how many damage emitters are there

   initialExplosionProjectile = HelpExplosionProjectile; //the projectile used when the vehicle's maxdamage reaches its value
   initialExplosionOffset = 0; //the offset for the projectile's position (on the Z axis only)

   burnTime = 4000; //how long does it 'burn' before spawning the final explosion projectile and deleting itself (in milliseconds)

   finalExplosionProjectile = HelpFinalExplosionProjectile; //the projectile used when the vehicle's maxdamage reaches its value
   finalExplosionOffset = 0; //the offset for the projectile's position (on the Z axis only)

   minRunOverSpeed = 2; //how fast does it need to go to damage a playertype (in torque units)
   runOverDamageScale = 12; //how much damage does it deal when ramming a playertype (speed * runoverdamagescale = damage received)
   runOverPushScale = 0; //how much does it push a playertype when hit

   protectPassengersBurn = true; //does the vehicle protect the passengers from burning
   protectPassengersRadius = true; //does the vehicle protect the passengers from radius damage
   protectPassengersDirect = false; //does the vehicle protect the passengers from direct damage
};

datablock DebrisData(HelpTireDebris : jeepTireDebris) //the tire debris, always end the name with TireDebris (not a class itself, but to prevent confusion)
{
   shapeFile = "./helptire.dts"; //the shape of the debris
};

datablock ExplosionData(HelpExplosion : jeepExplosion) //the explosion, always end the name with Explosion
{
   debris = HelpTireDebris; //what debris is it using
};

datablock ProjectileData(HelpExplosionProjectile : jeepExplosionProjectile) //the projectile, always end the name with Projectile
{
   explosion = HelpExplosion; //what explosion is it using
   uiName = "Help Explosion"; //the name of it to spawn it through events
};

datablock DebrisData(HelpDebris : jeepDebris) //the vehicle debris, always end the name with Debris
{
   shapeFile = "./help.dts"; //the shape of the debris
};

datablock ExplosionData(HelpFinalExplosion : jeepFinalExplosion) //the explosion, always end the name with Explosion
{
   debris = HelpDebris; //what debris is it using
};

datablock ProjectileData(HelpFinalExplosionProjectile : jeepFinalExplosionProjectile) //the projectile, always end the name with Projectile
{
   explosion = HelpFinalExplosion; //what explosion is it using
   uiName = "Help Final Explosion"; //the name of it to spawn it through events
};
attachment is available for download, just in case you lazy gongs dont want to ctrl + c the entire thing, or cmd + c

21
Modification Help / Re: Making players swim faster?
« on: June 24, 2017, 03:44:09 AM »
reduce the player's drag, thats the only way you can do it as far as i know
if you want speed, go for 0.01 or 0.02, medium or slow should be 0.04 and 0.05

22
Add-Ons / Re: Filipe1020 Add-Ons Topic - Hachiroku V2.5 Released!
« on: May 22, 2017, 07:41:13 AM »
id like to let you know that you still havent used the bot lighting on all of your hachiroku variants... did you miss them out?
Code: [Select]
if(!%veh.headlight)
{
%veh.headlight = 1;
%veh.unhidenode(brakeON);
%veh.hidenode(brakeOFF);
%veh.mountImage(HachirokuHL1, 0); //ohey the old code snippet is still here?
%veh.playThread(0,Popup);
}
else
{
%veh.headlight = 0;
%veh.hidenode(brakeON);
%veh.unhidenode(brakeOFF);
%veh.unMountImage(0); //pls
%veh.playThread(0,Popdown);
}
another thing that gets me confused is why is the entire thing suddenly AWD? couldve just used my settings
Code: [Select]
function HachirokuVehicle::onAdd(%this,%obj)
{
   Parent::onAdd(%this,%obj);            //there is absolutely no sign of a setWheelPowered here, this goes for the rest too
   %obj.playthread(0,"propslow");
 %obj.hideNode(lhand);
 %obj.hideNode(rhand);
 %obj.hideNode(lhook);
 %obj.hideNode(rhook);
 %obj.hideNode(brakeON);
 %obj.schedule(0,garageDefault);
 %obj.spawnMountedLightBot(4);
}
i also did mention that drag makes drifting harder, using a value above 3.2 isnt recommended but 3 is fine (unless your drifting vehicle has AWD and uses stuff tons of acceleration to drift)

not to mention it also slows the vehicle down in terms of acceleration, but the effects arent really apparent till you try to drift a corner (not noticeable because your hachiroku is AWD and has acceleration's help to keep that unnoticeable)
Code: [Select]
datablock WheeledVehicleData(HachirokuDriftVehicle)
{
drag = 4.5; //too high, just too high
};
can you consider increasing the hachirokus mass to 300? then maybe increasing the spring force to 3500 after thats done? with the mass at 200 and the spring force at 3000, the entire thing feels stiff on landings and doesnt seem that stable for control (2 or 3 tires sometimes dont make proper contact with the ground on landing approach and destabilizes the hachiroku, the force really needs a reduction at least)

