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Topics - Cooldude8

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1
Ideas / (PC Idea) Custom Items from Pre-made textures (With scripts)
« on: September 07, 2017, 04:20:04 PM »
Today I have an idea for the PC Release of TM. With some pre-made textures, and some new script commands, we can get vanilla custom items (for those who are new to modding, vanilla means mod-less). With some pre-made textures (like generic items and what not) we could create some additional items within TM. This will be useful to people who dislike modding (I have came across several on PC in my time playing on it for a while), as they can still create new items for their server. Also, with the pre-made textures, you can include item-packs within your texture packs (the real term that should be used is resource pack as it contains more than just textures) that allow you to further expand the textures you have available.

To supplement this, you have access to the CreateItem command. The entirety of the command looks like this:

CreateItem [texturePath] [name=X] [desc=X] [stats=[array]]

The texturePath parameter automatically defaults to the current world folder, but the default can be changed in the start screen under Options>Setup. From here the parameter takes a string value that points to the texture name. The supported formats should be a (.png) or (.jpg).

The name parameter is self explanatory, it is the name of the item being created.

The desc parameter is semi-self explanatory, if you don't know what desc means, it means description. This is the description of the item you created.

The Stats parameter is a bit more interesting. It takes an array, which tells how powerful, damaging, durable, etc. the item is. What will set this apart from the stats of a normal item is the fact that you can put custom names in there as sort of a tag on an item.

For example, lets say i have a quality tag that tells the refinement of an item, the following are the possible options:

basic, good, great, excellent, perfect

Using the stats parameter i can do ...quality=(your option here). This puts a custom tag that has the name quality on the item. When you prospect the item, you get the description, as well as the stats within a list.

I.E.

[item name here]-----------------------------
[description here]

Attack: 40
Defense: 40
...
Quality: Good
-------------------------------------------------

To also help push this idea, you can query the custom stats of an item within the following command

hasStats [name] [stat] [true|false]
hasStats [name] [stat] [compare] [value]

This command allows you to find a specific stat of a custom item, and will allow you to see if it is there or compare two values. If the requested stat is found, the command will return a value of zero.

To conclude, this should be added for people who want to customize their experience without learning XML or any other coding language besides the scripting language in TM.

2
Ideas / Total Item Overhaul (Old ID System [item names] + ID Numbers)
« on: June 20, 2017, 08:16:54 PM »
I know for a fact we can't use ID Numbers for giving players items, but it would make shop management or global item management easier as well as being able to view the old list (The names of each item). It would look like this:

[subsection] [itemID|itemName] [Qty] {data value}

The subsection would determine what group it needs to access. For example, subsection 1 would point to blocks. Subsection 2 would point to items. Then using a modloader, we can add subsections to the id table at startup. For example if I made a mod to add functioning guns right out of the box, we could use subsection 3. But that arises another problem... what if another mod uses subsection 3? Why not make the subsection a float value? For example, if I had my mod + another person's mod and they both used subsection 3, we could make my mod use subsection 3.1 and the other mod use subsection 3.2 which would eliminate the conflict of using the same subsection. The only problem is finding out what subsection a mod as been assigned to.


Now if that isn't good, I also thought of this system:

[section] [subsection] [itemID|itemName] [qty]

Section would tell the game again what item group it needs to access, but this time subsection would refer to whom the item belongs to. For example, if my mod has a section called 'guns' then it would look like this:

[1] [guns] [.22lr Pistol] [1]

This way right out of the box, subsection assignment conflicts would be avoided by the subsections never being the same. If you wished to access the game's main items, you would put [system] in the subsection of the command.

I personally think this system would be better than the previous idea because it avoids confusion on what mod has what subsection.

3
Ideas / Potential Pre-Alpha or Alpha Version?
« on: June 18, 2017, 09:58:32 PM »
I truly wonder if we will get pre-alpha or alpha versions of this game... for example, we could have a alpha that has only the absolute necessary code (Stuff like SP and Dig Deep), then when multi is ready release it. I know of numerous games that does this. I know this might receive some bad criticism but I believe that it would be a viable option for such a large game's fanbase. I truly hope at least SOMEONE in the development/modding department considers this.

