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Messages - Platinum Dryym

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General Discussion / Re: Trolling Modder List
« on: June 21, 2017, 10:39:41 PM »
Possible trick for this guy?

Set a no cancel menu and a history for just him, when he joins, he gets that menu. Teleport him to an area where he won't be killed, so the menu stays.

I've locked myself out with this and couldn't do anything but dashboard, so it might work.

I'm not sure if Zeus has the power to go around it though.

Why not go the extra mile and add infinite looping prel fog scripts (Which you said lag the game up for the player involved) and create infinite looping harmless explosions on their position to be moderately annoying? Also, Can you not open up the pause menu with a no cancel menu on the screen?

Just keep in mind that there will be a tone of different gamertags that apply to them, So you'll have to update your script each time a new one pops up to single out each of them. Also, There is the good chance that they can just open the back end of the game and stop the scripts from running. You know, RGH.

Ideas / Re: Local/Global Item Script Command
« on: June 20, 2017, 04:28:19 PM »
I would indeed love for this to be a thing. However your example would be best done with local skills and a strength skill boost rather than the item command. Otherwise you would have to change the stats of every weapon in a single script.

A better example would be custom skills that determine your proficiency in the use of certain weapons and techniques. So you could modify weapon stats based on the player's skill in certain areas.

Total Miner Discussion / [360] Re: How to fix a :Net error.
« on: June 14, 2017, 09:15:52 AM »
I'd appreciate it if you kept your negative thoughts to yourself. I just assume that it worked for me every time that it would work for everyone else. Sorry that my tips wern't helpful to you.

and YOU said HE was bumping his pist count up


I'm pretty sure that he was doing that ironically to illicit a response such as this. All of this is pointless anyway.

Ideas / Re: Textures
« on: June 11, 2017, 03:10:53 PM »
Presuming you are referring towards the listed texture being available for all blocks that feature multiple-textures...

  • Book (Multi-Texture Block): The Multi-Texture Block does not support being translucent.
  • Invisible barrier: Multiple blocks that feature multiple texture support do not support being translucent. I also recall Craig previously has stating that he is against allowing this texture applied with few exceptions.
  • Water or Lava: No block that features multiple texture support properly supports being semi-translucent.
  • Teleporter: Multiple blocks that feature multiple texture support do not support being translucent.

I support allowing the Teleporter to be enabled for the Multi-Texture Block if there are no complications with the change.

Out of all of these textures, The only onse which are tranclucent are the water and lava textures. Almost all multitexturable blocks can support transparency because the glass texture is supported just fine.

Also, Semi-translucent makes no sense because translucent means that a surface let's some light through, But not all light. In other words, It is partially transparent.

I completely support invisible barrier on certain technical blocks like script blocks or proximity detectors, But otherwise it seems kinda pointless. As does the book texture. Teleporter would be great though.

Total Miner Discussion / Re: Features that we want to see in 2.6
« on: June 11, 2017, 10:59:12 AM »
Not in the texture sense.

A 64 bit block texture would be 64 x 64 pixels per block face. Obviously resulting in more detail per block.

I only ask because Gary only mentions 16 and 32 bit.

I was just being a smartass. :P

Total Miner Discussion / Re: Features that we want to see in 2.6
« on: June 10, 2017, 10:06:36 PM »
Couple of questions.

Are 64 bit or higher textures able to be used?

From my understanding, A texture that is 1x2 would be 64 bits. (Each pixel is 4 bytes for the RGBA channels.) So I am fairly positive 64 bit textures will be allowed.

Creative Features / [Scripts] Re: How do I make a run script?
« on: June 10, 2017, 05:42:29 PM »
This script will provide the basic framework for a running script.

After you make this script, You can make another script which changes the player's speed stat using a button event. The simplest way to do this would be to set the value to a higher value for X amount of time before setting it back on a button press, However if you wanted to make use of the speed stat for other things like slowing the player down or whatever, You would need something more complex.