Code: [Select]
datablock WheeledVehicleTire(HachirokuDriftTire)
{
   shapeFile = "./Hachirokuwheel.dts";
   mass = 10;
   radius = 1;
   staticFriction = 5;
   kineticFriction = 5;
   restitution = 0.5;

   lateralForce = 1000;   //id say 1500/2000 would be enough but this is something that is on ice
   lateralDamping = 100;
   lateralRelaxation = 0.5;

   longitudinalForce = 17000;       //why did you increase the front/backwards motion force?
   longitudinalDamping = 3000;    //same thing, why?
   longitudinalRelaxation = 0.01;
};
i dont get why was the longitudinalforce raised, drifting vehicles do not need that much acceleration unless you plan to make that thing oversteer to actually drift

the lateralforce also concerns me a little, thats somewhat too little to start off with (is my perception of drifting different from yours, filipe?) was this hachiroku meant to drift on 64x64 baseplates or 32x32 baseplates?
Code: [Select]
datablock WheeledVehicleTire(HachirokuTire)
{
   shapeFile = "./Hachirokuwheel.dts";
mass = 10;
    radius = 1;
    staticFriction = 5;
   kineticFriction = 5;
   restitution = 0.5;

   lateralForce = 4000;    //at least 6000
   lateralDamping = 200;   //isnt this tire setting supposed to grip the floor and not slide slightly?
   lateralRelaxation = 0.4;  //same thing, i think 0.3 or 0.2 wouldve been ok for this grip purpose

   longitudinalForce = 14000;   //too high, an acceptable value would probably be at least half of this
   longitudinalDamping = 2000; //1000 or 800 id say
   longitudinalRelaxation = 0.01; //changing this does nothing, logitudinalRelaxation does what this should do
};
this is a little unexpected, i thought you complained about how twitchy this kind of tire setting was on landings? this tire setting is acceptable for a car with a mass of 300 and not 200, for 200 this would be seriously overkill

tell me, was the hachiroku designed to drift on 64x64 wide baseplates or 32x32 wide baseplates? the drifting radius is just so wide it fits for the 64x64 wide purpose; wasnt the hachiroku meant to be on narrow roads like initial d's touges? or was it due to how most blockland drivers dont like fast vehicles that demand attention on narrow roads?

try this track and youll understand why i said the drifting radius is too wide, unless this was actually not meant to drift on 32x32 wide baseplate tracks (track is an attachment)

23
Add-Ons / Re: Tier+Tactical 2.1 [WARNING: NO BALANCE - USE AT RISK]
« on: April 28, 2017, 08:41:22 AM »
this makes me want to make a T+T expansion that actually works
pls do
ugh ur gonna force me to make a weapon pack at this rate instead of studying for finals
do make sure its not raycast ok
it's just the idea of having different pros and cons for different weapons, and making the sum total of each approximately equal. like for example, one gun has higher damage but more recoil, another has lower damage but higher rate of fire, another has more damage but shorter range. different play styles for different preferences, but whether or not one is actually better than the other is subjective. in other words, you can't just look at one gun and see that it has higher accuracy and longer range and more damage and less recoil, and is obviously the superior gun.
well said, ill give it a go by doing that... just keep in mind balance isnt easy to do (with the assload of weapons there are)
going to agree with the fact that this pretty much breaks tier tactical's balance and isnt really a very good edit as a result
someone should really explain in depth how T+T's balance worked out, because i see all these random damage switches and things that dont make sense

for example the original assault rifle dealt 24 damage if you shoot while waiting for half a second, if you didnt - youd get a 14 damage-projectile instead

then the sport rifle had a odd mechanic that worked similar to the assault rifle, it would fire a projectile that does 48 damage when you fire after 1 second was over (that projectile could also headshot)

if you didnt it would do 24 damage instead and the headshot damage would be 48
you should make that more clear since the point of t+t is the balance involved with it with pvp, like this isn't really "the update to the pack we've all been waiting for" it's something much different

