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Messages - Crispy_

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361
Help / Re: How to "use RTB" when starting a server?
« on: November 25, 2015, 09:52:38 AM »
I don't care much about the friend lists and communication, just the ability to use the advanced RTB server settings.
yes - the addon linked is basically RTB that connects to a different server. everything's still there.

362
Add-Ons / Re: New Duplicator 1.0.1
« on: November 23, 2015, 10:32:28 PM »
i have crisped in my pants. this is simply the best addon to be released since RTB shut down.

363
Help / Re: How to "use RTB" when starting a server?
« on: November 22, 2015, 07:48:45 PM »
you can actually use daprog's old rtb edit to continue using orb's servers - meaning you can still use friend lists and communicate with people without having a broken mess

https://www.mediafire.com/?9g7drdl1pvnwn9r

364
Add-Ons / Re: oRBs Official Release With Mod Manager
« on: November 21, 2015, 03:06:18 AM »
my addon seems to be broken (http://orbs.daprogs.com/forum/index.php?topic=123.msg279#msg279) and prefs seem to be reset in the gui when you restart the server. can't seem to find a solution. is anyone else experiencing these?

365
General Discussion / Re: Need help with ModTer
« on: November 03, 2015, 06:25:40 PM »
don't use my edited version if you're going to be using clearspambricks and not building them on baseplates. maybe someone could package the command somehow to not clear modter bricks.

366
didn't realise how advanced this was. i'll probably be using this teleportation event more often.

367
Modification Help / Re: [W.I.P] Kitchen StaticMap
« on: October 29, 2015, 10:43:40 AM »
I do!

I'm already working on Slopes and "Island".
you should work on these one at a time, dont want you to overstress yourself.

368
Modification Help / Re: Torque Console Commands
« on: October 29, 2015, 10:33:28 AM »
When I try to open the .rtf file in the OP it throws an error saying, "You are not allowed to access this section."

i am getting this too.

369
ill just plug this here.

this past week ive been attempting to remake cityrpg under the name "LifeRP". i like some of your ideas and feel like cityrpg could be endlessly improved upon.

i have a time system that can do minutes, hours, months, and years.

the thing i think is cool about my lifeRP so far is that the months are fully customisable. here is april's code file for example:
Code: [Select]
$LifeRP::temp::month::id = 4;
$LifeRP::temp::month::name = "April";
$LifeRP::temp::month::shortName = "Apr"; //currently unused

$LifeRP::temp::month::days = 30;
$LifeRP::temp::month::leapDays = 30;

$LifeRP::temp::month::message1 = "\c6April Fools!";
$LifeRP::temp::month::message2 = "\c6It's Earth Day!";
and this is thrown into a scriptobject very similar to cityrpg's job system.


speaking of jobs, there are currently two types of job, what i call "IDLE" and "QUOTA".

"IDLE" type is similar to cityrpg where you do absolutely nothing and get paid. here is the job i have been using for testing this job type:
Code: [Select]
$LifeRP::temp::job::id = "slacker";
$LifeRP::temp::job::name = "Slacker";
$LifeRP::temp::job::type = "IDLE";

$LifeRP::temp::job::description1 = "A friendly neighborhood family offered to give you $10 every day to help get you on your feet.";
$LifeRP::temp::job::description2 = "You will be paid $10 everyday at 10:00 AM. That's it. You'll still collect welfare.";

$LifeRP::temp::job::paycheck = 10;
$LifeRP::temp::job::paycheckStart = 10;
$LifeRP::temp::job::paycheckEnd = 10;

$LifeRP::temp::job::welfare = true;

$LifeRP::temp::job::jobCommand = true;
this is mainly implemented in memory of cityrpg. this type probably wont be used much, only for dumb silly things like the above maybe. but it's an option for people who may host this and make their own jobs.

"QUOTA" type requires you to do things. for testing this job type i have made a writer job:
Code: [Select]
$LifeRP::temp::job::id = "writer";
$LifeRP::temp::job::name = "Writer";
$LifeRP::temp::job::type = "QUOTA";

$LifeRP::temp::job::description1 = "A local news place offered you a job in writing articles.";
$LifeRP::temp::job::description2 = "You will be paid $8 per hour at 8 AM to 4 PM as long as you write 30 words per hour.";

$LifeRP::temp::job::quotaType = "WORDS";
$LifeRP::temp::job::quotaMessage = "Words Written";
$LifeRP::temp::job::quota = 30;
$LifeRP::temp::job::quotaExtra = 50;

$LifeRP::temp::job::paycheck = 8;
$LifeRP::temp::job::paycheckExtra = 10;
$LifeRP::temp::job::paycheckStart = 8;
$LifeRP::temp::job::paycheckEnd = 16;
$LifeRP::temp::job::paycheckOvertime = 3;

$LifeRP::temp::job::welfare = false;

$LifeRP::temp::job::jobCommand = true;
unlike the idle type, you actually have to do things. if you don't you will not get paid (but you will never be fired). if you do extra/overtime, however, you will be awarded with a higher paycheck. i might implement a promotion system which simply raises your paycheck.

to meet your quota admins have to actually build something and event it. this is to help the host be creative as possible. want a job where you have to kill 5 bots per hour? event some bots to add the job's quota to the killer. want a job where you have to score 10 baskets per hour? event some basketball hoop to add the quota if someone scored somehow (i dont think onBallHit can do client unless i am mistaken).

