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Messages - DYLANzzz

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316
Modification Help / Re: [RESOURCE]Chance function
« on: March 03, 2013, 11:44:43 PM »
Hmm, thats pretty cool.
May find a use for it

317
Gallery / Re: Swamp tree
« on: March 03, 2013, 10:54:47 PM »
You better release those cart track bricks when your done with this...
Those arent bricks. Look at those polys. Im scared, I think they're bringing back maps, somehow?

318
General Discussion / Re: Tetrahedron's "Hosting" Service
« on: March 03, 2013, 10:52:26 PM »
I would not trust you with my key with an attitude like that. Thanks but no

319
Modification Help / Re: Coburn's Real Time Strategy
« on: March 03, 2013, 01:54:53 PM »
Use some sort of ring emitter, it looks better than a crappy ring model.
Cant mount emitters to items, I tried everything, so it wont work.
I think emitters in high amounts also get laggy but I did have anice amitter already made

Holy- you did it.

Really looking forward to this. Awesome execution as shown in first picture, though drawing the circle easily might pose issues. I'd suggest a raycast weapon and automatically placing players in the sky/preset locations so they get an overview of the battlefield.
Items collide with players so I was already planning on doing this so they dont mess with other peoples units

my zombies lag at 140
I still prefer items to bots, I dont need all the extra fancy things when units are working about 80% fine for me.
And idk, maybe Ill end up switching it, but I still for some reason dont trust them.

320
General Discussion / Re: Torque has 2 types of shader engines?
« on: March 03, 2013, 04:01:43 AM »
Okie dokie, glass's posts have been cleared, lets get back on topic.Yes but how could they have been alot like, sharper and smoother? Could torque have used a different shading engine?
I assume it was tweaked to improve the quality. When you lit a scene in blockland with the editor, it was pretty fast (compared to lighting a map like in a Valve Source game). They probably upped the quality somewhere in the engine, increase the amount of rays fired/lightmap resolution/whatever

321
General Discussion / Re: Torque has 2 types of shader engines?
« on: March 03, 2013, 02:05:15 AM »
Downloaded adblock and used it, did absolutely nothing to the images.
He said you have to configure a filter to block certain images. So Im guessing you can right mouse click the images then do an adblock filter on them.

322
General Discussion / Re: Torque has 2 types of shader engines?
« on: March 03, 2013, 01:57:47 AM »
You can filter out certain images and links.
Right Mouse Click > AdBlock Image > Add Filter
Really helpful.
Nice to know

323
General Discussion / Re: Torque has 2 types of shader engines?
« on: March 03, 2013, 01:42:56 AM »
Situations like these, Adblock Plus is very helpful.
You guys should look into it.
How would that help? Aren't they just pictures. Maybe I should enable it for blockland forums from now on. I usually like giving sites that I like money.
-gay research-
Wow, way to ruin my day

324
Modification Help / Re: Coburn's Real Time Strategy
« on: March 03, 2013, 12:57:02 AM »
Aren't bots more efficient now? Or they should be after the next bot update.
I asked Rotondo, he said they tested with 100 and they lag.
Badspots block party started lagging at like 70+ though Im pretty sure.

These get the same performance if not better though so it works both ways

325
Off Topic / Re: Today I met Coburn
« on: March 02, 2013, 09:49:16 PM »
What?
EDIT: forget, sorry I bumped this. I was linked and thought it was an active topic

327
Modification Help / Re: Coburn's Real Time Strategy
« on: March 02, 2013, 08:40:48 PM »
Are they (the bots) going to use items (of our choice?), or just punch things to death
There will be classes, archers, swordsman, grunts, etc. Im not sure if I can do custom weapons like that considering they arent bots, they're actually items that you cannot pick up (bots lag more, I can do about 100 of these with a bit of lag and 600 where the game starts to freak out)

328
Modification Help / Re: Coburn's Real Time Strategy
« on: March 02, 2013, 06:20:56 PM »
would it be possible to make soldiers for this?

like a mni-big daddy for example
Not sure what you mean by mini-big daddy but yes

I suck at modelling so, if you wanna model something.
These are not bots, they're items, so they need all their animations remade.
I only need a walking and attacking animation and we should be good.

329
Modification Help / Re: Coburn's Real Time Strategy
« on: March 02, 2013, 05:07:12 PM »
cool, would it be possible to pre-make maps for this? or is it going to be generated?
Premade maps will be used.
The bots can go up ramps rather slowly but they have to be GSF's or the default ones.
If anyone wants to make a map, I can let you in my server, if you'd like. Just RTB me or PM me.

330
Modification Help / Re: Covenant weaponry.
« on: March 02, 2013, 03:21:12 PM »
Looks neat :D
I would love to play a game with these weapons

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