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Messages - Curmescius

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1
Your world / [RPG] Re: Fallout:New Europe
« on: December 16, 2017, 09:11:38 AM »
Where it will take place in Europe...Paris,Berlin,Moscow,etc. just image a nuclear Paris wasteland.
It will most likely take place in the north/north east of England (where i'm from)

I would set it in Ukraine if I was doing it. They already have Chernobyl, So imagine double Chernobyl as an area for a quest. You gotta go into the city for a quest, Facing even more terrible mutants than the rest of the game because if the already irradiated landscape. In addition, Ukraine is right next to Russia, Which would be interesting.

2
Ideas / Re: Inventories
« on: December 07, 2017, 11:22:18 PM »
2: The ability to store an inventory to memory is something which is not currently easy to do.
Yes that's for the reason that I dislike the idea of being able to store physical items without using physical space in the game world. This is the part I need convincing on.

But you already can store physical items in digital space. It's just more tedious to do. Most people already use this ability in bank scripts. If you dislike that possibility, Then you would need to remove variables and history too.

Let me flip this on you. Why do you dislike the idea as a possibility? With my proposed version, It would be physically impossible to do in any mode other than creative due to requiring the inventory command to add and remove items.

With that out of the way, I see no reason to not allow an easier method for something that the players want.

3
Ideas / Re: Crafting
« on: December 07, 2017, 08:03:57 AM »
Can't you just use the blueprint command?

4
Ideas / Re: Inventories
« on: December 06, 2017, 10:50:28 PM »
What would convince you?
If I knew that, I wouldn't need convincing. It's up to you guys.

If we use my version with arrays, It does a few things which are almost completely impossible currently.

1: It is currently impossible to save an area to script memory. This ability also allows for relatively easy mirroring of structures in any axis. A highly useful tool.

2: The ability to store an inventory to memory is something which is not currently easy to do. You have to place a physical container somewhere on the map and use scripts to open it. This is extremely clunky and prone to bugs, Whereas a digital storage does not rely on worldly chests. This is the same reason that most shops are scripted nowadays. The physical blocks have issues.

3: This idea is slightly better than mine in the way that it gives a graphical interface for the inventory. Mine would require you to have your own menu for things.


Backpacks are extremely popular in games. People like to be able to carry more. In fact, This mechanic was even added to vanilla MC because of how useful it is. The ability to replicate it efficiently would be extremely useful for a lot of maps.

5
Ideas / Re: Inventories
« on: December 06, 2017, 08:11:45 PM »
Good, now what about the original inventory idea?
At the moment I'm not convinced about the idea of having a virtual inventory to store physical items.

What about the idea to use numerical IDs in the place of the block/item name? This allows for more than just the inventory thing. When combined with arrays, It can allow you to save regions of blocks to memory, Save items, Compare areas with each other, And more. I think I gave more examples in the idea post I made for it. I would have to find it though.


Nvm, I didn't. http://totalminerforums.net/index.php?topic=18442.msg190519#msg190519

6
Ideas / Re: Inventories
« on: December 06, 2017, 08:05:13 PM »
I was meaning something else about the running script and theres still nothing about the original post on it.
Can you explain what you mean?
I was wondering if we were able to make like custom commands through chat and the command prompt kinda like how we set item swing scripts and stuff
You can get close. Give each script that is your custom command a short alias, and use the script command in the command window.

e.g.

script cmd1
script cmd2

where cmd1 and cmd2 are short alias' for full script names.
Good, now what about the original inventory idea?

If Craig can figure out how to add arrays to scripts, Then only a few other small things would need to be done to replicate this via scripts.

The main thing that I can think of is the ability to use numerical IDs as block and item names to use vars to store the inventory.

7
Ideas / Re: Biome Generator options
« on: December 06, 2017, 08:00:20 PM »
=bump

8
Ideas / Re: Inventories
« on: December 06, 2017, 07:55:52 PM »
Can people without admin run scripts selected as adventure scripts through the console? That would effectively do exactly what Raven is talking about.

9
Questions and Answers / Re: What's a deathmine?
« on: December 06, 2017, 10:16:31 AM »
So what makes a deathmine a deathmine ? Does this mean minecraft pvp factions is considered a deathmine?  What about runescape you mine in the wilderness were there is death?   I mean peope call anything with mining a deathmine even if it's built like a RPG?  I mean it's dumb because isn't a deathmine world mean you mine and pvp?  And normally the pvp is in a mine? With a lot of mines?  Now days anything is called a deathmine like survival pvp , peope are calling a deathmine.. complaining you mine in total miner.... "total Miner"".  There's the forge part because you build. But mining is in the game title!! Plus I played Dig Deep death match were you do what you want is that  considered  a deathmine?

People just call it a deathmine because someone Dryym made the word a while back. It does kind of make sense. I understand what you are saying and thats why i host my worlds under RPG.

A deathmine is a map hosted under the "Deathmatch" attribute where the primary game mechanic is to mine blocks, Sell them, Purchase upgraded equipment, And repeat. They come in all kinds of build quality and some of them are really good aside from the main underlying mechanic that makes it a deathmine. Simply having a mine does not make a map a deathmine. To be a deathmine, The mining must be the main gameplay element, And it must be hosted under the deathmatch attribute.

10
Ideas / Re: Inventories
« on: December 05, 2017, 08:52:06 AM »
The Console is all we have at the moment.
Ahh, do you think we can make scrips runable from the console?
Did you even click the link?
Yes, but i dont see anything relating about this topic.


"script: Execute an existing script or single command."

Really?

11
Ideas / Re: teleportation orientation
« on: November 27, 2017, 11:23:27 PM »
I would prefer for it to be based on vectors rather than angles.
How would you do that? make it relative and not absolute?
No, he's talking about using a vector to describe the direction, rather than an angle of rotation. Similar to how the [View:x|y|z] value works.

To add on to this with my reasoning why, First off, The view is already a vector. Secondly, There is currently not a really easy way to convert a vector to angles, So having it as angles would make it very difficult to utilize this function with variables.

12
Ideas / Re: teleportation orientation
« on: November 26, 2017, 10:04:28 PM »
I would prefer for it to be based on vectors rather than angles.

13
Fun House / Re: One word at a time story
« on: November 16, 2017, 06:11:36 PM »
Skinned

14
Fun House / Re: ℵ~Sylac's Dreams~ℵ [Role Play]
« on: November 15, 2017, 08:17:14 AM »
((OOC: I've had a lot of the recent story posts, and a lot of the story posts in general. I've also been sort of carrying the time keeping as far as events go. I was kind of hoping someone else would take the lead on tying events together and such. I wanted to work off something else with these new characters.))

((OOC: Recent is a relative term. You haven't posted in 6 months. I've mainly been waiting for Jack to come along so we can move this scroll business along.))

15
Fun House / Re: One word at a time story
« on: October 23, 2017, 04:12:18 PM »
Ashen's

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