Author Topic: Texture downloading problem  (Read 1973 times)

What is a good alternative to DecalData when we're now unable to use this datablock class to download small textures like 16x16? I dont want to implement a complicated File Downloader which involves HTML and all that.

Here's my main problem attempting to fix Admin Shields since Zack0Wack0 doesnt want to,

Code: [Select]
%host = getNumKeyID();
$hostID = %host;
package Script_AdminShieldsMod
{
function serverCmdMessageSent(%client,%msg)
{
%oldPrefix = %client.clanPrefix;
if(%client.isAdmin)
{
%client.clanPrefix = "<bitmap:add-ons/Script_AdminShieldsMod/icon_silverBadge.png>\c7 " @ %oldPrefix;
if(%client.isSuperAdmin)
{
%client.clanPrefix = "<bitmap:add-ons/Script_AdminShieldsMod/icon_goldBadge.png>\c7 " @ %oldPrefix;
if(%client.bl_id == $hostID)
{
%client.clanPrefix = "<bitmap:add-ons/Script_AdminShieldsMod/icon_crown.png>\c7 " @ %oldPrefix;
}
}
}
Parent::serverCmdMessageSent(%client,%msg);
%client.clanPrefix = %oldPrefix;
}
};
deactivatepackage(Script_AdminShieldsMod);
activatepackage(Script_AdminShieldsMod);

datablock decalData(AdminIcon)
{
textureName = "add-ons/Script_AdminShieldsMod/icon_goldBadge.png";
preload = true;
};
datablock decalData(ModeratorIcon)
{
textureName = "add-ons/Script_AdminShieldsMod/icon_silverBadge.png";
preload = true;
};
datablock decalData(HostIcon)
{
textureName = "add-ons/Script_AdminShieldsMod/icon_crown.png";
preload = true;
};

Since DecalData was probably removed, fixing this has become a nightmare. Or I cant get DecalData to work anymore. Either one wouldnt surprise me.

"<bitmap:add-ons/Script_AdminShieldsMod/FILE HERE LUL>" doesnt exist for the players, which means theres obviously a datablock problem.
« Last Edit: September 01, 2012, 02:04:17 PM by Randomness »

Can't. Sorry. Maybe you could try downloading it as a ground texture but there's other issues with that.

I don't see why %host = getNumKeyID(); and $HostID = %host; and if(%client.bl_id == $HostID) is needed when you can just use if(%client.bl_id $= getNumKeyID())

This worked before v21. If it doesn't work now but still works for some people, this is a Schrodinger bug.

There should be a way of transferring simple 16x16 icons, but if there's no decent alternative to decalData, then most of these addons which incorporate new CIs are screwed.

I don't see why %host = getNumKeyID(); and $HostID = %host; and if(%client.bl_id == $HostID) is needed when you can just use if(%client.bl_id $= getNumKeyID())

Its just the way I work. I can reference the variable more easily.

Its also so it can flawlessly work on a ded.

This worked before v21. If it doesn't work now but still works for some people, this is a Schrodinger bug.

There should be a way of transferring simple 16x16 icons, but if there's no decent alternative to decalData, then most of these addons which incorporate new CIs are screwed.

Its just the way I work. I can reference the variable more easily.

Its also so it can flawlessly work on a ded.
if(%client.bl_id $= getNumKeyID()) works on both dedicated and non-dedicated

Still doesn't fix the icon downloader problem but thanks for your input; I'll try using that.

Still doesn't fix the icon downloader problem but thanks for your input; I'll try using that.
It wasn't intended to fix the icon downloader. :V

As I said earlier, you can download them as ground textures. You'll have to patch it up so the game itself doesn't display it to clients as a possible ground texture on the environment gui but it should work besides that.

As I said earlier, you can download them as ground textures. You'll have to patch it up so the game itself doesn't display it to clients as a possible ground texture on the environment gui but it should work besides that.

Since its possible to avoid them being ground textures: how do you go accomplishing this? I don't necessarily need a line for line demonstration on how to do this.

I'm not an expert on Torque - I just learn every step as I go.

Since its possible to avoid them being ground textures: how do you go accomplishing this? I don't necessarily need a line for line demonstration on how to do this.

I'm not an expert on Torque - I just learn every step as I go.
I don't know either, I'm a coder not a mapper. Read a .ground file and figure it out. As far as removing it from the environment gui goes there's variables ($EnvGuiServer::*) for stuff like that so find the proper record and adjust, or parent the function that transmits them.

Next mystery to solve is where Blockland temporarily stores ground images for connected clients that don't have the mod.

Next mystery to solve is where Blockland temporarily stores ground images for connected clients that don't have the mod.
Add-Ons/Ground_Name/XXX.png

On their computers or mine?

I hate to be picky, but its kind of a critical question.

More specifically, if the ground image is stored on the player (non host)'s computer at all, and if so, where it is. If that was the answer, forget my question.

On theirs. It puts the texture in the same place it is on yours, so if your image is Add-Ons/Admin_Image/SuperAdmin.png it'll be in the same spot on theirs.

No such files were found on the client's computer after a Teamviewer session to confirm the presence of the files manually.

This occurred with both working ground add-ons and the icon in question.

I feel like Im going in circles.