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 - DYLANzzz

Pages: 1 [2] 3 4 5 6 7 ... 48
16
Help / Re: Cant Change Profile Pic
« on: January 09, 2014, 11:40:26 PM »
I tried uploading mine and then I refreshed the page a few times and it worked fine just seconds ago x:

17
Help / Re: Low FPS when looking at an structure.
« on: January 09, 2014, 11:39:06 PM »
Look what you have done, the cookie family are mad at you.  -snip-
*sniffle* It was just like me when I first joined the forums, haha.

OT: What's your graphics card and CPU if you can get those for us?

18
Modification Help / Re: [#, #, #]
« on: January 09, 2014, 11:20:03 PM »
Unity uses Y as up (if I recall correctly)
It's not irrelevant to what the renderer uses. If you draw a polygon on your flat screen and increasing the Y value making it go higher, you'd think that, well, if that's how the renderer did it, maybe I should just follow the same pattern and make my game engine like that?
Also, I'm pretty sure in my calc 3 (what ever I had before diff eq) we used Y as up but I could go look at my old notes if necessary.

Blender uses Z as up. Blockland uses Z as up. Garry's Mod uses Z as up.

Honestly, the names are just about as important as colors. Z being blue, Y being green, and Z being red. They can be whatever the hell you want to call them (or color them as I tried to make the point of). I could make my axis DOG CAT and TRAIN and it wouldn't make a difference (well, maybe syntactically but not semantically).

And MANY games and engines have an axis of Y being up. Just like there is no standard to which horizontal axis becomes North/South and East/West.

Also something from gamedev.stackexchange on the matter
http://gamedev.stackexchange.com/questions/46225/why-is-y-up-in-many-games

19
Gallery / Re: Les Miserables Map [WIP]
« on: January 09, 2014, 11:04:00 PM »
Jesus, I like it! I think you need to get some emitters and set the lighting and sky right so that it sets a better mood. It would give it such a polished / finished feel.
Also perhaps take and redo the street and make it a little more, misshapen? I think it needs a slight slope or at least some more texture to it than being flat.

I just remember my ex-gf raving about the movie showing me some behind the scenes stuff and they had trouble with the architecture because they wanted the buildings to be like old and poorly put together so they had to like, purposely design them crooked and such. It was an interesting watch.

20
Gallery / Re: Steam-ist (VIDEO, 1:51)
« on: January 09, 2014, 11:00:39 PM »
Blockland PSA: Don't be a jerk

Nice short though, it was decent, maybe a little slow but it got the point across.

21
General Discussion / Re: Glass' Fort Wars (Hi)
« on: January 04, 2014, 04:15:05 PM »
Maybe also add a detector item that shows you what blocks are broken and which aren't.
It could be that trans black or some other trans color that no one uses is reserved solely for broken bricks. Or even like, trans black + blink fx
Id rather the player not have to go through and manually detect blocks, it should be purely visual so the player can see what's broken and react accordingly and fast. It needs to be a smooth transition from "O shi, my blocks are broken" to "Repairing now"

22
General Discussion / Re: Glass' Fort Wars (Hi)
« on: January 04, 2014, 12:39:00 PM »
That's a big turn off to the mod. Not sure how people would like this, i'll try doing a vote and also talking it over with some of my administration.
Had an idea. I could just make them go transparent black and no collide / no raycast them and then when a player wants to repair them they have to use a repair tool or something.

23
Huh, looks nice!

24
Suggestions & Requests / Re: Tornados
« on: January 02, 2014, 09:06:48 PM »
thunderstorm mod
What? Can I please have a link to this?

But actually, a tornado like that would be pretty simple to code. It would just be a model that moves around and constantly checks for players in it's radius and when it has one it sucks them in and does whatever

25
Well, there's a few things you can do to debug this problem.

Try just enabling the defaults and see if you get the problem. If not, you can eliminate any of the default mods on that list and also narrow it down to a problem with a mod and not with your system.