i think it's worse that it overwrites the original t+t weapons too, like i guess i get that you guys made this specifically for pve or whatever but messing with all that stuff that goes against what t+t was about and only being able to have one or the other is pretty silly

but the fixes and added weapons (besides the extra duel wielding things but maybe that could just be a separate package for stupid fun reasons) (also the change to more ammo in limited ammo cus the risk of running out of it is the point) seem pretty good, it'd be nice to have a version that just has that and doesn't mess with the balance of the weapons and the replacements of effects and sounds and models though
yeh i kinda got overboard with the ammo count, but thanks for that wall of text i needed to read

i never ever had a vision with a situation that this pack was going to be used in an actual PvP scenario, trust me PvE was the only thing swirling in noobler's mind

but is there a reason why the effects bother you in a way? or sounds in that matter? the models were also never replaced, the originals are still using their own designated models

hell ill just get a version that allows you to dynamically change the weapons damage on the fly instead, that way you can balance it to how you like it to be... hows that?

24
Add-Ons / Re: Tier+Tactical 2.1 [a long awaited update?]
« on: April 27, 2017, 05:40:14 AM »
this is great but you changed a lot of things that shouldn't be changed
agreed, the point of the pack was all about balance... but the point of this pack here wasnt exactly made to focus on balance to be honest
what's a bullet hose
basically no ammo reserves, no reloading too
the whole point of magnums in t+t is to be a pocket sniper, not a pistol
well i kinda find that a little stupid because i see a few running around with actual sniper rifles pulling headshots (the magnum also had very little range so it wasnt considered a sniper rifle at anyone's perspective)
well that's a turn off
which is a shame cus some of the stuff like the added weapons and improvements not related to balance seem pretty nice
apologies if i disappointed you, balance is not the idea or the focus of this pack
Thanks but no thanks, a lot of these changes absolutely ruin the balance of the pack. I'm gonna stick to the original builds.

Also did you get Bushido's permission before you messed with his addon packs and re-released them like this?
if i can recall properly, he said that he didnt really care about the pack in 2015 (i took that as a yes)
why did you remove the balance on purpose
heres the the reason: the entire pack was made to be a weapon pack for endless zombies, there is a lack of weapon variety when it comes to that gamemode (and often not much improvements for each weapon type)

but i have no idea what is balance in reality... that is the 2nd reason why i 'removed' it
that entire changelog is painful to read
sorry, ill try adding some clarity into that so itll appear less painful
This and thank god you changed the pistol fire sound, the old one was extremely headache inducing
o i thought the old one was decent lol
Wasn't the whole idea of the pack originally to be actually balanced?

Good job getting rid of that then.
yes youre right it is, but the idea/point of it was changed... but if you could give me an idea or how bushidos balance worked

i might have a go at it and add a option for that, but please dont tell me balance is all about ruining the weapons performance

magnums firing faster
replacing sounds and loving with alt fire and weapon balancing
shotguns having the old massive push back
lmg not slowing you down
replacement of shape/projectile based fx
MAGNUMS. FIRING. FASTER.

there was no need for a lot of these changes, if you (mr noobler) had fixed the various bugs and made no-ammo mode actually no ammo that would have been far more preferable than these attempts at including balance updates

magnums were annoying and powerful enough and now you made them downright op. magnums irl do not fire anywhere as fast as semi auto pistols since you literally have to rooster the gun before each shot. the only reason i can think of making magnums be able to shoot faster is so players have more fun using an straight-up op gun, but that is at the expense of everyone else on the server and prevents hosts from using it as a pistol alternative if they care about real class balance
well 'magnums' do fire as fast as semi-automatic pistols because THEY are semi-automatic pistols made to fire a bigger cartridge, thats why we call them magnums to differentiate them against normal semi-automatic pistols using smaller cartridges (only for pistol-like magnums, not revolvers)

you also dont have to rooster the gun before each shot, thats a single-action revolver youre talking about... in my head i believe these revolvers are double-action

that removes the need to rooster the gun before each shot, the shotguns also dont exactly have the massive pushback

before then that was -7 torque units pressured onto the player, this is -4 torque units pressured onto the player
i knew and i know its a problem when you fired the shotgun that way

i understand what you are getting at, but i dont get the idea of how magnums were op in the first place
dealing 40 damage with bodyshots and 80 damage with headshots... with a wait time of 0.4 seconds

that leaves some room for somebody to pull out a battle rifle or a submachine gun to decimate the magnum user

the lmg slowing the player down was a massive problem in my opinion, because when it switched the playertype to a slower playertype the hp on the slowdown playertype would be 100hp instead of the hp found on the original playertype the player has equipped

i also forgeted with altfire because it was a weird idea, people could exploit that stuff and ruin the combat shotguns balance (by QQing the gun and right clicking would make sure you didnt get the cooldown state)

