Author Topic: Mods of Ottosparks (it's over one hundred for some raisin)  (Read 8273 times)

Oddly enough, the old topic is dead and too old to bump.

So I'm going to link it here so you can read those and I don't have to re-type, then also have more projects here.

Picture with names of a bunch of (mostly incredibly stupid) projects but no explanation:
http://dl.dropbox.com/u/11058668/blocklandfolder.png

Original + Other Projects:
http://forum.blockland.us/index.php?topic=152152.0


Newest Developments:


(aka ottosparks role-playing game mod)

Planned Features:
-Module System (Just makes it easier to reload and handle certain features.) (Done, requires testing.)
-Easy-to-use Quest Database System (Done, requires testing.)
-Skill Tree System (Done, fully working.)
-Inventory System (Done, requires more testing.)
-User Data System (Stores various sorts of info about the user.) (Done, fully working.)
-Runescape-like Combat Leveling (Done, requires more testing.)
-Nations/Factions (Done, requires testing.)
-AI (Started.)
^Easy-to-use AI System (Pretty much done, needs testing.)
^Easy-to-use outfit system (Done, fully working.)
^Passive AI Interaction (Started.)
^"Follower" AI which help in combat/other stuff (Almost finished.)
-Generic RPG Skills (ie mining, fishing, woodcutting, crafting) (Started.)
-Large Magic System (Started.)
^Normal magic, spell-school-based. (Started.)
^Advanced magic, Magicka-style! (Started.)
-'Free' Combat System (Not yet started.)
-Vast overworld (terrain and certain buildings by me and other people, the rest by nations!) (Started.)
-Skyrim-style Crime System (Started.)

Misc. Stuff:
-Pref Table system to load global variables a lot easier.
-File System to make saving stuff easier.






Suggested by Armageddon.
features include:
-fully automated for the most part, after you start it up it takes care of itself mostly.
-auto sorting of course
-resetting brick colours after every round (otherwise it'd be quite annoying)
-multiple gamemodes (see page 3)

Rocket Mod- buildable rockets holy crap!

Currently mostly un-working due to some logical errors. You can use rocket parts to build rockets, much like Kerbal Space Program. Not much more to say.

Super Secret Project- i cant say much ;)

All I'm going to say is that I have to wait for something to come available before I can be able to even start on it. c:
Mining Mod- another one

Hopefully more complete than the ones I've seen, with surface generation as well as underground generation.
Misc. Terrain Generation- it is what it is

Experimenting with some things. It'll be taken care of once that 'thing' mentioned earlier becomes available for my use.

Storyline Events- events for storylines
Mainly intended for adventure builds, hopefully it'd inspire people to actually make good storylines.

OCRP- city rpg to spite pacnet

I haven't done much work on it and development has pretty much come to a screeching halt.

andCom- simplistic scripting

andCom is a TorqueScript-based scripting language you can use to easily make references for data in scripts, mostly. It is useful for people who don't quite understand TorqueScript objects, such as scriptObjects. It starts out with a few commands that you can use for various things, but you can also script more commands in TorqueScript.

I intend to use andCom in a few future projects.

TimeKeeper- it's like i'm in Majora's Mask!
Takes snapshots every so often, you can revert back to a snapshot and everyone in the server will be how they were at that time, more or less.



Please do try and read the other topic as well, thank you.


Special Thanks:
people who are related to any of the mods or me making mods or just great people

The Talker - great guy
Halcynthis - got me into scripting and is a really awesome guy
[]----[] - really awesome guy who helps sniff out bugs sometimes
Armageddon - really awesome guy who is really awesome
Hydralisk - really awesome guy who just is overall inspirational and nice
Legodude77 - really awesome guy who is just really awesome
mp7964  - really awesome guy who is pretty cool
PressMe - really awesome guy who is pretty cool
Munk - really awesome guy who is pretty cool
other really awesome guys i cant list right now - being really awesome for whatever reason they are


Beta List Info:
People on my "beta list" will get pre-releases of my mods to host on their own servers to sniff out bugs before a release. You'll know if you're on the beta list.

I never have had a private mod testing server. Every time I test a mod, you can more than likely join my server and help test it too. Don't ask to "beta test" a mod. You can, however, ask to be on the "beta list".
« Last Edit: December 18, 2011, 06:42:42 PM by otto-san »

These sound great. Can't wait for Rocket Mod and Paint Gamemode.

Super secret project :o


:o secret superness! :o

I just love the Notepad++ interface.


It just makes me feel inspired somehow.


I wish I knew how to script. :C
All of these look cool.

Ohhhhh it's not that hard to learn. Just look at some simple scripts and maybe check out Mr. Wallet's stuff.


oh also the secret project will include lots of AIs and cool stuff

oh also the secret project will include lots of AIs and cool stuff
Some kind of an RPG? Set of playertypes? :o

Some kind of an RPG? Set of playertypes? :o
i guess it's SORTA an RPG


 :cookieMonster:


(more of a sandbox within a sandbox)

i guess it's SORTA an RPG


 :cookieMonster:


(more of a sandbox within a sandbox)
Sounds inceptive. :o

I decided to make a simple flower patch generator for future landscape builds.


Here it is if you want to use it.


EDIT: New code.

generateFlowerpatch(X, Y, set of colourIDs, magnitude, grass colour);
ie. generateFlowerpatch(128, 128, "9 10 11 12 13 14 15 16 17", 3500, 22);

buildFlower(grass colour, pedal colour);
buildFlower(22, getRandomWord("9 10 11 12 13 14 15 16 17"));


Code: [Select]
function generateFlowerpatch(%x, %y, %s, %m, %g)
{
for(%ym = 0; %ym < %y; %ym++)
{
for(%xm = 0; %xm < %x; %xm++)
{
%random = getRandom(0, %m);
if((%random > 5 && %random < 15) || (%random > 20 && %random <= 30) || (%random >= 50 && %random <= 65))
buildFlower(%g, getRandomWord(%s));
superShiftBrickRight(1);
superShiftBrickRight(0);
}
for(%xp = 0; %xp < %x; %xp++)
{
superShiftBrickLeft(1);
superShiftBrickLeft(0);
}
superShiftBrickAway(1);
superShiftBrickAway(0);
}
}

function getRandomWord(%string)
{
return getWord(%string, getRandom(0, getWordCount(%string)));
}

function buildFlower(%grass, %flower)
{
commandToServer('useSprayCan', %grass);
plantBrick(1);
plantBrick(0);
superShiftBrickUp(1);
superShiftBrickUp(0);
commandToServer('useSprayCan', %flower);
plantBrick(1);
plantBrick(0);
superShiftBrickDown(1);
superShiftBrickDown(0);
}

« Last Edit: September 27, 2011, 05:58:36 PM by otto-san »

I think I'll write out some Torquescript references/tutorials/examples/etc on GoogleDocs and post them here + on my website.

I've been thinking of doing that for awhile.