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Messages - Abstath

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46
Modification Help / Re: speedkart [very heavily modified]
« on: December 08, 2016, 02:45:53 AM »
The karts themselves were reworked to allow for much smoother and more varied gameplay, stuff like minimising the need to brake or make a bunch of small turns. A lot of common issues with SpeedKart have been somewhat solved, too:

  • The karts now drift, some more than others. Taking corners and the ability to pull off a bunch of weird stunts was really fun - the fact that the kart still moves after a sudden stop seems to prevent getting stuck a lot (though it did prolong some collisions).
  • The body friction was also reduced to be much more slippery, meaning you can rub up against walls without a guaranteed redirection into them, and the kart sliding along the ground when flipped (which makes for a lot of awesome wallrides). This should also help in getting unstuck in pile-ups.
  • The suspension was dampened to take large drops without bouncing upward or getting melded into the ground so much of the time. Smaller bumps and gaps are less of a threat, as muck-ups appear to be a lot more survivable.
  • Stats now vary between karts - top speed, acceleration, tyre traction and turn all seem to be modified to fit the kart's look. You can now pick a kart based on how you drive or the track, and not just which one lands on the ground better or which wobbles the least.
  • The centre of mass was also altered to prevent the aforementioned wobbling, so reversing isn't so bouncy and uncontrollable.
  • The braking is very hard, purposed to better prevent collisions. A good panic button.

We played around with these for about 3 hours, purposefully hitting obstacles and landing awkwardly (even as far as teleporting high up and tilting the car ~50°) and rarely experienced bumps, getting stuck or flips that require you to get out and push the car. Since it was only us two, it would be interesting to see how this would fare with up to 20 people.

47
Off Topic / Re: send me your weirdest pms.
« on: December 07, 2016, 03:46:31 PM »

48
Off Topic / Re: Australian Political Memes In One Big Nutshell
« on: December 07, 2016, 04:41:12 AM »
I remember simultaneously watching an ad describing their data security and reading articles on how they put the blame on their site going down on supposed hackers.

49
Gallery / DeathMatch_Super_Warehouse
« on: December 07, 2016, 04:10:20 AM »
A rather large enclosure built with sniping and explosives in mind - weapons are enclosed in crates and containers that must be blown up to be accessed. Loosely based off of some screenshot I saw of Cult of the Wind.




Enabling brick damage is recommended to allow for destroying higher ground/access to it and reaching weapons. It's been tested with kaje's sniper rifle at 2x player scale to make sure no boundaries can be broken (using onBlownUp > respawn), though it wouldn't hurt to also include lava or lethal water in case some wizards manage to squeeze out. Anything more powerful than that will cause issues.

Download map (to be used with Crispy's Deathmatch Gamemode)
Download save w/ default weapons

Some brick faces on the walls may vanish due to ModTer and normal bricks merging, though this happens at complete random and is something I've only been able to partially fix. Thankfully, it's uncommon.

50
Off Topic / Re: tell me your life history
« on: December 07, 2016, 01:01:31 AM »
I haven't died yet.

51
Gallery / Re: DOF Screenshots
« on: December 06, 2016, 04:12:13 PM »

52
Off Topic / Re: if you had to die, how would you die
« on: December 05, 2016, 08:24:35 AM »
Pirates.

53
Help / Re: avatar problem
« on: December 05, 2016, 12:41:01 AM »
Editing the image (altering contrast, saturation, resolution, etc.), saving it as a different file format or removing its metadata may prove successful.

54
General Discussion / Re: post your blockland avatars
« on: November 29, 2016, 04:29:25 AM »

55
this is like a worldwide election basically cause everyone is following it, eu and australia and china and russia
It's mesmerising, to say the least.

56
General Discussion / Re: how many alts do you have?
« on: November 08, 2016, 04:31:28 AM »
One, which I originally gave to a friend but they later ditched the game and their PC. I accidentally used it to register here.

57
Off Topic / Re: battlestation thread - cuz the others are forgetd
« on: November 04, 2016, 04:49:16 AM »

58
Off Topic / Re: Blockland - What's Changed, and My Thoughts
« on: October 30, 2016, 12:18:20 AM »
I've never played on maps, but they seemed to of offered an easy baseline for building and general grounds for gameplay with little to no issues. People aren't too bothered to make several edits (i.e. just building in the map), though having to make almost everything from scratch is a burden and why some resort to using something like Collab City or Kobble Island, especially if they wish to test out their gameplay ideas. Imagine if Minecraft or GMod were always based in a flat world, and you were forced to either use small pre-built structures or make your own from scratch. A lot of fun screwing around in sandbox is thanks to foundations already provided, whether it's a capable physics engine or random world generation.

It wasn't the best move for gameplay, though that doesn't mean we're powerless to develop and provide options equally as functional; creating mods like Static Maps or releasing your builds helps a lot (again, imagine if there were little to no community maps provided for Source games). Aesthetically, it pushed the game out of what looked to be a remnant of 90s RP/G games, easily attracting a larger crowd. The default shadows don't look amazing, but the overall image given to Blockland has significantly improved. To some, showing capability in some sense is important.

My thoughts on Blockland as a general sandbox game. Even so, it focuses on building specifically, which it's still great at.

59
Suggestions & Requests / Re: Good Vehicle Addons
« on: October 17, 2016, 04:15:19 PM »
Good-looking vehicles
Practical vehicles

Edit: Turtorn's and Deaddude's vehicles

60
General Discussion / Re: Bet you didn't know! (added new ones)
« on: October 15, 2016, 11:08:42 PM »
When freelooking with a d-wand, players will be pushed wherever you're looking.

This is a question for Badspot... what was /gigigi meant to do?
This and many other strange commands only exist to break problematic commands of certain addons.

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