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Messages - devildogelite

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271
Suggestions & Requests / Re: Farm Crop bricks
« on: March 20, 2015, 06:28:28 PM »
I could PM you snippets of my code. When I get home, I'll host a quick server for you to see how it works and if you want it so I can adapt it for your needs.

Thanks, it's always interesting to see how others work on problems similar to yours.

272
Suggestions & Requests / Re: Farm Crop bricks
« on: March 20, 2015, 05:17:31 PM »
You could always use code to plant bricks as a "crop growth" and destroy said bricks when harvesting. The brick IDs could be added into an array on the "dirt" brick.

One of my ideas was to make crops grow more bricks as they grow. That wouldn't be super hard but was still much more complicated so I decided not to. Another reason I decided not to was I couldn't make any compact crops out of bricks that looked good.

273
Suggestions & Requests / Re: Farm Crop bricks
« on: March 20, 2015, 05:05:47 PM »
Scale it and chance the color of the shape.

But I'm still gonna have to make a crop brick, and it would look bad. If I was making a crop brick I would rather just make several stages of it. Right now I'm just using a 2x2, 2x2x3 and 2x2x3 as placeholders. Also keeping the crop as a normal brick sounds a lot easier than changing everything I've made to work with static shapes for little to no benefit.

274
Drama / Re: Cat In Heaven The build stealer?
« on: March 20, 2015, 04:59:36 PM »
I would of banned you too if you came in my server and started demanding I load a save when I was doing something. Also unless they took credit for making the build what's the problem?

275
Suggestions & Requests / Re: Farm Crop bricks
« on: March 20, 2015, 02:11:36 PM »
my only bet would be to maybe ask dren dran for his (the likely you are able to get them though might be slim. worth a shot)

what exactly are all the crops you plan on doing?

I messaged him when I saw he uploaded it because the link was dead. He never answered me though.

I would do any crops that I could get models for. There's not a whole lot to change between bricks

Use static shapes. You can scale them to simulate growth.

That doesn't sound appealing at all. I would rather have different stages so you can tell where it's currently at.

276
Suggestions & Requests / Farm Crop bricks
« on: March 20, 2015, 03:40:41 AM »
I've been working on a farming mod and I have most of the basics done right now. I would like to start using some bricks that are actual models of crops instead of just different height 2x2 bricks. I've been looking around but I can't seem to find any that have been released. If anyone is willing to help I would really appreciate it.

277
Off Topic / Re: Autotuned Wikipedia
« on: March 19, 2015, 06:05:31 PM »
the talk page about it is hilarious


Power users of wikipedia have a really inflated sense of self worth

278
Off Topic / Re: Fruit Snacks
« on: March 17, 2015, 09:09:40 PM »
A fruit snack casserole of Gushers, Roll-Ups and Fruit by the Foot are the best things ever.

279
Modification Help / Re: Deleting Brick
« on: March 17, 2015, 11:29:30 AM »
I set the newBrick isPlanted to true when I create it. Would I have to set it again in the function?


Code: [Select]
function fxDTSBrick::replaceBrick(%this, %newBrick)
{
%brickOffset = ((%newBrick.getDataBlock().brickSizeZ / 5) / 2) - ((%this.getDataBlock().brickSizeZ / 5) / 2);
%brickGroup = getBrickGroupFromObject(%this);

%posX = getWord(%this.position, 0);
%posY = getWord(%this.position, 1);
%posZ = getWord(%this.position, 2) + %brickOffset;

%this.delete();
%this.isPlanted = false;

%newBrick.setTransform(%posx SPC %posy SPC %posz);
%newBrick.plant();
%newBrick.setTrusted(1);
%brickGroup.add(%newBrick);
}

It turns out setting isPlanted of the old brick to false fixes it.

280
Modification Help / Deleting Brick
« on: March 17, 2015, 03:08:18 AM »
Code: [Select]
function fxDTSBrick::replaceBrick(%this, %newBrick)
{
%brickOffset = ((%newBrick.getDataBlock().brickSizeZ / 5) / 2) - ((%this.getDataBlock().brickSizeZ / 5) / 2);
%brickGroup = getBrickGroupFromObject(%this);

%posX = getWord(%this.position, 0);
%posY = getWord(%this.position, 1);
%posZ = getWord(%this.position, 2) + %brickOffset;

%this.delete();

%newBrick.setTransform(%posx SPC %posy SPC %posz);
%newBrick.plant();
%newBrick.setTrusted(1);
%brickGroup.add(%newBrick);
}

Everything works for this besides it appears that the new brick doesn't actually exist. I can't use a wrench on it or delete it or anything, but it shows up in my brick count. If I use killBrick instead of delete it works though. The only thing wrong with that is I don't want the sound and animation that comes with it.

281
I'm upgrading my ram from 8GB to 16GB and getting a 256GB SSD. I wanted to get a new PSU and case since I'm sick of mine. My PSU is a 750 watt Corsair one but it's about 4 years old and it's not modular. I have a CoolerMaster HAFX which is just too big.  But that was just too much money for things that aren't important.

RAM: G.SKILL Ripjaws X Series 16GB DDR3 1600
SSD: Crucial MX100 256GBB

I have a GTX 670 and for a while now I've been getting graphics driver not responding errors. I've reinstalled Windows, updated the driers tried a bunch of different things but it still keeps happening. If anyone has a clue to what can be causing this let me know.

282
Modification Help / Re: Help with getDownBrick
« on: March 16, 2015, 10:20:43 PM »
fxDTSBrick::get____Brick and fxDTSBrick::getNum____Bricks are unusable inside onRemove. Octree cleanup is sort of done prior to onRemove.

One half-acceptable solution to this is to run fxDTSBrick::plant() inside onRemove, then your original code works. The one issue is that you get an error every time this happens: fxDTSBrick::insertIntoTree -- Brick has already been inserted.

Okay, I was figuring that onRemove made things a bit wonky. Is it normal for onRemove to be slightly laggy? I had an echo in it and it took a couple seconds for it to echo when I removed a brick.

283
Modification Help / Re: Help with getDownBrick
« on: March 16, 2015, 01:57:01 AM »
Code: [Select]
%position = %this.getPosition();
%radius = (%this.getDataBlock().brickSizeZ / 5) + (1 / 10);

InitContainerRadiusSearch(%position,%radius,$TypeMasks::FxBrickObjectType);
%found = false;

while((%targetObject = containerSearchNext()) !$= 0 && !%found)
{
%offset = ((%this.getDataBlock().brickSizeZ / 5) + (%targetObject.getDataBlock().brickSizeZ / 5)) / 2;

%posX = getWord(%this.position, 0);
%posY = getWord(%this.position, 1);
%posZ = getWord(%this.position, 2);

%pos = %posX SPC %posY SPC %posZ - %offset;

if(%targetObject.getPosition() $= %pos)
{
echo("found");
%found = true;
}

}

This is what I ended up doing. I know it means that the brick has to be centered directly underneath it but that works for what I want to do. If anyone has suggestions for making this more elegant please let me know.

One more quick question, how come with %radius = (%this.getDataBlock().brickSizeZ / 5) + (1 / 10); it throws an error if I try to use .1 instead of 1/10?

284
Modification Help / Re: Help with getDownBrick
« on: March 16, 2015, 12:02:47 AM »
Is there actually a brick beneath it?

Yep, it keeps telling me unable to find object.

285
Modification Help / Re: Help with getDownBrick
« on: March 15, 2015, 11:26:34 PM »
So would I use that as the parameter for getDownBrick? I think I should of mentioned I'm looking for only the brick directly below the current one.

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