Author Topic: Blockland Central Hub Released on RTB  (Read 24078 times)

((((D8............ embolistic assault.

« Last Edit: March 28, 2010, 07:25:32 PM by GenaralSkar »


What happened to the link?



This is a neat idea! I'm very happy someone was able to create it, but it should be safe to assume it would have some bugs, but knowing who created it, they SHOULD be able to be fixed. I love the idea, but then again, I've seen people try to do this sort of thing with "3D virtual desktops" which are like buildings you'd walk around and click on icons to get to certain parts of your computer instead of just having a desktop background. It's a novel concept, but it adds a sort of extra step to the process. If done right though, it could make a beautiful "start to your day" where you spawn, look around your place for a bit, stare out your window, and then go over to the computer to start playing in another server... so you can go stare out someone else's window.

Questions:
  • Why does it load all of the add-ons twice? I'm only an amateur scripter so I don't understand a lot about the add-on loading system.
  • Wouldn't it be awesome if there was an actual "Blockland Central Hub" (instanced, of course, about 16 or 32 players at once) thing where you walk around and possibly interact with other people and can choose to start an actual server or join one, or even freebuild in a sectioned-off part of the hub?


Suggestions:
  • Additional set of events for the RTB menu options (the mod manager, IRC client, and RTB options specifically)
  • I want it to load the default add-ons ONLY OR have an external "hub add-ons" list so we can set the ones we want pre-enabled, but keep the add-ons I have enabled already enabled for when I wish to start a server from the hub.
  • Like someone else said, have it pre-load the hub save so we spawn in the hub instead of somewhere in the middle of nowhere.
  • If possible, add a "Quit to Hub" option to the escape menu.

I think it's safe to say Amade's just dropped this entirely. He's told all of us to delete the mod (I kept it, but it makes blockland take so much longer to start up that I'll most likely get rid of it)

It's main problem is that it's buggy and it's not polished. I made a script that automatically respawns me a second after I first spawn, and that alone made the mod much much much better. If we polished it up, it really could have potential.

  • Wouldn't it be awesome if there was an actual "Blockland Central Hub" (instanced, of course, about 16 or 32 players at once) thing where you walk around and possibly interact with other people and can choose to start an actual server or join one, or even freebuild in a sectioned-off part of the hub?
This is an absolutely amazing idea, and could be done as long as we had a dedicated.

  • If possible, add a "Quit to Hub" option to the escape menu.
I think we need a quitToHub event to.

  • Why does it load all of the add-ons twice? I'm only an amateur scripter so I don't understand a lot about the add-on loading system.
For you people complaining it loads twice it's because it has to load the game, then it has the load the map. It pretty much just opens a server as soon as Blockland starts. Also, I love this :3

Building my hub right now :U

I think we need a quitToHub event to.

I edited my disconnect button for that.

Why does it disable JVS? Is this something that could be fixed in the future?

Also, will people be able to use the events in a server, making bricks that force you to quit when touched, or are the events client-sided?

Why does it disable JVS? Is this something that could be fixed in the future?

Also, will people be able to use the events in a server, making bricks that force you to quit when touched, or are the events client-sided?
It is a client sided script so I'm pretty sure the events are client sided. Also, I don't know why it disables JVS. If a scripter could figure it out I'm sure they could fix it.