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Topics - heedicalking

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46
Suggestions & Requests / Blockland and the Future.
« on: February 06, 2012, 05:10:02 AM »
With the new update arriving eventually, we bring in new lighting and say goodbye to old maps. With this change i propose new features!

Avatar customization options. We could use more hats! Hats hats hats! Some backpacks and stuff would be nice. This would allow far more customization to our character.

I am also totally supporting a universal currency mod. With a lot of people supporting this, it would be great to have. The currency can be earned simply by hosting servers for the people. If someone visits your server, you get one of this currency (Called Blockpoints for now!). This currency can be used to buy things such as avatar customization parts.

I also suggest a new feature called the BrickBin. This works simmilar to duplicator, but will use online features. basically, you can call in parts other people "publish" and place them like you would a dup of something. There would be a GUI where you can search and browse the Bin to find what you are looking for. Select the one you want and hit a button, and it instantly will be loaded on a ghost brick like the duplicator is.

Now, you will also be able to rate BrickBin duplications. The creator will receive 2 Blockpoints for every thumbs up they get. The BrickBin will make the game easier for kids, and prevent build stealing, which is a terrible thing and should never happen. You will have to publish your duplications first before they go on the BrickBin.

Terrain and Interiors just didn't fit in with the game, and neither do vehicles. Yes, it is a bold move to make but in favor of brick built vehicles, I suggest all default vehicles be removed and to scrap vehicle entirely. Removing vehicles will allow for the much needed global brick physics. Instead of worrying about vehicle physics, there will be a global physics system that will be based off brick mass and weight. Removing the previous physics of vehicles, by removing vehicle entirely, will allow for better support of the new brick physics engine and brick vehicles, which represents what every player wants.

The "main mechanic" of blockland is to build, and vehicle subtract from that idea. Having to build vehicles would encourage creativity! With engine modifications that buildable vehicles out of the way requires, I suggest another new idea, buildable players! Players will include studs on them now to fit in better with the game, as the old design didn't match the bricks or what badspot intended. You can stack towers on players now!

Instead of picking a map to start off in, you should be able to pick the lighting and default skies that are included, similar to adjustable plate, but with more flexibility. Along with this, new players should start off with only the cottage loaded. This will allow them to mess around after finishing the tutorial, walking inside the cottage, building around it, and eventually blowing it up if they feel like it.

There should also be an out of blockland program called "Blockland Designer", which allows you to construct vehicles and duplications, save them, and drop them right into gameplay. There will be easier design mechanics and basic physics properties for vehicles created. You will be able to navigate using a camera object (similar to f8) to select multiple bricks, copy, paste, and mirror. The designer will allow you to save them to your harddrive, publish them from the designer, or just drop them into game for your own use.

These suggestions will hopefully help keep blockland on the right track!

47
General Discussion / red/pink slopes
« on: January 27, 2012, 05:21:27 PM »
still a problem for me (and not only me), still not actually support on why.

fix please

48
Suggestions & Requests / Dedicated saver
« on: January 22, 2012, 03:36:59 PM »
A function for saving all bricks on a dedicated server would be nice.
Quote
This is a Blockland save file.  You probably shouldn't modify it cause you'll screw it up.
If it shouldn't be messed with, it should actually be supported fully. A function like saveallbricks("Filepath","Filename"); would be cool. I am currently trying to save bricks automatically on a dedicated server, but there are just so many things that have to be covered for it to actually work.
This would easily allow for build backup on dedicated servers that can sometimes prove to go down at the worst times, or support for more spread apart town builds or adventures without having to teleport all over the map.

This doesn't seem like something extremely difficult for badspot to do, and it could really be helpful to so many people if it existed.

