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Messages - Father Dryymas

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1
Ideas / Re: people to have their 360 demis unlocked for pc
« on: February 21, 2017, 05:34:08 PM »
It just occurred to me that as of now, Provided that Craig doesn't change the data for unlockable to be incompatible, You could just move your save data to PC and transfer your demi unlocks.


Even if Craig does change the unlock method, I believe it would keep your current stats towards demis.

2
Ideas / Re: people to have their 360 demis unlocked for pc
« on: February 21, 2017, 04:44:04 PM »
I think that demis should have an unlock that requires real dedication on PC. It should be more of a lifetime achievement award.

If Demis got an unlock like this when they were first added, I have no doubt that they would be orders of magnitude harder than they are now.

As for people getting Robo for them.
plus there is a possible chance of getting robo
There is no chance. I'm not interested in who can no life it.

3
General Discussion / Re: P.I - Private investigator award
« on: February 21, 2017, 10:22:23 AM »
No you know what makes sense for PI people who have helped Bob with updating the award list. ;)
I have been here more then 3 years and still no 2 year award ! Thanks person who helped Bob with updating the awards!!!!!!!

Lol ::) /mooning
m8 we stopped awhile ago. You got to ask yourself now. :)

So, Basically you asked Bob for an award for slacking off?

4
General Discussion / Re: P.I - Private investigator award
« on: February 20, 2017, 08:21:10 PM »
New award



Requirements, don't be Trub

I think there is a bug in the award. I am clearly not Trub as I am incapable of overhand bowling. However I do not have the award.

5
General Discussion / Re: P.I - Private investigator award
« on: February 20, 2017, 05:18:50 PM »
Ehh, kinda but not really. I'm not too concerned over the groups as I knew they'd be dead as soon as the novelty of having threads only people you invite can read. Though it took almost a month for that to happen, I was predicting more of about 3 days :p So the award just sits there all alone until I come up with some reason for it existing.


Perhaps it could be a sort of "Bother this guy for problems you have that aren't worth bob's time" award. Perhaps a pseudo moderator award that allows one to change names and stuff.

6
General Discussion / Re: P.I - Private investigator award
« on: February 20, 2017, 07:46:36 AM »
I think Fergie had it.

7
Graphics / Re: GK's Forum Award Replacer!
« on: February 16, 2017, 07:18:50 PM »
Why is the text on the 4 year award not well center justified? It looks like it was justified by a 4 year old.

8
Bug Reports [Retail] / Re: Variables Issue
« on: February 16, 2017, 10:17:52 AM »
If you change this notify:
 Notify [[Sell] Bolts received.] [local] [0,0,0]
to:
Notify [[Sell] Bolts received. You now have [history:bolts] Bolts.] [local] [0,0,0]

Does the 'you now have x bolts' part of the notification always show the correct quantity?
If it does, then the history has the correct quantity and the problem is with the history, not vars.

I've just tested this and the problem is definitely to do with connection problems, as the history is linked up correctly. It just doesn't sync up correctly 100% of the time to the host when other players use the sell script. I'm glad that it's not a vars issue, now I can experiment more without having to worry about this.

On the subject of network issues, is there any way to sync up the histories to the host at all times or is it a glitch that's not possible to counter?

There are ways you could try, But they all involve history and loops, And it would probably make things less consistent.

9
Bug Reports [Retail] / Re: Variables Issue
« on: February 14, 2017, 08:18:17 PM »
Is it possible that the problem lies in networking the history change to the host?

Perhaps he isn't always receiving the history change due to a networking problem.

Since he changed it to a looping sell script, It means there are more history changes that are being sent out. Since there are more pings being sent out, If a few of them don't make it through, It won't make as much of an impact as if the entire history change didn't make it through.

Yes if there is no problem with the scripts themselves (i.e. history being reset accidently with bad logic), then the problem lies with networking. The best way to confirm that is showing the history values on the screen on both the remotes and host and seeing if they differ.

How would you do that? There's no way to see what is happening on the other person's machine.

10
Bug Reports [Retail] / Re: Variables Issue
« on: February 14, 2017, 06:24:42 PM »
Is it possible that the problem lies in networking the history change to the host?

Perhaps he isn't always receiving the history change due to a networking problem.

Since he changed it to a looping sell script, It means there are more history changes that are being sent out. Since there are more pings being sent out, If a few of them don't make it through, It won't make as much of an impact as if the entire history change didn't make it through.

11
Bug Reports [Retail] / Re: Variables Issue
« on: February 14, 2017, 08:18:08 AM »
Can you show us the history command, or better, the entire script?

It's a long script:

Input [Amount]

var [Sell] = [25] * [Amount]

If
   IsVar [Amount] [=>] [1]
   IsVar [Amount] [=<] [500]
   HasInventory [player] [Dacite] [=>] [Amount]
Then
   History [Mines\Dacite] [player] [+Amount]   //This is a track record of how many of these blocks the player has sold.
   History [Bolts] [player] [+Sell]   //This is the currency that I use in the world.
   Inventory [player] [Dacite] [Amount]
   Notify [[Sell[ Bolts received.] [local] [0,0,0]


The rest of the script is unnecessary as it doesn't involve vars.

