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 - Mac Workin

Pages: 1 2 3 4 [5] 6 7 8
61
Help / Re: Add-ons not showing up at all
« on: October 27, 2015, 07:16:59 AM »
Code: [Select]
Error connecting: Resource temporarily unavailable
DNS lookup failed: syerjchep.org
DNS lookup failed: syerjchep.org
DNS lookup failed: syerjchep.org
DNS lookup failed: syerjchep.org
DNS lookup failed: syerjchep.org
DNS lookup failed: syerjchep.org
DNS lookup failed: syerjchep.org
dns is invalid? did ya protforward wrongly??
Code: [Select]
Error opening zip (Add-Ons/Brick_15xSet.zip), need to handle this better...
Error opening zip (Add-Ons/Brick_PrintBaseplat#C81B4E4.zip), need to handle this better...
Error opening zip (Add-Ons/Gamemode_Slayer_Tre#FF1AD7E.zip), need to handle this better...
Error opening zip (Add-Ons/Server_ShadowMute.zip), need to handle this better...
Error opening zip (Add-Ons/Weapon_Apocalyptic#10429261.zip), need to handle this better...
Error opening zip (Add-Ons/Weapon_Guns_Quadkimbo.zip), need to handle this better...
Error opening zip (Add-Ons/Weapon_Guns_Tetrak#10393785.zip), need to handle this better...
brick_15xset is uhh probably zipped differently with a program that ur mac doesnt know... id suggest repacking it with the native zip archiver u hav on ur mac ( goes on with shadowmute and quadkimbo )
i zipped quadkimbo with 7zip for windows NT 4.0 so i cant tell what will happen on mac os x

one thing for sure is that macs cant read long names ( srsly stupid since the format is either incompatible or different ) so id guess you have to shorten them  <==========================\
it has been happening to me ever since i was on mac os x, no other solution except for this^

62
Drama / Re: nikolaopric2002 ID34348 - A Nuisance, annoying players
« on: October 12, 2015, 01:58:08 PM »
i usually come across with him on servers and he doesnt seem to be that much of a irritating person? shared key maybe?

heard that hes a serbian that just recently learned english about 4-6 months ago when somebody introduced me to him, the best way to keep him silent is to repeatedly feed him with information he wants to know ( fake info will do but provide the best evidence )... as in my experience he appears to be alright but some people cant stand "uneducated" or "handicap speech" or whatever blah blah

but seriously he isnt that much of a spammer either, he doesnt screw the server up like sugar does ( my latency somehow spiked when SHE joined, but everyone else no ) he apparently just wants to save his effort to type out things and just add-on words

pretty much a ok person though sometimes people who get offended easily might want to avoid him as he is still learning english includes meanings too by the way

63
Off Topic / Re: Steam is "deprecating" MAC OS X 10.6 in November
« on: October 09, 2015, 01:54:05 PM »
10.6 came out in 2009, any recent mac should still be able to upgrade to a later os x version

if yours is older than 2009 you probably arent playing many games so this doesnt effect you, because the steam client isnt gonna suddenly stop working. youll still be able to talk to people through it
got a question, can my ibook g3 clamshell ( with a swapped motherboard that has a core 2 duo cpu ) get OS X 10.6 snow leopard without any issues? or should i stick with tiger.... though compatibility is quite a problem on tiger

64
General Discussion / Re: Deactivated features in Blockland Add-Ons?
« on: September 24, 2015, 05:40:03 AM »
the most probable reason why it was commented out is because it has some problems with the client's sounds loading, for example this happened twice or thrice... when i had those features turned on the players on my server said that they crashed after going close to the vehicle that had the features on, so thats why its disabled by default and for the impacts case its most likely not buggy like wat i stated above

jetsound idk

squealsound is the tires sliding sound

wheelimpactsound is the tires impact sound but since theres already a body impact sound so it wouldnt be needed unless you want 100% realism

enginesound is when the car shifts into the "forward gear" and plays it, once you have gone up to the maximum top speed the engines pitch will increase, if the engine is back into the idle position its pitch would be decreased i think... but heres the catch, the idlesound DOES not play even after you have gone idle

idlesound is when the vehicle is spawned and it will play that specific engine sound ( pretty much lol )

jetsound is the jet/plane/car/boat's jetting sound i think, didnt really experiment with this since it was rendered redundant over the enginesound feature ( pls hepl by adding info for this )

65
Off Topic / Re: Desktop Megathread 3 - Post your Desktop
« on: September 08, 2015, 06:13:45 AM »
Okay first of all, that is so old! Second, how do you have 0%!? Third of all, what is the "super gay" thing, is it just another storage thing?
1. mac os x tiger is compatible with many mac applications, and compatible with many old ibooks/powerbooks/imacs/powermacs
2. 0% is becus my battery is dead ( hhhell what do u expect from a 1999 battery pack lol ) gotta check the power management unit too
3. my private gay research collection totals up to 20 gigabytes

66
Off Topic / Re: Desktop Megathread 3 - Post your Desktop
« on: September 08, 2015, 05:03:59 AM »


it loks like i need to remove the logic board and cram in a new macbook's logic board in
also how do u get a 512mb pc133 sdram sodimm low density module??