4
Ideas / Pre-Game Script Editing?
« on: June 18, 2017, 09:52:45 PM »
I have decided that I am gonna recreate some of my worlds for pc, and the main problem is the scripts... maybe we can get a script system that allows us to import a script from a text document (.txt only). What it would do is allow us to make scripts before we actually create the world. It would also give other Total Miner players the ability to easily share others scripts.

5
Ideas / New Script System/Syntax + New Commands
« on: April 28, 2017, 11:06:13 PM »
Hello guys, I am back after dealing with a long year of school, but I also have been thinking during this time. In approximately 3-4 weeks I will be out for summer, which I will have another idea composed after this one.

During my school, I have a E.A.S.T. class and mine is student-oriented, where as the student chooses what project they can work on. I have chosen program development using Apple Xcode (Macs were the only open computer at the time of project assignment).

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New Script Syntax
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A script syntax is very useful... it denotes how you set a command up and what not. Some syntaxes are harder to understand than others, but this one should make it simple for all the newcomers.

For one, I would like to give a DEFAULT VALUE for all commands which allows for quick experimentation for newcomers without the confusion of how to set the command up properly. Secondly, I want to make the syntax more, descriptive? I mean most of the basic commands have really descriptive documentation, but what about those really confusing commands that don't have documentation? Then it just adds a whole lot of confusion to the already big pile of confusion a newbie scripter faces.

TL;DR: I want to make the syntax more noob friendly as with scripts you can do amazing things.

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New scripting features
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Dynamic Recompilation
---
One notable feature of Xcode is dynamic compilation/recompilation (Pre-building the script and rebuilding as necessary). This neat little feature will allow the program, as you make it, to scan for any rookie mistakes and errors. If a rookie mistake is found, it offers a "Fix It" which will correct your mistake. If it finds a rookie mistake but it will not lead to an error, it displays a warning triangle beside the line of the code that has a mistake in it, and it tells you that you can still compile the script, but certain functions will not work properly/at all. If it is a serious error that will prevent the proper execution of the script, or it would crash the game, it would prevent the compiler from building the code, often throwing an error.

Command Prediction
---
Another thing that is notable about Xcode (and most IDE's including Visual Studio) is command prediction. What this does is while you are typing out commands, it will try to guess what command you are trying to insert; and within the selections, it shows you how to use the parameters of said command. This will help many beginner scriptures as it may take a while for some people to remember certain commands that they may need at a given time, but can't remember the exact name of said command.

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New Commands
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Try/Catch statements (Also includes raise statement)
---
Many IDE's have a try/catch system where it will try a line/block of code and if any errors/specific errors arise it would continue execution, but alter the program via the catch statement to handle aforementioned error. This would be really useful for players who want to try to make server data integrity systems as from xbox360 version, if the remote player is lagging or their internet drops for a bit, some data may get corrupted and they may lose some data or they may lose it all together. You could potentially make a system in which it constantly refreshes the player's data with the server's expected data and in case of any discrepancies, be able to restore data back to normal.

Refresh
---
As the command above helps resolve data errors, this command can be used in tandem with the try/catch system. To begin, you need to have 2 parameters the first one being a player target which is either local or global. If it is a local refresh then it performs said refresh on that device only. If it is global it performs said refresh on ALL devices. The second parameter is a refresh type. It can either be a data, world, or total refresh. A data refresh will send current data like inventory data, health data, skill data, etc. then it would request all that data back from the server. A world data refresh will ask the server host to resend world related data back to the client. This is only server to client, so it should be noted that when a client tries to manipulate the world data by forcing a client to server world data refresh should have their game shut down as a auto protection of sorts. A total data refresh will perform both a data and world refresh, making it like you just joined the game again, but you have not left the actual server. Now, you might be thinking "Well a hacker could manipulate the data and make god mode, max skills, etc." and you would be right. I have a way to circumvent this. What you do is take a SHA-256 Checksum of the data during gameplay and send it to the server for storage. Next you would send the data to the server and the server would perform the same SHA-256 Checksum calculation. If the two checksums match it would accept the data as accurate. If the data is changed in ANY way (right before the send, during transit of data, server receives data and experiences internet issues, etc.) it would reject the data as damaged. This would help prevent the basic "script kiddie" hacker from modding his inventory, health, etc. and the server accepting the change making it permeant. Now this system would obviously need refined as to not be vulnerable to basic hacks but also not so picky that if you pick one more gold up before the data is sent that the server rejects the change.