? Everything's been improved code and function wise.
Great work.
tanks but you shouldve done the release insted :[

25
Add-Ons / Tier+Tactical 2.1 [WARNING: NO BALANCE - USE AT RISK]
« on: April 26, 2017, 11:09:41 AM »
it appears that Mr Noobler has messaged me and requested me to take this down, since its his... i will comply and remove the link

change log stays for no reason, topic is locked due to severe disinterest and disappointment

at least i have done something to get those two to make a weapon pack lol

what this features:
+ weapons from the old T+T that some missed

+ functional bullet hose (no reload no ammo) and T+T1 (bullet hose didnt work on some weapons and T+T1 didnt even work at all)

+ RTB is no longer required to jumpstart the ammo system

+ most weapons have akimbo variants

+ easter eggs now work without odd problems

+ grenades now have an infinite ammo reserve option, allowing for ghetto carpet bombing from a flying jeep

+ light machineguns dont slow you down anymore

+ the melee extended packs have some of their old melee weapons back (example: fire axe)

+ gun reloading now makes sense (somewhat lol)

+ the filesize of all or most of the weapon packs have been reduced, the original T+T 2.1 totaled up to at least 12.1MB

+ all pistols now have a new sound (very subjective because i believe this is far better than T+T 2.1's pistol fire sound)

+ all magnums now fire faster, theyre pistols for christ's sake (using bigger calibers of course)

+ toggleable recoil, requires RTB or blockland grass (the camera screenshake if you ask)

+ all shotguns now have their old pushback whenever they fire (causing you to be pushed back when its fired)

- balance is no longer in existence, because Mr Noobler doesnt believe in balance

+ shotguns and magnums now have emitters shown once they are fired (the original didnt because bushido used a projectile to spawn the gun flash instead, didnt work well lol)

+ all sport rifles have 'new' sounds, should sound pleasing to the ears when you get to kill something with any sport rifle

+ shotgun concussion blasts now actually do damage instead of the puny 20

+ few weapons have unused animations, now theyre used!

+ unused models have been coded to life, for example the PDW if you people didnt know that much

+ the combat shotgun now doesnt have the gay ass 'altfire', it instead has a semi-automatic mode (like the SPAS-12)

+ the ammo display no longer disappears after 5 seconds once a weapon is equipped and not fired, it will forever be displayed

+ the RPG and the grenade launcher now have their old flash emitters (waay better mang)

- because of the akimbo variants being executed, the datablock count is still high as usual

+ the ammo reserves have been raised, so dont worry about running out if you like limited ammo reserves

+ the riot shield now no longer breaks after 20 hits, it is invincible and deflects magnum bullets or anything that is projectile-based (the only thing that can hit through the riot shield is a riot shield, lol)

+ a gun called H-Covert Pistol has been added to the pistol skins, looks like bushido's secret HANDS on a gun project?

+ the console no longer complains about errors, like it being clean??

anyways heres the link:

26
Modification Help / Re: SuperKart Revival Update - Need Help
« on: April 26, 2017, 08:21:34 AM »
Also I tested out FASTKarts, it somehow loads tracks way faster than usual, I gotta ask what they did for that so it can be implemented in Superkart
FASTkarts really has nothing special for the loading part, its map loading system is basically copy n' pasted from the original SpeedKart gamemode... at least thats what ive heard from crispy

im guessing that the superkart gamemode has some junk/bloat/unnecessary crap that happens to exist, though i dont know

the maps really require their useless scenery that has nothing to do with the track removed, i dont really get the idea of the background or scenery when the gamemode is all about racing

27
Help / Re: Over minimum shaders does not work (mac)
« on: April 16, 2017, 04:34:31 AM »
may i ask for your mac's specs? i have experienced this problem many times, and it isnt due to a intel gpu

its probably due to how mac os x handles the drivers... even with a GeForce 9400M G, the shaders above minimum are just corrupted or very weirdly placed

28
Add-Ons / Re: Filipe1020 Add-Ons Topic - Need Sponsors (Page 32)
« on: February 17, 2017, 09:52:19 AM »
- Small Update to fix issues with the Hachiroku Tires and a few handling improvements
i have managed to fine-tune the hachiroku a little, its no longer FWD and its RWD
the drifting now works with the RWD setup and it shouldnt be a problem going straight anymore, unlike night hawk's drifting supra that cant go straight lol (you will now need to countersteer when you want to disengage drifts)

link: http://leopard.hosting/download.php?f=ezzly
if youd like to beta-test?