67
Games / Re: Minecraft Megathread; ho stuff one point eight
« on: August 27, 2015, 05:53:50 AM »
can any1 join my minecraft alpha v1.0.15 server to check if its working?
i just portforwarded earlier and i dont kno if it works
116.86.247.42:25565
( use the old launcher, the newh launcher as problems with alpha like crashing when you join a serv )

68
Add-Ons / Re: ion cannon
« on: August 18, 2015, 06:41:50 PM »
Did you fix the projectile hit sound?
ya cos thats supposed to be fixed long time ago
Mac, never thought that you were gonna release dis...
sometimes i dont think i can keep my addons in my hdd forever, gota releas them and if i ever hope to get my addons back.... y'all probably will still hav it

69
Add-Ons / Re: ion cannon
« on: August 18, 2015, 09:08:47 AM »
does anyone know the reason why the ion cannon was failbinned
wel becaus it overwrittened the default gun's projectile explosion sound to its own
the textures i dont think so... just the overwrites were the main reasons why it was failbinned
it had textures, and the same reason mini-nuke was failbinned
mini-nuke was failbinned because it overwrote the rocket launcher's directdamage to its own value if i remember

70
Add-Ons / ion cannon
« on: August 18, 2015, 07:22:40 AM »
enter the ion cannon??

Ion Cannon Akimbo
===============

===============

Ion Cannon Trikimbo
===============

===============

Ion Cannon Quadkimbo
===============

===============
here ya go for the most (probable) op weapon tat is only outmatched by the Death Ion Cannon
ther are two more variants i didnt include since they all look the same
thanx 2 pecon again V

http://justfilehosting.space/download.php?f=hfayh
isnt this the gayest regret ive made to POST THE ION CANNON?!!

71
Add-Ons / [port] sniff's barrett m82 and the old gun from V8
« on: June 23, 2015, 02:46:36 PM »
ohey u remember the old barrett m82 snif snif created??
was badly ported so i decided to try porting it again, it workd out prety well except for that ejection point
=======pics===========

sniff's nicely made barrett m82

comparison to the barrett m82

and also the old gun from v8!!!
looks the same doesnt it
======links===========
v8 gun: http://www.justfilehosting.space/download.php?f=oscvo
baret m82: http://www.justfilehosting.space/download.php?f=mkmke
ion cannon akimbo - JK i wont upload it lol

72
Modification Help / Re: Hands visible in first person
« on: June 16, 2015, 12:13:51 PM »
since im not clear of how torque works, we will use the "godzilla" weapon from the Rampage Gamemode

Code: [Select]
////////////////
//weapon image//
////////////////
datablock ShapeBaseImageData( godzillaLeftHandImage )
{
   // Basic Item properties
   shapeFile = "./lHand.dts";//"base/data/shapes/empty.dts";
   emap = true;
   
   mountPoint = 1;
   
   doColorShift = true;
   colorShiftColor = "1.0 0.878 0.612 1.0";
   
    offset = "0 0.2 0";
};

datablock ShapeBaseImageData( godzillaWeaponImage )
{
   // Basic Item properties
   shapeFile = "./rHand.dts";//"base/data/shapes/empty.dts";
   emap = true;

   // Specify mount point & offset for 3rd person, and eye offset
   // for first person rendering.
   mountPoint = 0;
   offset = "0 0.2 0";

   // When firing from a point offset from the eye, muzzle correction
   // will adjust the muzzle vector to point to the eye LOS point.
   // Since this weapon doesn't actually fire from the muzzle point,
   // we need to turn this off. 
   correctMuzzleVector = false;

   eyeOffset = "";//"0.7 1.2 -0.25";

   // Add the WeaponImage namespace as a parent, WeaponImage namespace
   // provides some hooks into the inventory system.
   className = "WeaponImage";

   // Projectile && Ammo.
   item = godzillaWeaponItem;
   ammo = " ";
   projectile = godzillaWeaponProjectile;
   projectileType = Projectile;

   //melee particles shoot from eye node for consistancy
   melee = true;
   doRetraction = false;
   //raise your arm up or not
   armReady = false;

   //casing = " ";
   doColorShift = true;
   colorShiftColor = "1.0 0.878 0.612 1.0";

   // Images have a state system which controls how the animations
   // are run, which sounds are played, script callbacks, etc. This
   // state system is downloaded to the client so that clients can
   // predict state changes and animate accordingly.  The following
   // system supports basic ready->fire->reload transitions as
   // well as a no-ammo->dryfire idle state.

