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Messages - crazytater94

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Total Miner Discussion / [Other] Re: Does anyone remember a guy named BN Swiftness
« on: June 12, 2018, 10:32:45 AM »
Pics or it didn't happen.

Mods / [Completed] Re: Total Miner Mod Creator
« on: June 04, 2018, 08:59:29 PM »
I love the idea for this! Making blueprint mods are always a pain, having to copy/paste, then go back because you forgot to set the box for "None" to be a 0 amount, when you had it set to 1.

My only concern is that it's not on the forum page for a download, and when attempting to download it, my computer flagged the file. I'm going to take a pass on this one, even though it looks great.

Mods / [WIP] Re: Pokemon Mod Pack [Leaf Green]
« on: May 24, 2018, 04:39:07 PM »
I recommend reading some of the item descriptions. You will find some comical reading material for some of them ;)

I have started work on the 2.0 Version, but I will be holding off on the release for at least a few weeks. With it being a new version entirely, I want to add some major changes to it, and make it start with a bang. Since the 1.9 release yesterday, I have already added a ton of changes, so it should be good.

Right now is the best time to recommend things to be added, because I am in heavy development for the next version.

Mods / [WIP] Re: Pokemon Mod Pack [Leaf Green]
« on: May 24, 2018, 12:18:51 AM »
The Mod pack has been updated:

Version 1.9 - 05/23/18
> Reskinned Items: Stick, Feather.
> Fixed NPC orientation bug. All custom NPCs should be facing forward now.
> Added Block Textures: StoneWall, ColorBlack, ColorWhite.
> Added New Items: BerryJuice, LavaCookie, SacredAsh, RedBand, BlueBand, GreenBand, YellowBand, WhiteBand, BlackBand,
   PurpleBand, OrangeBand, LuckyEgg, Repel, SuperRepel, MaxRepel, BlankCD, BlueCD, RedCD, YellowCD, GreenCD, PurpleCD,
   OrangeCD, Charcoal,RedShard, BlueShard, GreenShard, YellowShard, PokeDoll, HeartScale, GoGoGoggles.

Mods / [Other] Re: TM PC Modding API
« on: May 23, 2018, 01:36:28 AM »
That is exactly what it was.

Now, when I hit the NPC, it plays the default player model noise. I supplied a sound file, and called upon ot for the ActorAudioData, but the sounds to not play. Do they have to be in a specific file format? I have them in .wav

Mods / [WIP] Re: Pokemon Mod Pack [Leaf Green]
« on: May 20, 2018, 02:22:41 PM »
The Mod pack has been updated:

Version 1.8 - 05/20/18
     > Toned the Chess block texture down to better blend the colors and make a smoother finish.
     > Added Block textures: HealthBlock, Rasta, StoneBrick, Checkered, WoodPlank, Console, Cylinder.
     > Added New Items: VsSeeker, CoinCase, BlueTicket, RedTicket, GreenTicket, YellowTicket,
        WhiteTicket, BlackTicket, PurpleTicket, OrangeTicket, Letter, PokeFlute, BlackGlasses, Bone,

Mods / [WIP] Re: Pokemon Mod Pack [Leaf Green]
« on: May 14, 2018, 09:05:40 PM »
The Mod pack has been updated:

Version 1.7 - 05/14/18
     > Fixed issue where some items (Key/Priceless items) do not show up in the item shops. (Master/Safari/Premierball, Fossils, Badges, Etc.)
     > Fixed issue where some items are misplaced in the shop menus.
     > Added items: DomeFossil, ClawFossil, RootFossil, OldAmber, SmallNugget, LargeNugget, SmallPearl, LargePearl, DireHit, EscapeRope,
       Leftovers, Parcel, XAccuracy, XAttack, XDefense, XSpAttack, XSpDefense, XSpeed.

Mods / [WIP] Re: Pokemon Mod Pack [Leaf Green]
« on: May 13, 2018, 04:30:04 PM »
The mod pack is now available for download, but it isn't fully finished.;sa=view;down=80

Version 1.6 - 05/13/18
     > Initial Public release of the mod pack. Consists of mostly basic new items, NPCs, and block textures.

