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General Discussion / Re: Question Time with Stewydeadmike
« Last post by A Wolf With Hands on Today at 04:14:54 AM »
Favorite movie?
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Ideas / Text Overlays / Wall Text
« Last post by PWRBTTN on Today at 02:55:17 AM »
Text Overlays / Wall Text

Working similar to a sign and a decal combined, this would allow you to write on the wall (and potentially in the air, if it works how I imagine it would), and also be able to change font size, and maybe even colour. Placing this on a block would pull up a text box, and we write in it just like a sign, pressing underscore to start a new line. Ideally, text should spread to neighbouring blocks (and even to air blocks, for the illusion of magical text), allowing for invasion of block space which causes the illusion of the world being gridless, which is good for detail when building.

To make this addition even more interesting, this other idea of mine could be added: http://totalminerforums.net/index.php?topic=19405.0

This addition has the potential to leave maps with the ancient remnants of cave drawings, insane blood-scrawled ramblings on the walls of asylums, the names of stores printed above their awnings, movie titles on a theatre marquis, or simply even chalk on a chalkboard in a college classroom. The applications are as limitless as build themes are.
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Essentially what it says. Alternate Font Support for Signs and Books, as well as Font Support for Mods.

The ability to choose a font to write in your world with would be great for immersion. This ability, for some, would be allowing medieval worlds to feel medieval with calligraphy and cursive. This ability, for some, would be allowing resourceful players like myself, to fill their worlds with fonts that represent other languages. This ability, for some, would be allowing those who build recreations, to go more in depth. Like if someone were recreating Elder Scrolls III: Morrowind, they'd probably want to write in daedric script, or perhaps dwemer. Innovative or clever players could even use this function, to... say... edit a font, and add bloodstains to the writing in a book, or carved arrows on wooden street signs.

This could even be a complimentary addition to my other idea listed here: http://totalminerforums.net/index.php?topic=19406.msg197940#msg197940
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Your world / Re: Huttondale Modern Economy Map
« Last post by Gordinio on Today at 02:34:44 AM »
Alrighty, Gordinio is in charge of the map for the rest of the week whilst I do other slightly more important things and come up with radical ideas for scripts.

As he's chief Bridge and grass placer do we have any suggestions for him? (On top of the 46 I've passed on!)
I am no longer in charge of the map

This is correct, though I'll probably give it you back at the weekend. There's a lot of updates to give you so I'll list them.

> Updated, infact rewrote OP. Added new information, sections and pictures. Will be adding more photos as soon as I can so check back often.
> Added Jubilee House, a development of apartments by jg with some spectacular views over lakes, bridges, valleys and the beautiful JG Factory. In my opinion it's in the best location, close to three jobs and in between spawn and the mine. Prices will start from 31,000 and rise to 46,000 with a discount for JG Employees who've worked for a certain amount of time. I reckon they'll sell fast.
> Speaking of JG, I've added a new head office in Treeton. It's essentially taken over from the old factory near Spawn. It's also got a shop and public farm.
> The shop will use revolutionary technology where you choose all the products you want and take them to the checkout to buy, just like in the real world (more on this later in the week).
> For the factory, there's a mine and a farm which makes the job less monotonous. There'll essentially be 3 jobs in one
> Finished the interior and exterior of Jubilee Mill which will be home to miller job.
> Gordinio has added the Wearside Bridge which is occasionally spectacular.
> Added Little Sunderland and old Weardale in an area known as Wearside.

Things I'm planning to add that I'm a bit excited about
> JG Treeton shop scripts
> More houses and more villages!
> More jobs and better places to work.

That's all. Keep checking the pictures on the OP and stay tuned for an update on the new JG Head Office

- Ciao
I also finally finished the Omega Complex
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Ideas / Re: Force Input Script Command
« Last post by PWRBTTN on February 20, 2018, 08:43:03 PM »
I want this. Like, A lot. Wanna know why?

This allows me to do in some kinda hacky way two things I have always wanted to do.

1: Disable double jump.
2: Add momentum to jumping so that you can't move around in midair like a weirdo.

One minor thing, I think that forcing movement should be a 3D vector and not be clamped to the player's max speed. This allows you to both do the normal thing of moving the player like they are moving normally, But it also allows you to do cooler things, Like making a hangglider script that allows you to glide in the direction you are looking.


This could also be used to simulate strong winds and all sorts of things by not disabling movement input and adding movement input in a certain direction.
I hadn't thought about some of that, and you got me really excited. Anyone who's played minecraft with me, knows my favourite thing about minecraft is the elytra. Glide actually exhumed Minecraft for me.
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Ideas / Re: Force Input Script Command
« Last post by Dryym on February 20, 2018, 08:23:03 PM »
I want this. Like, A lot. Wanna know why?

This allows me to do in some kinda hacky way two things I have always wanted to do.

1: Disable double jump.
2: Add momentum to jumping so that you can't move around in midair like a weirdo.

One minor thing, I think that forcing movement should be a 3D vector and not be clamped to the player's max speed. This allows you to both do the normal thing of moving the player like they are moving normally, But it also allows you to do cooler things, Like making a hangglider script that allows you to glide in the direction you are looking.


This could also be used to simulate strong winds and all sorts of things by not disabling movement input and adding movement input in a certain direction.
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Questions and Answers / Re: Multiplayer
« Last post by The Gold Knight on February 20, 2018, 08:20:33 PM »
Hello i just bought the game for my friend and I however there is no multiplayer, i was wondering if LAN works or no? i want to play the game with my friend on friday.
Multiplayer is not yet supported on the PC version of the game. There is no given date of when it will be ready. It will be ready when it's ready.
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Questions and Answers / Multiplayer
« Last post by Disciple145 on February 20, 2018, 08:14:19 PM »
Hello i just bought the game for my friend and I however there is no multiplayer, i was wondering if LAN works or no? i want to play the game with my friend on friday.
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General Discussion / Re: Question Time with Stewydeadmike
« Last post by Phantom on February 20, 2018, 08:08:51 PM »
Whats your favorite song?

What was the forums like when you first arrived?

What animal would you least want as a pet?
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