You can also try looking for lots of console errors (I assume you would have noticed this though).

You can also try typing trace(1); when seemingly nothing is happening on the server and see what functions the console says is being ran. trace(0); to turn it off

From that list it seems most everything is default except for the bricks and events. Im not really sure how /cancelAllEvents works (I assume that it would cancel all events but I've had problems with the cancelEvents event not cancelling events on bricks sometimes so idk).
I would point to Event_Zones just from personal experience with it causing problems on my server but there was an update so I cannot speak for the mod now. It would also do things even when there were no Zone events but there were zones.
There's a few others on your event list that may cause the problem but I just can't pick out which one and it'd be easier to narrow it down using one of the above methods.

26
Help / Re: Elevator Events: AddPart event help
« on: January 02, 2014, 08:49:58 PM »
AddPart does count toward the amount of static shapes I believe.
An alternative? Don't make the doors on the elevator. In my lounge I had a set of doors on each floor that would open but the elevator itself had no doors (in fact, it was just a single plate because it was too much of a hassle dealing with all the little parts).

If the doors need to be on the elevator, I'm afraid you may be out of luck.

27
Hmmm...

I think you put the addon in your folder and then insert it by doing this console command:
exec("Add-Ons/Addon_Derp.zip/server.cs");
Wrong, the correct procedure...
Example: You have a mod named Server_SuperSaver.zip then you would enter
Code: [Select]
discoverFile("Add-ons/Server_SuperSaver.zip"); //This acknowledges the new zip file
exec("Add-ons/Server_SuperSaver/server.cs"); //This will execute the server.cs (the main script in any mod) for this specific mod
transmitDatablocks(); //Update all players on your server with the new datablocks

NOTE: If you're adding a mod such as a vehicle, weapon, or brick (something that will add a custom sound, texture, or model to the game) then you will most likely crash everyone on your server. If the mod is a server mod (just scripts) or a mod containing purely informational datablocks or a mod that uses existing game resources (like the duplorcator as the only model it uses is the wand which all players have by default in their game) then you should be safe.

It's always best to restart the server though if anything funky happens because this isn't the normal way to do things.

28
Gallery / Re: [Behind the scenes] Making of Blockland Trailer (3 parts)
« on: January 02, 2014, 08:36:56 PM »
Huh, wonder why no one has ever made a mod for managing machinima making? Like seriously, it wouldn't be that hard to make an admin control panel for muting all players, freezing all players, server wide messages, setting takes (you set everyone's positions and when you do a take it teleports everyone to their position and gives them x amount of time to prepare). Is this something anyone would be interested in?

But I have to say that was quite amazing, I loves the statistics (432GB and 286 recordings, wow), the super explosion breaks DM breaks (I was there for the zombie one), and the second video you posted (it was cool seeing that scene come together with just some fooling around and experimentation).

Great work man, loved the entire production

29
General Discussion / Re: DDoS Attack - 2013/12/30
« on: December 31, 2013, 01:21:12 AM »
It's because everyone is overreacting to this "DERP" group. I doubt it has nothing to do with the blockland attacks, seeing how that Phantom guy hasn't streamed Blockland. Maybe you guys should make a thread for it in Off Topic because I'd really rather not constantly read about that here.
I don't think anyone has any idea though if they are or not.

If you look at DERPs twitter they seem to be very active into DDoSing Gmod servers before this little slew of DDoSings.
They also took out world of tanks and EA online.

I wouldn't be surprised if they were behind it, but I also wouldn't be surprised if they weren't

30
Suggestions & Requests / Re: Battle Aura
« on: December 29, 2013, 02:14:29 AM »
I think this calls for a script that plays "Running in the 90s" when a vehicle goes over 90 speed
Hey, if you don't let me know, I will :D

Pages: 1 [2] 3 4 5 6 7 ... 48