So when the player sells any block, it goes through this script and gives the player the amount of Bolts they should be given. It all works until they rejoin.

This is probably just a mistake, But the notify has two opening brackets surrounding the variable name.

Also, I would add the line var [Amount] = [int:Amount] immediately after the input. If someone was smart and patient, They could sell 1.9999999 of a block to get double price while only selling one block.

12
Questions and Answers / Re: Where to find metals
« on: February 14, 2017, 08:10:42 AM »
Spoiler for Hidden Content:
BlockID = Scoria, DepositFrequency = 200, DepositSize = 30, MaxDepth = 0.6f, MinDepth = 0
BlockID = SaltBlock, DepositFrequency = 100, DepositSize = 30, MaxDepth = 0.5f, MinDepth = 0.0f
BlockID = Coal, DepositFrequency = 500, DepositSize = 22, MaxDepth = 0.5f, MinDepth = 0.001f
BlockID = Gold, DepositFrequency = 350, DepositSize = 20, MaxDepth = 0.5f, MinDepth = 0.001f
BlockID = Opal, DepositFrequency = 230, DepositSize = 30, MaxDepth = 0.6f, MinDepth = 0.01f
BlockID = Fluorite, DepositFrequency = 170, DepositSize = 20, MaxDepth = 0.6f, MinDepth = 0.02f
BlockID = Cassiterite, DepositFrequency = 70, DepositSize = 12, MaxDepth = 0.2f, MinDepth = 0f
BlockID = Copper, DepositFrequency = 70, DepositSize = 12, MaxDepth = 0.2f, MinDepth = 0f
BlockID = Iron, DepositFrequency = 550, DepositSize = 25, MaxDepth = 0.5f, MinDepth = 0.001f
BlockID = Carbon, DepositFrequency = 450, DepositSize = 18, MaxDepth = 0.6f, MinDepth = 0.02f
BlockID = Flint, DepositFrequency = 300, DepositSize = 15, MaxDepth = 0.7f, MinDepth = 0.001f
BlockID = Sulphur, DepositFrequency = 250, DepositSize = 30, MaxDepth = 0.7f, MinDepth = 0.1f
BlockID = Greenstone, DepositFrequency = 250, DepositSize = 15, MaxDepth = 0.7f, MinDepth = 0.2f
BlockID = Diamond, DepositFrequency = 210, DepositSize = 10, MaxDepth = 1f, MinDepth = 0.3f
BlockID = Cyclonite, DepositFrequency = 200, DepositSize = 20, MaxDepth = 0.8f, MinDepth = 0.5f
BlockID = Sapphire, DepositFrequency = 180, DepositSize = 12, MaxDepth = 0.9f, MinDepth = 0.5f
BlockID = Titanium, DepositFrequency = 150, DepositSize = 15, MaxDepth = 0.9f, MinDepth = 0.6f
BlockID = Obsidian, DepositFrequency = 115, DepositSize = 10, MaxDepth = 1f, MinDepth = 0.6f
BlockID = Ruby, DepositFrequency = 170, DepositSize = 10, MaxDepth = 1, MinDepth = 0.6f
BlockID = Platinum, DepositFrequency = 170, DepositSize = 20, MaxDepth = 1f, MinDepth = 0.6f
BlockID = Uranium, DepositFrequency = 105, DepositSize = 10, MaxDepth = 1, MinDepth = 0.8f

DepositFrequency = Number of deposits on the map
DepositSize = Average number of blocks per deposit
MinDepth = Start (shallowest) depth of deposits as a normalized depth
MaxDepth = End (deepest) depth of deposits as a normalized depth
A normalized depth is a value between 0 and 1, where 0 is the top of the map (depth = 0, and 1 is the bottom of the map (depth = 3072). So to get the actual depth from the normalized depth, simply multiply the normalized depth x 3072 (sorry I was to lazy to do). So a value of 0.1 = depth 307, a value of 0.5 is halfway down or depth 1536, a value of 0.65 = 1996, etc

Because of the way survival coordinates work, You must first invert the normalized depth value by subtracting it from 1. Ex. 1-Depth

Then for a normal survival world, Multiply the normalized depth value by
Sea Level + 15 for grasslands and desert, And Sea Level + 40 for semi alpine.
More information can be found from this page of this topic going forward.

I hope this is helpful.

13
Fun House / Re: Happy Single's Awareness Day
« on: February 14, 2017, 07:50:54 AM »

14
Total Miner Discussion / [PC] Re: Total Miner: Forge PC Edition - Discussion
« on: February 13, 2017, 02:06:22 PM »
Dont know if this is being added, but if possible, you might wanna add an option on the joinable players to make it friends only and friends of friends.Yeah there's private slots, but this could make it to where it better determines who can join, and if you want it strictly just friends


To add on to this, There should be a whitelist. Especially for dedicated servers.

15
Your world / [Construction] Re: Cliffside mansion
« on: February 13, 2017, 12:14:24 PM »
You should work on the terrain a bit. Particularly on the overhanging bit.

There are repeating patterns that make the component usage clear.
Also, A rock structure would not be able to hold that form. You need to make a proper arch otherwise it would just crumble.

I would clean up the terrain in general though.

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