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| heedicalking:
--- Quote from: Zeblote on January 05, 2013, 01:01:18 PM --- --- Code: ---package plantanywhere{function fxdtsbrick::plant(%this){%r = parent::plant(%this);return (%r == 2 ? 0 : %r);}};activatepackage(plantanywhere); --- End code --- Put in console and plant everywhere in mid air --- End quote --- sorry, i don't want a hacky and bad alternative. i've suggested a possible fix http://forum.blockland.us/index.php?topic=184503.0 |
| Zeblote:
--- Quote from: heedicalking on January 05, 2013, 01:05:47 PM ---sorry, i don't want a hacky and bad alternative. i've suggested a possible fix http://forum.blockland.us/index.php?topic=184503.0 --- End quote --- He wanted floating bricks, he got them Also that link Is exactly How it needs to be |
| OzmarBlock:
The problem is that Badspot's team of developers isn't big enough. If the team of developers was bigger, then maybe they could have made shaders work fine with terrain and interiors. |
| Zeblote:
--- Quote from: OzmarBlock on January 05, 2013, 01:23:15 PM ---If the team of developers was bigger, then maybe they could have made shaders work fine with terrain and interiors. --- End quote --- And he would have to pay more developers and make less profit |
| Chrono:
--- Quote from: Manty on January 05, 2013, 03:44:09 AM ---Have you personally ever played Blockland? It doesn't matter if he personally has or not, the point is terrain was infinite; bricks aren't. --- End quote --- The terrain may have been infinite, but using it's infinite properties were an eyesore. It's looped and not a very large loop either. The quality of it was godawful. I can see every single vertex every 8 studs unless the author made it completely flat. The texture scaling was done poorly especially on intense angles. There was only one nice thing about it. It was one object. And last but certainly not least, anything that actually used the infiniteness of terrains wasn't even that good. In TDMs that used it's vastness, they became boring stalemates and chases between two really far spawning points. Anyone who worked on DRPG feels bad. And well, nothing else really noteworthy came out of them. |
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