TL;DR: You could refresh the server data, world data, or both with this command. There will be a countermeasure to help protect against hackers.

Array
---
This one should be simple. It would allow the storage of multiple comma separated values (here on in known as CSVs) in a single variable. It would be like setting something like the value of x to "1" but instead of just one number you have a list that looks like this: [1,4,24,9,123...] You could also perform specific array functions like getting the length of the array, inserting CSVs, deleting CSVs, etc.

Filesystem
---
This one might be complicated, but it would make server-wide data easy to store. What it would do is create a simple .txt or .svfile data file in the directory of the world under /WorldName/ScriptName/File.txt -or- File.svfile

This file could be accessed by ANY script at any given time and can be opened with the following modes: R for reading, W for writing, W+ for creating a file if it doesn't exist and opening the file for data writing. The data would be stored as JSON as to make it easy for scripts to differentiate values by reading the keys before the values

Ban/Banip/BanSteam
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This one is simple. You could ban the player, their IP, or their Steam ID.

WatchdogTimer
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This would allow players to setup what's called a "Watchdog" which is a computer timer that ticks down from a given time until it hits zero. If the timer isn't reset (Commonly known as kicking or feeding the "dog") the timer would begin code that begins corrective actions of some sort. For example, in the Roblox game Traitor Town (a Trouble in Terrorist Town remake) if your internet connection gets so slow that the client doesn't respond to the server within 5 seconds you would be kicked. The parameters for this command are as follows: WatchdogTimer [name] [start|kick|stop] [time] [timeout]. The name parameter is blatantly obvious, its a reference point to the timer itself. the start, stop, or kick parameter is obvious too; it starts, resets, or stops the given timer. Time is also simple, in Milliseconds, how much time should the timer wait before timing out? And last but not least, timeout. Upon the timer running out without being reset, it will execute the given script.

(I thought of more but forgot what they were as I was typing this out...)

6
Ideas / Unlockable Medals (Updated)
« on: January 14, 2017, 01:06:57 PM »
Abstract:
Spoiler for Hidden Content:
Each skin has its own unique effects, that are unlocked in the form of medals. With the skin itself being a bronze medal. Then from that point on, you can unlock a silver, gold, platinum, and a obsidian medal for that skin that further increases the power of said skin. The host can control whether the medal's effects are active to help prevent people from coming in and becoming insanely tough.

Details:
Spoiler for Hidden Content:
When you unlock a skin, you automatically obtain the Bronze Medal for that skin. These default medals have no effects whatsoever. It is only silver and up when you acquire special abilities. These effects DO NOT stack with other skins. For example, if you were to unlock the Obsidian Medic and Chef medals, you would not be able to buff another player to full health with a potato pie (I think that's what its called, I haven't been able to play much recently) because the Obsidian medal for Chef will provide +50% healing using food, while the Obsidian medal for the Medic will provide +50% healing to yourself and the player. I have also designed a protection method against it so if you don't want players running around with special effects, you can just disable the medal's effects altogether through pressing Start>Game>Options. It will be the first setting on the menu for ease of access. You can also disable this in survival so if you want plain survival with NO effects, then go right ahead. To further balance CERTAIN skins, there will be some sort of down side to it. Effects can NOT be applied to custom avatars, unless I decide to edit this again and add some preset effects group such as gives bonus health or something along those lines. Also I will not list the skin in the Effects list if the skin is TOO easy to get, or if they would have no practical effects. Some of these include TreeHugger, Prisoner, Jamaican, (maybe) Astronaut, Hippie, Carpenter, Pupil, Refugee, King, Cowboy, (maybe GoldenKnight), Sage, and Girl 2.


Effects:
To use these effects, equip the skin that you want.

