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Topics - Honno

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1
Games / Anyone play Sub Rosa?
« on: September 02, 2016, 12:41:29 PM »
if you do we should play sometime.

alpha 26 is up for early beta testing, new city, traffic ai, 3d building editor and racing gamemode. http://crypticsea.blogspot.com/2016/08/sub-rosa-alpha-26-traffic-test.html?m=1

heres an album of some of the new stuff: http://imgur.com/a/diVaq



(sorry sub rosa is still not released yet ):

3
Add-Ons / New Horse Mod
« on: July 03, 2016, 11:16:01 PM »
Made by Zapk/Trudeau in 2014, he gave me permission to post this add-on.

Adds an improved version of the Horse, known as "New Horse" in the vehicle spawn menu.

Features:
- Horses have a more realistic speed.
- Horses have sounds for walking, and running, and jumping.
- Horses snort and neigh randomly (with sounds).
- Players in third person have an improved camera, allowing them to aim their weapon.
- Players have their arms raised when riding the horse.
- Horses spawn either male or female.
- Males are slightly bigger than females.
- Horses can breed with horses of the opposite gender (excluding family members).
- There is an extra slot behind the first, so two people can ride on the same horse.
- Click a horse and it will follow you (with AI), click it again and it will stop.
- Horses wander around in small radiuses when not being ridden.
- When two horses mate, a mix of the parents' colors is chosen for the foal.
- Horses start small and grow up over time.
- When a horse's parents' spawn bricks are deleted, they will vanish as well.
- Foals cannot be ridden, the player falls off if they try.
- The default Blockland horse model.

Screenshots:
- Two horses and their foal:
- Third person camera:
- Two players riding a horse:

Download:
http://leopard.hosting/download.php?f=buone&name=Server_HorseMod.zip

4
Add-Ons / [PARTICLE] Bubble Bokeh-ish Effects
« on: May 07, 2016, 04:09:39 PM »
Add bubble-ish bokeh emitters to your build!







27 Datablocks
Adds: 4 variations of: Circular, square, circular dense, and square dense. As well as mixed particles.

Download Particle_Bokeh (41 KB) from justfilehosting.space.

5
Off Topic / Can you help me open this image? [the end?]
« on: January 08, 2016, 02:59:47 PM »
Hi,
α
can someone tell me why my image wont open? when i try to view it, it always says its corrupt or an invalid image file.

http://www.mediafire.com/download/r14480a4jo8amlc/0.jpg

6
Off Topic / Name yourself "Please Gift Me Things" on steam.
« on: December 25, 2015, 02:19:33 PM »
lets see how many people we can get to have the same name



and you might get christmas gifts!

7
Add-Ons / Ropes 2, Text Signs, Stride and More
« on: November 28, 2015, 05:24:18 PM »
Ropes 2, Text Signs, & Stride
These addons are by Zapk, but he gave me permission to post them
 



Ropes Mod 2
 

 
Ropes are aesthetic wires with customizable colour, size, and slack.
 
Events
  • ropeClearAll - Clears all ropes attached to the brick.
  • ropeToBricks [brick names] [color] [diameter] [slack]

Note: Brick names are separated by spaces. It is also recommended to use onMinigameReset to make sure the ropes always load.
 
Commands
  • /clearropes - clears your own ropes
  • /clearallropes - clears all ropes on the server (Admin Only)

RTB Prefs
  • Slacked Rope Shapes - # of shapes to be used in ropes with > 0 slack

New Since v1
  • Ropes now fall onto bricks instead of clipping through them.
  • "Shapes Per Rope" pref renamed to "Slacked Rope Shapes", maximum increased to 40.
  • /clearallropes now displays the message even if no ropes existed.

Server_Ropes.zip
 



Text Signs
 

 
Text Signs are floating, fully configurable collisionless text boxes that are spawned by bricks. They have the same font as the default print letters, and even support more characters. Bricks can only have one text sign attached to it at a time.
 
Note: It is recommended to use onMinigameReset to make sure the text signs always load.
 
Events
  • clearTextSign - Clears the text sign attached to the brick.
  • doTextSign [text] [size] [justify] [angle]

Note: Brick names are separated by spaces. It is also recommended to use onMinigameReset to make sure the ropes always load.
 
The text in doTextSign supports <br> and <color:######>.
 
Commands
  • /cleartextsigns - clears your own text signs
  • /clearalltextsigns - clears all text signs on the server (Admin Only)

Server_Text_Signs.zip
 



Stride
 

 
Stride is an advanced, easy-to-configure footstep addon based off Port's old Script_Footsteps. You can assign materials and properties to individual paint colours (or event individual bricks, if you want).
 
Stride features footprints that can be enabled globally and via colours/events, which takes advantage of Port's decal system.
 
Events
  • setMaterial [material] [hasFootprints]

Note: [material] must be a valid Stride material for sounds to play. See below.
[hasFootprints] is a checkbox of whether or not the brick should make footprints.
 
Commands
  • /clearfootsteps - clears all Stride material settings (Admin Only)
  • /setfootstep [material] [hasFootprints] - assigns settings to your current paint colour. Ex. /setfootstep dirt 1 (Admin Only)

Materials
The current materials that ship with Stride are the same as in Port's. These are: chainlink, concrete, dirt, duct, generic, grass, gravel, ladder, metal, metalgrate, mud, sand, slosh, snow, tile, wade, wood, and woodpanel.
 
RTB Prefs
  • Default Material - a string, the default sound for footsteps (Default: concrete)
  • Default Footprints - a checkbox, if bricks should have footprints by default (Default: false)

Server_Stride.zip




Fake Reset

Fake Reset adds a /onMiniGameReset command for admins that calls the input event on all bricks.