Easiest way is to create a zone around the required area (or map) and alter the speed using the menus.

That does not work on a player by player basis so it wouldn't really work for the OP's request.

Questions and Answers / Re: XB1
« on: June 08, 2017, 10:41:04 PM »
The PC port of Total Miner is still in progression. The Xbox One edition is planned for after the PC edition. It is not currently known as to how far into PC progression until work begins for the Xbox One port.

I believe the game needs to be ported to monogame first. Which will allow it to be ported to consoles, And supports 64 bit, Allowing more memory for the game and less limitations.

Ideas / Biome Generator options
« on: June 08, 2017, 04:18:02 PM »
This idea is simple on paper but will probably require a lot of back end work, However I would imagine that a lot of the changes to terrain generation required for this to happen will need to be done for infinite worlds anyway.

In simple terms, A biome would be a set of localized terrain generator settings that can spawn in the world.

Currently terrain generator settings can only be applied to the whole world. This means that it is impossible to have shallow hills and mountainous mountains at the same time.

With biome generator settings, You could make a mountainous biome which has steep terrain which is mostly stone, And you could also have hilly terrain with gradual rolling slopes.

The terrain settings menu would have to have a new option called "Add Biome" where you could choose to add a new biome to the generator.

In addition to this, There would be a new group of biome specific settings which are as follows.

Biome Min/Max Size: The minimum and maximum size of a biome in blocks.

Biome Min/Max X/Z: The minimum/maximum X/Z coordinate in which this biome will appear. Useful for making colder regions to the north and south of the world whilst making equatorial areas more temperate.

Biome Frequency: The likelihood of this biome appearing compared to any others.

Biome Neighbour Whitelist: These biomes must be neighbouring for this biome to spawn. Useful if you have a multiple part biome like medium mountains and tall mountains.

Biome Neighbour Blacklist: These biomes must not be neighbouring  for this biome to spawn. Useful for making sure deserts do not spawn directly next to snowy regions or anything similar.

Biome Ground Layer: Only available to creative worlds, Or limited to certain blocks for survival worlds. Determines the ground block for the biome.

Biome Ore Deposits: Only available for creative worlds. A group of settings that determine which blocks spawn in ore veins at what layers and how frequently.

This should be enough to allow for some complicated world creation whilst still being accessible.

General Discussion / Happy Monday, PWRBTTN!
« on: June 05, 2017, 05:11:08 PM »
Happy Monday, PWRBTTN (And also Fuertey!)

I wish you both the best on the celebration of your Mon.

Wait... Oooooohhhhhhh. It's your birthday... That makes a lot more sense!

Happy Birthday PWRTY!
Here is your present!
Spoiler for Hidden Content:
Spoiler for Hidden Content:
Spoiler for Hidden Content:

Ideas / Re: "ApplyEffect" Script
« on: June 04, 2017, 09:21:25 AM »
Maybe for PC? Hmm?

Video / Re: YouTube - Conmaan
« on: May 28, 2017, 09:44:20 PM »
I get that the point is to be simple, So I will not complain about the lack of complexity, But you could have made it even simpler (And better) by changing the dialogue tree based on the progress in the quest. This would nullify the start quest script, And it would make the whole thing look better.

All you would need to do is add a hashistory node near the beginning of the dialogue box. It is easier, Simpler, And much more attractive that way.

I would like to see a series from you on advanced scripting. Like, Real advanced scripting. Using vars and vectors and dynamic stuff.

Questions and Answers / Re: is it possible to make nuke Particles?
« on: May 28, 2017, 10:20:36 AM »
PWRBTTN did a mushroom cloud in 2-4 particle emitters if I remember correctly.

It looked really good, Maybe you should contact him.

Your world / [Adventure] Re: Adventures within backstory
« on: May 24, 2017, 11:06:27 AM »
Just a tip, This should be put in your other topic instead of a brand new one.

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