if you want to hardcode something relating to job quotas that are not possible with events, it should be easy. the id of the player's job is stored in a pref, and you can use the id to get the quota type of the job. (jobs are scriptobjects like cityrpg)

and admins could add little bonus things if they really want to. they can increase player scores with an admin only event, so perhaps make some fun minigames similar to GTA.

things from cityrpg that are not in that i'll try to implement:
crime system/dealing with criminals
education
buying things (you only buy the baseplate you place on the ground)
shops/selling things
laboring for wood and ore
drugs
other things?

things that i want to add somehow:
a mayor system - they can change a few liferp prefs and players must vote etc
totalrpg - doing quests for money or as a job would be cool. plus could use this for laboring instead of doing my own thing
farming
tons of things to buy (but i dont want to lock many blockland features under an ingame paywall)
other things i forgot but will probably remember at another time

my goal with lifeRP is to make it more advanced, "fun" (not too focused on realism, just want people to enjoy it and RP maybe), and very user friendly (is making a mod moddable a thing?). i also want players to be doing things and be occupied. it's possible i might not be successful or end up doing a terrible coding job but i am getting results and that's fine by me.

and hoo boy there are gonna be some large posts in this topic i see.

370
Modification Help / Re: [W.I.P] Kitchen StaticMap
« on: October 25, 2015, 12:00:25 AM »
hype. looking cool.

371
Gallery / Re: What a City RPG should look like, IMO
« on: October 24, 2015, 10:08:01 PM »
this is setting new standards that i like! keep it up!

also tiny bump

372
Add-Ons / Re: oRBs Official Release With Mod Manager
« on: October 24, 2015, 09:52:59 PM »
As stated earlier, after Rotondo's request, I decided to move away from RTB and the RTB name, so it was chosen to remove every reference to it's name in functions and not make a support function for RTB.
This is a conscious decision and is why the RTB to oRBs converter was provided.
old Return to Blockland support.
this is still rtb. you're not making something new, it's even expressed in the name. i don't mean to insult you, infact i am happy this exists. however you should have supported old return to blockland like it was expected from the mod's name.

if i recall correctly, rotondo was referring to rtb replacements, such as goth(?)'s weird thing and more recently blockland glass. what you are doing is simply bringing RTB back to a living state.

people should not have to download a file to change every addon that used rtb prefs, and even have to register to a website to do so. i like my mod method better than the converter because you do not have to change any of the old rtb addons. (unless one did a super weird way of adding rtb prefs) maybe you could just throw some rtb functions in your mod that simply runs the orbs functions.

sorry for my dumb rant but you should seriously make it more easy on the player.

some ideas:
add RTB_registerPref and etc and make it call orb's functions. you could have a message show up in console for mod makers to say that it should be changed to orbs functions. otherwise, attempt to make it as compatible as possible, even if you change oRBs_registerPref in the future

im sorry if my post comes out as stupid nagging

373
Add-Ons / Re: oRBs Official Release With Mod Manager
« on: October 23, 2015, 06:17:38 PM »
ive made a super simple super stripped down version of RTB because i found it jarring that this does not support RTB prefs. this bothered me so much that i actually had to post to these forums about it because i didnt see anyone else do this

https://www.mediafire.com/?mgzg8jau364k496

what this does:

mods that still use RTBR_ServerControl_Hook.cs and RTBR_InfoTips_Hook.cs will still go to rtb/hooks/serverControl.cs and rtb/hooks/infoTips.cs however these files have been changed to do orbs things:

rtb/hooks/serverControl.cs will execute orbs/hooks/serverControl.cs and will add the function RTB_registerPref
 - all RTB_registerPref does now is call ORBS_registerPref with the same values

rtb/hooks/infoTips.cs will execute orbs/hooks/infoTips.cs and will add the function RTB_addInfoTip
 - all RTB_addInfoTip does now is call ORBS_addInfoTip with the same values

(also why does orbs have the "old" hook files?)

some prefs are set just incase old rtb addons use them for some weird reason:
$RTB::RTBR_ServerControl_Hook
$RTB::RTBR_InfoTips_Hook
$RTB::Hooks::ServerControl
$RTB::Hooks::InfoTips

it even loads the prefs you had on RTB for these mods if config/server/rtb/modPrefs.cs exists. (it is loaded before orb's version of the file just incase you already have the same prefs in orbs)

so theoretically this should allow legacy RTB prefs and tips to show up in oRBs, and save along with it as well if i understood modPrefs.cs correctly.

please tell me if i screwed up or you find some weird bug. i only tested the prefs and that was with an unedited duplorcator that used RTB prefs.

374
Development / Re: 2015/10/13 - The Forgettable Dungeon - Kickstarter
« on: October 23, 2015, 03:32:02 PM »
I'll send an email to them tonight.
oh damn that's pretty rad. would be cool to see them stream this game.

and i have to say this game is looking awesome. i hope you make millions out of this. i'd kickstart the stuff out of this if i had money to spare.

375
Modification Help / What are some good optimization tips?
« on: September 30, 2015, 06:55:41 PM »
I am a huge optimization freak and would like to know some optimization methods/tips including:

  • Making an Add-On have the smallest file size possible.
  • Speeding up loading/downloading for people joining your server. (possibly fits in with above)
  • Preferred methods/norms for code, including things you should absolutely not do. (and ways to make the code run faster!)

And possibly other things that fit the subject of optimization. This topic could also be some kind of source for future and new coders (i am an ametuer so this would be perfect for me)

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