Server_Fake_Reset.zip

8
General Discussion / Zapk's Prop hunt
« on: November 28, 2015, 01:31:59 PM »


its being hosted right now.

9
hi

are there any datablock fields that allow me to make a weapon image render ONLY in first person? because im currently mounting a bot to the player with the model of a hand & weapon (so i can change the color of the custom hand). due to that: the bot, aka weapon, does NOT render in first person.



here it is with the CUSTOM hand model in 3rd person (aka a bot mounted to the player):


so i'd like to create an weapon image on top of all that, which only renders in first person. any ideas how to make it first person only?



thanks



PS.

the reason im not using the regular hand is because i cannot rotate it, and it'd look weird on a weapon like this:


10
Faces, Decals, Prints / BOB ROSS
« on: November 01, 2015, 09:42:33 PM »
DO YOU WANT TO EXPERIENCE THE JOY OF PAINTING IN TITANIUM HWHITE??




GET THE FACE OF TRUE PAINTING



DOWNLOAD
Drawn by Zapk

11
Off Topic / Youtube Red
« on: October 29, 2015, 03:48:26 PM »
http://youtube.com/red

The features seem practically useless and can be already achieved with adblock or some video downloader service.

But 10$/mo? Are you kidding me???

12
Games / INK - 2D splatoon-like puzzle game - $4.99
« on: October 02, 2015, 12:35:34 AM »


http://store.steampowered.com/app/385710/

The steam store can explain itself. Very fun, addicting and hard game. Already at level 64 / 75.

13
General Discussion / Rust Gamemode in Blockland
« on: September 27, 2015, 10:39:45 AM »
Rust



What is this?

I'd like to announce my development of the recreation of Rust in Blockland. I have worked on this for a few weeks in my free time. I currently started on a few planned features, but there is nothing much yet. I may host a dev server to show the progress I've done, but I'll say when I'm hosting. I plan to host this on a large scale server once this is entirely done, since this gamemode is meant to be hosted on a huge map with many players (Limited to 255).

This gamemode is supposed to be just like the actual game, Rust. Players will start out completely naked while holding a stone in their hand. They must collect different natural materials to craft their own items and survive. Some players may want to survive on their own, and others may want to pair up in groups. Any players may want to kill on sight. Thats fine by me, since the map is big enough to not have many spawn kills.



Planned Features

  • Main Gamemode
  • Inventory
  • Blueprint / Crafting
  • Building using metal or wood
  • Player HUD (WIP)
  • Player Status (Health, Temperature, Hunger, Thirst, Wetness, Energy.)
  • Client GUI for crafting & status(?)
  • Generated Terrain
  • Some Items (Torch, Bow, Stone, Stick, Spear)
  • Some Bricks (Campfire, Ugly furnace)
  • Weapons (maybe Adventure pack)
  • Randomly seeded player skins & genders
  • Animal Bots
  • Player Looting
  • Player Clothes
  • Censor Bars (Thanks Zapk)


Who's involved?

  • Honno - Coded most of the gamemode, made some items.
  • Dannu - Modeled a lot of bricks and other items.


Screenshots

I'll post screenshots of my progress soon.

14
Modification Help / [NVM] WHY ISNT THE EMITTER GOING ON THE MUZZLE NODE??
« on: September 05, 2015, 11:46:23 PM »
HEY GUYS IM REALLY MAD RIGHT NOW


(as you can see the fire is coming from the MOUNTPOINT, not the MUZZLEPOINT)


WHY ISNT THE FRICKING STATE EMITTER NODE NOT GOING ON THE MUZZLE NODE???

HERE IS THE .BLEND..
(You can look at the .blend to see that I have both mountPoint and muzzlePoint on the right locations)

DATABLOCKS:
Code: items.cs (48 lines)
function rustTorchImage::onReady(%this, %obj, %slot)
{
   %obj.playThread(1, "armReadyRight");
}

datablock ItemData( rustTorchItem : swordItem )
{
    shapeFile = "Add-Ons/GameMode_Rust/shapes/torch.dts";
    uiName = "Torch";
    iconName = "";
    doColorShift = false;
   //colorShiftColor = "0.74 0.74 0.74 1";
   image = rustTorchImage;
    canDrop = true;
};

datablock ShapeBaseImageData(rustTorchImage)
{
    shapeFile = "Add-Ons/GameMode_Rust/shapes/torch.dts";
    item = rustRockItem;

    rustAddHealth = 0;

    doColorShift = rustTorchItem.doColorShift;
    colorShiftColor = rustRockItem.colorShiftColor;

    CorrectMuzzleVector = false;

    stateName[0]                     = "Activate";
    stateTimeoutValue[0]             = 0.5;
    stateTransitionOnTimeout[0]      = "Activate";
    stateSound[0]                    = swordDrawSound;
    stateEmitter[0]                     = AdminWandEmitterA;
    stateEmitterTime[0]                 = 0.05;
    stateEmitterNode[0]              = "muzzlePoint";
    stateScript[0]                     = "onReady";

};

function rustTorchImage::onUse(%this, %obj, %slot)
{
   %obj.playThread(2, "shiftDown");
}

function rustTorchImage::onReady(%this, %obj, %slot)
{
   %obj.playThread(1, "armReadyRight");
}


If it makes any difference, im using ports DTS importer / exporter.

Thanks.

15
Hey,

Im hosting a dedicated Classic Ace of Spades server with the map Hallway Castles.


The map resets every 12 hours.

The server is called Hallway All Day if you want to browse Buildandshoot or OpenSpades

Also this is in off topic because other people are able to post their Minecraft servers here too.

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