(I will NOT cover bronze medals as they are the normal skin unlock requirements)
(All the skins retains their Difficulty, Game Type, and their Game Mode requirements)

Spoiler for Hidden Content:
Skin|Medal Type|Unlock Requirements|Effect

Explorer|Silver|Find 15 Blueprints and 5 Wisdom Scrolls|Blueprints give off a brighter light
Explorer|Gold|Find 50 Blueprints and 25 Wisdom Scrolls|Blueprints give off a much brighter light, and wisdom scrolls now give off a faint light.
Explorer|Platinum|Find 150 Blueprints and all Wisdom Scrolls|You now see a pair of coordinates for a search area instead of a spinning arrow for Blueprints
Explorer|Obsidian|Find all the Blueprints|You now see the exact coordinates for a Blueprint

Lumberjack|Silver|Plant 40 saplings, chop 40 replanted trees, and craft 160 wood planks|Saplings grow 20% faster
Lumberjack|Gold|Plant 80 saplings, chop 80 replanted trees, and craft 320 wood planks|Saplings grow 40% faster
Lumberjack|Platinum|Plant 160 saplings, chop 160 replanted trees, and craft 640 wood planks|Saplings grow 60% faster
Lumberjack|Obsidian|Plant 320 saplings, chop 320 replanted trees. and craft 1280 wood planks|Saplings grow 80% faster

Pirate|Silver|Open 60 treasure chests|10% greater chance of finding rare items in chests
Pirate|Gold|Open 120 treasure chests|15% greater chance of finding rare items in chests
Pirate|Platinum|Open 240 treasure chests|20% greater chance of finding rare items in chests
Pirate|Obsidian|Open 480 treasure chests|25% greater chance of finding rare items in chests

Ninja|Silver|Kill 30 unique remote players w/out dying|+5% movement speed
Ninja|Gold|Kill 40 unique remote players w/out dying|+10% movement speed
Ninja|Platinum|Kill 50 unique remote players w/out dying|+15% movement speed
Ninja|Obsidian|Kill 60 unique remote players w/out dying|+20% movement speed

Chef|Silver|Cook each food type at least 25 times|+10% food healing power
Chef|Gold|Cook each food type at least 50 times|+20% food healing power
Chef|Platinum|Cook each food type at least 75 times|+30% food healing power
Chef|Obsidian|Cook each food type at least 100 times|+50 food healing power

InvaderMan|Obsidian|40k points on Total Invaders and 3.5m points on Total Rush|Start with 3 pods on Total Invaders and 3 tailships on Total Rush.
(I jumped straight into obsidian because these games get really hard in the late stages.)

Madman|Silver|Detonate 750 explosives|-10% explosive damage
Madman|Gold|Detonate 1000 explosives|-20% explosive damage
Madman|Platinum|Detonate 1500 explosives|-30% explosive damage
Madman|Obsidian|Detonate 2000 explosives|-50% explosive damage

Medic|Silver|Heal you and another player 250 times|+10% general healing
Medic|Gold|Heal you and another player 500 times|+20% general healing
Medic|Platinum|Heal you and another player 750 times|+30% general healing
Medic|Obsidian|Heal you and another player 1000 times|+40% general healing

(first skin to have a down side to it)
Diablo|Silver|Kill 10 Diablos|-25% fire/lava damage; +25% ice damage took
Diablo|Gold|Kill 25 Diablos|-50% fire/lava damage; +50% ice damage took
Diablo|Platinum|Kill 50 Diablos|-75% fire/lava damage; +75% ice damage took
Diablo|Obsidian|Kill 100 Diablos|no fire/lava damage; double ice damage took

Angel|Silver|Save 30 Players from death|+10% defense buff to near-death player and yourself after rescuing them
Angel|Gold|Save 60 Players from death|+20% defense buff to near-death player and yourself after rescuing them
Angel|Platinum|Save 120 Players from death|+30% defense buff to near-death player and yourself after rescuing them
Angel|Obsidian|Save 320 Players from death|+40% defense buff to near-death player and yourself after rescuing them

(another skin with a debuff)
Entrepreneur|Silver|Earn 2m in gold|10% cheaper items in store; -4% earnings when selling things
Entrepreneur|Gold|Earn 3m in gold|20% cheaper items in store; -6% earnings when selling things
Entrepreneur|Platinum|Earn 4m in gold| 30% cheaper items in store; -8% earnings when selling things
Entrepreneur|Obsidian|Earn 5m in gold|Half off all items; -10% earnings when selling things