49
Modification Help / Pirate RPG
« on: December 31, 2011, 12:46:10 PM »
Intro
Inherited Will, The Destiny of the Age, and The Dreams of the People. As long as people continue to pursue the meaning of Freedom, these things will never cease to be!" - Gol D. Roger, the Pirate King.
"Justice, Righteousness, Authority. The world is threatened by the evildoers who sail the seas. Our very purpose is to cleanse the world of these evils." - World Government.
Pirates from all over the world have set sail on the search for treasure and freedom! The conqueror of the seas, the Pirate King. He who obtained it all. The man with the most freedom in the world. Pirates set out to achieve this title!
Features
  • Two major factions
    • Pirates- Anyone who seeks freedom and destiny! Those who follow their dreams will set out to sea!
    • World Government- Protection of the people. The capturing those who corrupt the world. Justice will prevail.
      • Marines- The fighting force for the World Government. The Marines consist of many ranks. Joining the Marines gives you benefits and authority, but you must follow the orders of higher up, or risk being exiled and becoming defected.
  • Treasure- You can bury treasure or hunt for treasure buried by others. Treasure keeps your valuables safe unless found by others! Who knows what kind of strange things you can find.
  • Crews- You can form a crew on either sides. Pirate crews will conquer towns and claim islands. Marine crews will seek to capture pirates and maintain order through any means.
  • Brick damage- Bricks will be killed not just fakekilled. Different resources can be used to strengthen your build. Building will cost resources.
  • Bounties- After achieving a higher rank in the Marines, you can place bounties on pirates. Bounties measure the threat level the pirate possesses against the Government. Remember that bounties don't always mean power. A weak pirate who constantly kills innocents and raids villages will achieve a higher bounty than a strong pirate who keeps to himself. When those stronger pirates notice your high bounty, they are sure to move in for you to collect the reward.
  • Ships- Every crew will need a ship. Ships will be the main method of transporting yourself and your crew across the sea.
  • Resources- Trees, ores, crops and even more. Resources will not respawn in the same place over and over again. For those who wish to establish towns, these resources are key. Ships, weapons, food, cannons, armor, clothing. Without resources to protect yourself from pirates and others, chaos would erupt.
  • Penalties- Death is a major thing. You lose all your items you have with you upon dieing, and your stats go down by 1/4. When starting out, don't seek trouble, and try to avoid trouble when you see it. The lust for gold and power is large, and a large bounty is sure to draw in stronger opponents than yourself.
  • Adventure- Certain items are so rare that only 1 exists in the world. You can't just sit around and craft armor like a knight all day. Finding > Grinding.
  • Dynamic events- Host run and generated events will occur hourly. Treasures with clues will be generated to get people moving. Stronger people can destroy enemies trying to beat them to the treasure, and weaker people can grow much stronger after finding gold or items. Sometimes a treasure event might even reward you one of the fruit mentioned below. Generated groups of bandits or pirates can attack towns, and sometimes things could drop from the sky. Content packs would be added weekly to introduce even more rare items into circulation.
  • Unique time period- This isn't a set time in our history. While not modern, unique items and abilities can exist within the world, making it more than just swords and ships.
  • Devil Fruit- "I once heard that all the Devil's Fruits are the Sea Devil's incarnations. If you eat one you'll gain a special ability, but you won't be able to swim." - One pirate speaking to another. These fruits could be sold for hundreds of thousands of gold, or be eaten to obtain the ability the fruit holds. Only one of each power exists, and no one can obtain the power until the owner of the power is killed. Even then, the fruit would go back into circulation and you would have to find it. No one knows the power the fruit holds before eating it, and you can only eat one. You could gain the ability to breath fire or the ability to produce tsunamis, but at the same time you have the chance of eating an almost useless fruit giving you the ability to become slightly smaller or larger. Even still, eating a fruit is almost always beneficial, and losing the ability to swim isn't that big of a downside. Eating one of these fruits can increase your ability in combat, and some fruits can render you unharmable if your opponent is not as strong.
Credits:
Heedicalking- Scripting, features, modeling.
Manty- Ideas, decals, logo, other graphics.
Destiny(indirect)- DRPG/GUI base/Database.

Open beta expected in a week or 2. Stats after beta will most likely be reset.

50
Modification Help / Check for gui version?
« on: December 29, 2011, 09:12:56 AM »
Basically I want it to make sure the player has the GUI version before allowing them to connect, but at the same time I don't want it spamming play x has connected player x has left over and over again because someone didn't download the gui. I tried using the DRPG method but anyone with both my client and the DRPG client, DRPG overwrites the method.

51
Modification Help / Custom Animations Project
« on: November 25, 2011, 08:13:04 AM »
Recently I have found out it is possible to add custom animations to the default playermodel. I have managed to make animations, but most require blending with pre-existing animations such as armready. Those animations have to be recreated as close as possible, or overwritten with new ones. To set it up for exporting, just add detail32 and shape then parent the bone group to it and export animations as .dsq. Priority of armreadyboth is 14.
http://www.mediafire.com/?r64v95akfe0aezo
The minifig which I have has bones which are not rotated correctly. Basically the skeleton is telling the game what to do regardless of what the minifig in blender looks like it is doing.

To get a correct bone rotation, I am currently working on overwriting m_Armreadyboth.dsq but I am only working on the right arm for right now. To test the animation in game, i type /hug or wield guns akimbo. Opening the armreadyboth file allows me to see which bones are included in the animation. Most are just blank root frames, but righthand, rightarm, lefthand, and leftarm all move during the animation.
Code: [Select]
        main   start   Hip   Torso   RightArm   RightHand   RHand100   Rarm100   LeftArm   LeftHand   LHand100   Larm100   Head   HeadSkin100   chest100   Mount2   RightLeg   Rshoe100   LeftLeg   Lshoe100   pants100   Eye          D    h
/<5Kp&7ZRR^gV>N  ~  -S<P'ܩRNRxUN                              armready       =                                     =       0                                              

The custom animations are overwritten in a script written by chrono
http://www.mediafire.com/?3hsgl4j49q7cgcr
Just replace the animations in that folder, change playertype to animation test, and play the thread you need. Custom animations that are not defined can be added in as well.