**Changed Block Textures For:
     > Just a heads up, Craig mentioned to me that he still needs to add support for the alternate block textures, such as
the top of a wood block, or the side of a grass block, so although I have the texture applied to the mod pack, you will not see
the texture take place in the world until the support for it has been released
GrassTop, ChestSide, ScriptBlock, Sandbrick, Ice, BirchWoodPlank, GrassSide, Dirt, Limestone, PineLeaves, ColorCreme, Andesite, Painting,
Diorite, Fence, ColorRed, Coal, Colorgreen, Multitexture, MultiTexture2, HalfBlock, Clay, Tuff, Leaves, Workbench, Serpentine, Sapling,
WoodTop, red flowers, long grass, sand, snow, concrete bricks, metal plating, granite, grass shaded, post, post 2, ladder, stairs, Water,
Lava, Scaffold, Crate, Gabbro, Cobblestone, MossyCobblestone, Sulphur, Sandstone, Stairs2, ColorLightGreen, ColorLightYellow, ColorLightBlue,
Marble, SteelDoorBottom, SteelDoorTop, SteelPlating, ColorDarkBlue, Obsidian, AmbientSoundBlock, WoodDoorBottom, WoodDoorTop, LockedDoorBottom,
LockedDoorTop, GrassyStone, Scoria, Wood, WoodVeneer, Glass, Cloud, Copper, Cassiterite, Basalt, Dacite, Granite, NPCSpawn, Komatiite,
Rhyolite, Bedrock, Carbon, Flint, Greenstone, YellowFlowers, PolishedMarbleBrick, PolishedRhyoliteBrick, PolishedKomatiiteBrick, Diamond,
Ruby, Gold, Platinum, Iron, Opal, Uranium, Bricks, ColorOrange, Chess, Bookcase, Torch, Furnace, LitFurnace, Teleport, TNT, C4, Wisdom,
Blueprint, WhiteFlowers, PurpleFlowers, ItemShop, BlockShop, WovenLeaves, Rope, BedHead, BedFoot, ArcadeMachine, SnowLayer, ChestTop,
WorkbenchSide, WorkbenchSide, WorkbenchSide, WorkbenchTop, FurnaceSide, FurnaceSide, FurnaceSide, FurnaceTop, ShopSide, BlockShopTop,
ItemShopTop, Water2, Static, Sapphire, TntTop, C4Top, Sundial, MobSpawn, IceSide, SpiderEgg, MapleLeaves, Marker, Excludemarker, LockedChestTop,
RaresChest, lockedChest, InvisibleBarrier, PolishedDaciteBrick, StainedGlass, TilledEarth, ColorBloodOrange, Sign, SteelPortcullis, Retro,
BlueBox, StainedGlass texture, ColorDarkGray, ColorPink, StainedGlass texture, ColorYellow, ColorBlue, CherryMetal, terracottatile,
StainedGlass texture, Stack, ColorDarkGreen, SentryTurret, ColorPurple, ColorTan, ColorCyan, PolishedGreenstone, PolishedRhyolite,
PolishedAndesite, PolishedSerpentine, PolishedDiorite, PolishedGabbro, BerryBush, Turkish, DecalFootprints, DecalRockPath, DecalStonePath,
DecalCracks, DecalCobweb, DecalMesh, DecalSnow, DecalSand, DecalShells, DecalSlime, Ramp, ColorLightBrown, ColorGray, BirchTop, BirchWood,
RedMushroom, ColorLightOrange, ColorOrange, Table, BedHeadSide, BedFootSide, BedHeadEnd, BedFootEnd, GildedWoodPanel

**Added New Items:
     > Blueprint data was added to a few items, but not all are craftable yet.
Pokeball, Greatball, Masterball, Potion, SuperPotion, HyperPotion, Antidote, BurnHeal, IceHeal, Ultraball, Premierball, Netball, Safariball,
Diveball, Nestball, ParalyzeHeal, Awakening, FullHeal, Revive, MaxRevive, FreshWater, SodaPop, Lemonade, Moomoomilk, HealPowder, EnergyPowder,
EnergyRoot, RevivalHerb, Ether, MaxEther, Elixir, MaxElixir, RedDye, OrangeDye, YellowDye, GreenDye, BlueDye, PurpleDye, PinkDye, BrownDye,
BlackDye, GrayDye, WhiteDye, ComputerChip, Battery, WiringKit, Pokedex, PokeballLid, GreatballLid, MasterballLid, UltraballLid, PremierballLid,
NetballLid, SafariballLid, DiveballLid, NestballLid, Pokeballbase, HPUp, Protein, Iron, Carbos, Calcium, PPUp, Zinc, PPMax, RareCandy,
RedApricorn, OrangeApricorn, YellowApricorn, GreenApricorn, BlueApricorn, PurpleApricorn, PinkApricorn, BrownApricorn, BlackApricorn,
GrayApricorn, WhiteApricorn, TeamAquaBoots, TeamAquaShirt, TeamAquaPants, TeamAquaHat, TeamMagmaBoots, TeamMagmaShirt, TeamMagmaPants,
TeamMagmaHood, TeamRocketBoots, TeamRocketShirt, TeamRocketPants, TeamRocketHat, RedsShoes, RedsShirt, RedsPants, RedsHat, Itemfinder,
Meteorite, OldRod, GoodRod, SuperRod, Oldrunningshoes, Wailmerpail, HelixFossil, LeafStone, FireStone, WaterStone, ThunderStone, MoonStone,
SunStone, String, BoulderPickaxe, CascadePickaxe, ThunderPickaxe, RainbowPickaxe, SoulPickaxe, MarshPickaxe, VolcanoPickaxe, EarthPickaxe,
BoulderBadge, CascadeBadge, ThunderBadge, RainbowBadge, SoulBadge, MarshBadge, VolcanoBadge, EarthBadge, LinkCable, PokeDollar, AmuletCoin,
Magnet, Redkeycard, Bluekeycard, Greenkeycard, Yellowkeycard, Whitekeycard, Blackkeycard, Purplekeycard, Orangekeycard, CheriBerry,
ChestoBerry, LeppaBerry, LumBerry, PechaBerry, RawstBerry, OranBerry, PersimBerry, AguavBerry, AspearBerry

