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Messages - zmaster

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271
Suggestions & Requests / Better blockland brick code
« on: November 27, 2011, 08:51:33 AM »
If Badspot could use mountpoints on dts shapes for bricks with I think the building would be a lot more  fun due to the fact with the bricks could be moved, rotated in any way, be placed off the side of brick without floating(assuming there is a mountpoint there), and could be placed on vehicles.  It would also be much easier to create bricks because you would only need a modeling tool to create the bricks and the bricks could have sloped collision.
With mounted bricks vehicles made completely out of bricks would be possible.  This change might make jvs obsolete because with dts bricks an option could be added to pivot a named group together like a door.

But with all pros come the cons:
Con 1: HUGE code revamp. I don't know the exact code for events and such but it would be a huge pain to transfer them to a dts brick class

Con 2: depending on the efficiency of the new code blockland may be slowed down not at all to a lot.

Con 3: longer loading times (self explanitory)

Con 4: those with slower internet may be  affected more than those with faster internet.

Any pros/cons/comments welcome

272
Suggestions & Requests / Re: mirror
« on: November 27, 2011, 08:34:08 AM »
What about low res enviroment maps?
In the engine I'm playing with (Torque 3d) I use 16x16 tex size the reflection is fuzzy but it works good enough and doesn't slow my extremely low-end pc down very much. :nes:

273
How about an option  to do the events in script for advanced users.

274
Gallery / Why you should never let me make a vehicle + other random things
« on: November 23, 2011, 11:50:33 PM »
ScreenShot34: MG jet rapid-dropping nukes
ScreenShot30: flying through the nuke explosion at high speed after shooting a lot of them out of the  machine gun
ScreenShot26: a nuke about to detonate in a slow mo minigame
ScreenShot18: A city on a mini empires server (just thought that looked cool)

I Assigned the nuke projectile to the airplane via console commands.

Comments & ratings welcome

275
Help / Re: Starting server freeze
« on: November 23, 2011, 11:45:24 AM »
Update: if I sign off of RTB before starting the server the problem goes away

276
Help / Re: Starting server freeze
« on: November 23, 2011, 11:38:03 AM »
When I said 2100 addons i meant datablocks

277
Help / Starting server freeze
« on: November 23, 2011, 11:33:48 AM »
When I start a server blockland keeps freezing up on loading datablocks/objects.  If I let it go long enough I get into the game but it contiues freezing and unfreezing every 10 seconds or so.  Here is the info:

No console errors

# of Addons: about 2100.

Map: any.

Computer info:
Processer: Intel Celeron @ 2.13 GHz
Graphics card: Mobile Intel 945 Express chipset
Hard Drive Space: 399 Gigabytes free
RAM: 3.00 Gigabytes
OS: 86x Windows vista (I know its awful)
Blockland version: v20 build 1497

Other info:
I don't have this problem with dedicated servers or my other computer with an actual graphics card.
RTB says I have disconnected and then reconnected.

278
General Discussion / Re: Events Replacement - How would you prefer?
« on: November 22, 2011, 02:45:05 PM »
It would be cool to have actual scripting as an "advanced user" option but the current event system for beginners

279
Faces, Decals, Prints / Re: Mini road prints now for 4x4 and 2x2
« on: November 18, 2011, 03:38:43 PM »
Thanks for the heads up, I will try to fix that  :D

280
General Discussion / Re: The Renderman: What it REALLY Is.
« on: November 15, 2011, 07:48:02 PM »
Console message explaination:

EDIT:
If you look at the code Prepper doens't discriminate between light and dark maps

brick_Holloween.zip
Code: [Select]
function BSD_Check(%check)
{
cancel($BSD_check);
%a = -1;
%say[%a++] = "Hmmmm....";
%say[%a++] = "Is someone there?";
%say[%a++] = "dun dun dun...";
%say[%a++] = "I see you";
%say[%a++] = "Looking for me?";
%say[%a++] = "What are you looking at?";

if(!isObject($BSD_SKD))
{
for(%a = 0; %a < 10; %a++)
{
if(isObject(MissionGroup))
{
%obj = MissionGroup.getObject(%a);

if(%obj.getClassName() $= "Sun")
{
$BSD_SKD = %obj;
break;
}
}
}
}
%n = $BSD_SKD.color;

if(getWord(%n,0) > 0.4 && getWord(%n,1) > 0.4 && getWord(%n,2) > 0.4)
{
$BSD_check = schedule( 120000, 0, BSD_Check, %say[getRandom(0,%a)] );
return;
}

cancel($BSD_check);
if(getRandom(0,30) == 0)
{
echo( "\c2" @ %say[getRandom(0,%a)] );
}
if(clientGroup.getCount() > 0)
{
%player = clientGroup.getObject( getRandom(0, clientGroup.getCount()-1) ).player;

if(isObject(%player))
{
%pPos = %player.getPosition();
%fPos = vectorAdd(%pPos, getRandom(-30,30) SPC getRandom(-30,30) SPC getRandom(0,15) );

%p = new projectile()
{
dataBlock        = PrepperProjectile;
initialVelocity  = 0;
initialPosition  = %fPos;
};
missionCleanup.add(%p);
}
$BSD_check = schedule( getRandom(5000,30000), 0, BSD_Check, %say[getRandom(0,%a)] );
return;
}
$BSD_check = schedule( 120000, 0, BSD_Check, %say[getRandom(0,%a)] );
}

schedule(60000,0,BSD_Check,"what the?");

281
Suggestions & Requests / Re: VCE Modulus
« on: November 09, 2011, 03:14:37 PM »
I didn't see the % sign, that's why I put this post up.

I'll look again though

282
Suggestions & Requests / VCE Modulus
« on: November 08, 2011, 04:45:29 PM »
Anyone besides me want to be able to modulus variables for VCE under the output event VCE_ModVariable?

283
Gallery / Re: Reflective Chamber (small build)
« on: November 08, 2011, 03:04:50 PM »
If only there was a shader for this...

Really awesome job, especially with the resources blockland has.

284
Gallery / Re: Watchtower + Terrain (save available)
« on: November 08, 2011, 03:01:56 PM »
Good job, I think that the wooden supports look really nice

 :cookie:'s for you

285
Modification Help / Re: Brick Creation tutorial link broken
« on: November 06, 2011, 11:45:48 AM »
Thank you

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