Handyman|Silver|Craft every craftable item at least 5 times|8% chance of double crafting STACKABLE items
Handyman|Gold|Craft every craftable item at least 25 times|12% chance of double crafting STACKABLE items
Handyman|Platinum|Craft every craftable item at least 50 times|16% chance of double crafting STACKABLE items
Handyman|Obsidian|Craft every craftable item at least 75 times|20% chance of double crafting STACKABLE items

Indian|Silver|Craft 400 arrows and kill 250 enemies with a bow|+10% Bow speed, arrow speed, arrow range and arrow damage
Indian|Gold|Craft 800 arrows and kill 500 enemies with a bow|+20% Bow speed, arrow speed, arrow range, and arrow damage
Indian|Platinum|Craft 1200 arrows and kill 750 enemies with a bow|+30% Bow speed, arrow speed, arrow range, and arrow damage
Indian|Obsidian|Craft 1600 arrows and kill 1000 enemies with a bow|+40% Bow speed, arrow speed, arrow range, and arrow damage

Zombie|Silver|Survive the first 15 nights without sleeping|10% chance of respawning where you died and being ignored by mobs for 10 seconds
Zombie|Gold|Survive the first 25 nights without sleeping|20% chance of respawning where you died and being ignored by mobs for 20 seconds
Zombie|Platinum|Survive the first 35 nights without sleeping|30% chance of respawning where you died and being ignored by mobs for 30 seconds
Zombie|Obsidian|Survive the first 50 nights without sleeping|50% chance of respawning where you died and being ignored by mobs for 1 minute




Todo skin effects:
Knight
Soldier
Terminator






 








7
Ideas / Adjustable amount of RAM to allocate to TM:F PC
« on: November 28, 2016, 04:12:16 PM »
Since my last idea (TMF PC free for xbox users) didn't fly so well, I thought i would throw another idea out... make an adjustable RAM allocated to the game. You should be simple to add because lots of other games make use of this. Because don't forget about the gamers like me who can easily throw 5 - 24 GB of RAM (IDK why a game would need that much, but it CAN help against memory leaks) at a game (My rig has 32 GB with 31 available) because I do it for a lot of my games, like Minecraft, Garry's Mod, and a couple other games.

8
Ideas / TM:F PC release free for TM:F Xbox 360 users
« on: November 27, 2016, 11:13:27 AM »
I'm not sure how long this idea would fly but, make it to where people who have Total Miner on the 360 will get a code on the menu screen to get Total Miner on Steam for free, and like CastleMiner Z where if you have NOT bought it it displays something like <Unlock full version to reveal a code>. Where I am coming from this is I remember an older game that if you had it on Xbox 360, you were able to get it on steam. So I thought this is a good idea. Ok critics, have at it on this post! ;)

9
Ideas / Craig I found a video that teaches c++ in 1:10:31
« on: December 31, 2015, 12:38:17 PM »
You know how the XB1 only supports Unity 3D and c++ but not c#? Well I found a video that teaches c++ in a hour and 10 min and it doesn't seem different except new functions and stuff and some new names so could this help bring TM 2 XB1?

10
Ideas / New Game Mode (Age Survival)
« on: December 25, 2015, 11:38:33 PM »
Ok this one is simple(probably not). You start at a random year in between 1000 B.C and 500 B.C and you play like normal except that you start with no shops at all: even on the easy difficulty. And it is like the history of invention. As you approach the later years, you can research new technologies such as the production of Iron and stuff like fishing, hunting, and what not. Hell even incorporate the research of cooking things. (This will add the ability to eat raw meat) and add stuff like a hunger bar and thirst bar. Of course, different technologies will take longer to research. And add stuff like wolves who will attack at night but have an aversion to firelight! But you also have to research the tech of fire! So you better hope you start in a good year! I honestly would love to see this being added to total miner!


HEY CRAIG! please add this, this would be a good and uber challenging survival mode!

Another afterthought is the fact that you can research certain technologies that will speed up the research of certain types of technologies!

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