**Added New NPCS:
     > Sound files for each NPC are also added in the mod files, but are not implemented yet.
Bulbasaur, Charmander, Charizard, Squirtle, Caterpie, Pidgey, Pikachu, Tentacool, Magneton, Voltorb, Electrode, Lapras, Porygon, Snorlax,
Dragonite, Umbreon, Torchic, Mudkip

     > NPCs contributed by YT Mysterio:
            - Ash Ketchum, Magnemite

Mods / [WIP] Re: Pokemon Mod Pack [Leaf Green]
« on: May 13, 2018, 04:29:34 PM »
The Mod Pack is now available for download. Keep an eye out for the newest features, which will be posted in this section, as well as listed on the download page for the Mod Pack.

The most recent version will be marked as the best answer, to make the updates easy to find.

Mods / [Other] Re: TM PC Modding API
« on: May 13, 2018, 05:10:19 AM »
How do you define a hitbox for new NPCs? They don't take any damage when attacked.

Mods / [WIP] Re: Pokemon Mod Pack [Leaf Green]
« on: May 13, 2018, 04:36:38 AM »
I caught some new ones!

Mods / [WIP] Re: Pokemon Mod Pack [Leaf Green]
« on: May 12, 2018, 02:31:53 PM »
The mod pack has about doubled in size since the last update, and is nearly ready for an initial release.

Your world / [WIP] Re: Wildlands
« on: May 09, 2018, 01:48:32 PM »
You could make the spawn system a few ways.

If you're going total fortnite, you could run a script for making players teleport 3 blocks forward, and 1-3 blocks up, as they fall, to simulate them flying through the world, and pressing X to cancel the script or deploy them. You'd still have to figure out the fall damage part.

A better way, you could take the center of the map (X,Y,Z) and set a var system to add a minimum distance from spawn (let's say 100 blocks) and then vary the cords from there using random numbers.

So something like this: (I haven't scripted in a while, so I don't remember the format unless I put it in front of me.)

Random [1,2]
Is random [1]
Var XA = 100 (blocks x in the positive direction)
Var XA = -100 (blocks x in the negative direction)

Random [1,2]
Is random [1]
Var ZA = 100 (blocks z in the positive direction)
Var ZA = -100 (blocks z in the negative direction)

Var randomx = random number between the max distance if the world, and 100 blocks from the center, to act as variance later.

X + XA + (Var:Randomx)
Z + ZA + (Var:Randomz)

Next you would use is block to account for walls, and itlf the leg and body blocks of the spawn are non, then they spawn, if not, add 1 to a random x or z

Total Miner Discussion / [PC] Re: Opinions Wanted About PC Edition!!! (Please Post)
« on: April 16, 2018, 11:49:41 PM »
Game Edition : Retail

1: It runs way smoother than Xbox.

2: Loving the mod support, and it's pretty user friendly after a little time spent with it and comparing your coding with other mods.

3: Has the same great feel I know and love from the Xbox Version when using a controller.

1: When changing the mouse sensitivity, I don't feel like it changes the menu's sensitivity, which poses a huge problem for a controller, because the option you are trying to hit is impossible to land on.

2: [Removed]

3: You have to find the file number for each photo/world that you are trying to delete. We could use the delete world option in-game again.

4: There's no TOTAL MINER TUTORIAL world in the system files... Perhaps someone should make one ::)

5: It needs the ability to modify game music files, to allow custom sounds for music to play in a world. (While keeping the option to have your music volume set).

6: It needs more cowbell...

General Discussion / Re: Question Time with Crazytater
« on: April 14, 2018, 12:53:04 AM »
Ah yes... That's right. I must have forgotten... It was tomatoes that never forget.

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