   // Initial start up state
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.5;
stateTransitionOnTimeout[0] = "Ready";
//stateSound[0]                    = godzillaWeaponDrawSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "PreFire";
stateAllowImageChange[1] = true;

stateName[2] = "PreFire";
stateScript[2]                  = "onPreFire";
stateAllowImageChange[2]        = false;
stateTimeoutValue[2]            = 0.1;
stateTransitionOnTimeout[2]     = "Fire";

stateName[3]                    = "Fire";
stateTransitionOnTimeout[3]     = "Ready";
stateTimeoutValue[3]            = 0.2;
stateFire[3]                    = true;
stateAllowImageChange[3]        = false;
stateSequence[3]                = "Fire";
stateScript[3]                  = "onFire";
stateWaitForTimeout[3] = true;

stateName[4] = "CheckFire";
stateTransitionOnTriggerUp[4] = "StopFire";
stateTransitionOnTriggerDown[4] = "Fire";


stateName[5]                    = "StopFire";
stateTransitionOnTimeout[5]     = "Ready";
stateTimeoutValue[5]            = 0.2;
stateAllowImageChange[5]        = false;
stateWaitForTimeout[5] = true;
stateSequence[5]                = "StopFire";
stateScript[5]                  = "onStopFire";
};

function godzillaWeaponImage::onFire( %this, %obj )
{
%obj.playthread( 2, activate2 );
}

function godzillaWeaponImage::onMount( %this, %obj )
{
%obj.playThread( 1, armReadyBoth );
%obj.mountImage( godzillaLeftHandImage, 1 );
parent::onMount( %this, %obj );
}

function godzillaWeaponImage::onUnmount( %this, %obj )
{
if( %obj.getMountedImage( 1 ).getName() $= "godzillaLeftHandImage" )
%obj.unMountImage( 1 );

parent::onUnmount( %this, %obj );
}

function godzillaWeaponImage::onPreFire(%this, %obj, %slot)
{
return;
}

function godzillaWeaponImage::onStopFire(%this, %obj, %slot)
{
return;
}

there has been someone that was able to make hands visible but i am not sure which node to be visible in first person mode, so we use this as a attempt to make hands appear

73
Modification Help / Re: Mount multiple objects to player
« on: June 15, 2015, 04:32:09 PM »
to fix that, youll have to go into the script of skoopdahoops armour image and then swap the mountPoint to 3

but after that you will also have to reposition the armour to the torso ( using eyeOffset and Offset in the image ) which requires a lot of testing to check if the armour completely fits in perfectly, but but if you want to skip this, heres the steps ( hard but no offsets are required )

firstly we go into skoops armour again and change the armours mountpoint to 2
secondly we add this in, change gayImage to the armours image name
function gayImage::onMount(%this, %obj, %slot)
{
   %obj.mountImage(gayImage, 3);
}
after that i think it should work, though this hacky method is known to be sometimes glitchy but if you want to skip the offsets, use this method... though im not too sure if itll work
if it crashes, add this in
function gayImage::onunMount(%this, %obj, %slot)
{
   %obj.unMountImage(3);
}

74
since im on my 3GS i wont be able to quote properly, so problems are
1. the bullet.dts isnt in the base/data/shapes, thats where you use a invisible projectile like plasma
2. some people making akimbo weapons make some mistakes, for example
some of the datablocks are wrongly named as a result of CTRL + Fing without knowing they missed out something
ok to get to the errors, here it is
projectileShapeName should be "add-ons/weapon_gun/bullet.dts" if you do not have a custom bullet model for the gun
explosion = AkimboM1911Explosion; should be M1911Explosion if you are not making fancy balanced weapons for your akimbo variant, same thing for particleEmitter

all of the errors should be pointed out by now, also you dont need to leave //AkimboM1911.cs there unless you want to show off your scripting skills

75
Gallery / Re: DOF Screenshots
« on: June 11, 2015, 12:16:53 PM »

ok this should be dof since my other picture somehow wasnt DOF
quite odd since i used DOF screenshot

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