29
Gallery / which shotgun do you prefer (t+t agen)
« on: January 28, 2017, 12:47:41 PM »

===================================
history of bushido's nicely modeled shotguns

ill start with the lineup so you dont need to scratch your head and find out from memory: (from left to right)
Modern Shotgun, Classic Shotgun, Combat Shotgun, Hunting Shotgun, Lever Shotgun, Pump Shotgun, Riot Shotgun, Scattergun, Single Shotgun, Slick Shotgun, Slam Shotgun, Tactical Shotgun, Lever Shotgun?

thank mr noobler for readding them back in, the quad barreled shotgun was just a failed experiment lol
link if you want to mess with them, or how it 'was' like back then to have it in action: http://leopard.hosting/download.php?f=zeddr

note: just dont ever use them in a DM or a TDM, theres a reason why some of the shotguns there didnt appear in T+T 2.1

30
Music / Mr Noobler's music pack (68 loops)
« on: January 20, 2017, 06:30:19 AM »
doubt he would ever think about posting it, so here you go... 68 loops of i dont know what
dont blame me if i dont get everything on the list, not easy typing 68 songs jesus

the music pack consists of:
=====================
a-ha - Take On Me
Ace - Power of Sound
Arata Iiyoshi - Craggy Coast
Arata Iiyoshi - Goofy
Asphalt 4 Elite Racing - BGM 2
Asphalt 4 Elite Racing - BGM 3
Carpenter Brut - Roller Mobster
Carpenter Brut - Turbo Killer
Christopher Cross - Arthur's Theme
Christopher Cross - Arthur's Theme Ending
CycloMusic - Whereabouts of the Wind
Dance With the Dead - Skeletons in the Attic
Dance With the Dead - Andromeda
Dr. Love - Max Power
Droid Bishop - Light Years
Eagles of Death Metal - Don't Speak
Eddie Money - Take Me Home Tonight
Go Ichinose - Pokemon Diamond Day
Go West - Call Me
Go West - Call Me Intro
Hall and Oates - Out of Touch
Hampton The Hamster - Hamster Dance
Hemorrhoy Rogers - I am handicapped
HOME - Resonance
Unknown Artist - Underwater Washout
Huey Lewis & the News - The Power of Love
Huey Lewis & the News - Back in Time
Icehouse - Great Southern Land
Iceman - Shining Collection - over 1mb because audacity decided to forget me over
Ippo Yamada - Trap Factory
Isamu Ohira - The Drift of Air
Jester - Elysium
Kenny Loggins - Danger Zone
Kinuyo Yamastuffa - Dr. Doppler Stage 1
Kinuyo Yamastuffa - Zero's Theme
L.Y.F.F.E - Jurassic
LAMF - Neon Highway
Lazerhawk - Fight To The Top
Lazerhawk - So Far Away
Leslie Chueng - H2O
Lion - Never Surrender
Manfred Linzner - Cloudy Stairway
Manfred Linzner - Good To Feel
Manfred Linzner - Two Years Gone
Mega Drive - Acid Spit
Mega NRG Man - Supertonic Lady
Miami Nights 1984 - Clutch
Miami Nights 1984 - Clutch Long (aka Clutchn)
Miami Nights 1984 - Ocean Drive
Hitoshi Sakimoto - Flood of Power
Hitoshi Sakimoto - Flood of Power ?remix?
Mr. Mister - Kyrie
Mux Mool - Get Better John
Nik Kershaw - Wouldn't It Be Good
Nathalie - Heartbeat
Pascal Dion - High as the sun and the moon
Paul Engemann - Push it to the Limit
Steven Velema - A Fistful of Gun BGM6
Televisor - Midnight
The_Conman - Gay
The_Conman - Owned
Timecop1983 - Journeys
Timecop1983 - Summer Heat
Unknown Artist - Jerry's Hideout
Wang Chung - Dance Hall Days
Whitesnake - Is This Love
==========================
good lord i still have an ancient ThinkPad that has the best keyboard ive ever typed on, seriously... laptops these days have catstuff keyboards (especially the GODDAMN GAMING ONES)

link: http://leopard.hosting/download.php?f=fatyf
total size should be around 57MB, thank you pecon for hosting the file (well as always)

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