If this ever works out, full body animations can be added without using hands. Possibilities include- Sword animations, kicking animations, flipping mid air animations, waving your hand animations, and so much more.

I cannot figure out the correct rotations for almost all of those bones alone. That's why I suggest this being a multiple person project to fix this up.

52
Modification Help / minifig with bones
« on: November 23, 2011, 04:11:16 PM »
anyone have one for blender? not darkstar's.

53
Help / Loading/saving, broken?
« on: November 15, 2011, 02:23:53 PM »
loading (or it might be saving), is just bad. i load things and items don't appear half the time. i have to go in and re spawn all of the items that went missing. Is this just me, or does this problem occur on default installs as well?

54
Suggestions & Requests / port your mods to v20
« on: November 15, 2011, 01:07:06 PM »
TDM is broke with V20 as well as most of the other expansion packs, due to the onloadplant change. broken mods should be fail binned if the author doesn't fix them but that doesn't seem to happen (see: RTB).

55
Off Topic / random keys bound
« on: November 13, 2011, 06:03:22 PM »
well whenever i hit shift the browser goes back 'like in the back button' and whenever i hit ctrl windows media center pops up. i dont thinks its fn keys either. i already tried restarting and re plugging in the keyboard
bought a new keyboard

56
Off Topic / Learning to draw, books, online, sketching, videos?
« on: September 20, 2011, 06:21:26 PM »
I always wanted to learn how to draw and thought it would be cool to learn how. I was wondering where to get started learning. Are there any good books to pick up. I have a book called "An Introduction to Art Techiniques" which my uncle found and gave me to look through, but seems more geared towards people who already know what they are doing.

I look up "how to draw" on google and get "how to draw cool barnyard animals for kids :)))) fairies and horsies!! i don't really want tutorials on how to draw naruto, spongebob, billy mays, or mario. i want a tutorial that will teach me how to draw in general, so i can create my own freestyle spongebob if i wanted to, not copy one from a tutorial.

anyone have anything that will teach me how to draw from the basics up?

57
Suggestions & Requests / Face customization
« on: August 31, 2011, 04:20:54 PM »
Black guy blonde hair
Blue guy blonde hair
Green guy blonde hair
White guy blonde hair
Purple guy blonde hair
Red guy blonde hair

boring

I was thinking that adding multiple layers to customization would be neat if it could be done. like a primary color for skin, and a secondary color for hair allowing much more customization without having to download 50 faces. i was also thinking that there should be adjustable slots such as eyes, mouth, mustache and such, or maybe just 3 unnamed slots where the custom image would just be added in. sort of like other character creators where you can pick your mustache, hair, whether or not you are missing an eye, or have 3. this would allow you to be a red skinned chef with  purple tinted glasses and a green viking beard without having to create a custom face just for that and not having to require everyone to download it.

Instead of creating entirely new faces, you would create separate parts. for example if you wanted to make a naruto face, the whisker marks, headband, and hair would be separate images allowing you to use them in other ways as well, like apply the naruto headband to that chef guy, or give a pirate whiskers.

58
Suggestions & Requests / blockland- please fix
« on: August 27, 2011, 12:06:18 PM »
vehicles - i really hope they are fixed in v20 they are just a complete joke. they can actually crash the game. they glitch through interiors, bricks, terrain, and eachother.

the server browser jams itself when scrolling down all the time. it's a complete pain to use, it flickers, it forces the scroll up to the top of center.

59
Off Topic / Computer Upgrade
« on: August 19, 2011, 01:35:02 PM »
alright, I am thinking of upgrading my PC to be able to get BF3 on high settings.
CPU: 860 i7 2.8ghz
GPU: Radeon HD 5770 1GB
RAM: 8GB DDR3 4 x 2048MB
PSU: 500w
Hard drive: 1TB SATA

i want to see what i can get for around $500 total in upgrades. i dont know much about nvidia vs ati, good PSU companies, compatibility. I still think i have expanding room by the looks of it, especially for GPU.

60
Modification Help / mountable slots?
« on: July 19, 2011, 08:59:15 PM »
I am working on things that mount onto the player and right now I think there are only 0, 1, 2, and 3 for mounting visible items. Are there any more? (0 and 1 are hand so I don't want to use those for anything. 3 is where most emitters are mounted so the image mounted dismounts. 2 is all I am left with and I wish there were more)

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