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Messages - PWRBTTN

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1
Questions and Answers / Re: tmf data question
« on: January 19, 2017, 10:50:18 AM »
The Xbox HDD was designed to stream large media files. It can read large media files like movies on a DVD that are large contiguous chunks of data quite efficiently. But it is absolutely terrible (extremely slow) at reading lots of little files scattered or fragmented around the drive.
That pretty accurately explains why it takes a full minute and a half to display all the indie games in my games library.

2
Video / Re: Youtube-Mythical Monkey :(
« on: January 18, 2017, 10:26:02 PM »
So I tweeted this and thought I'd inform all of you as well so I'm in a place were I cannot upload unfortunately. And there is a possibility I may never be able to upload again. I'm talking to people just in case so they can continue if I no longer can. I may also never be able to play totalminer again. A few people know why. I'm actually in a very depressed state so I know checking back after this post won't do me any good. I'm legit shaking writing this. If you have supported me thank you. If you hated me ok thank you for atleast watching. I hope all does work out and I can continue what I do. I'm worried thanks everyone.
You're leaving?... but you just finally made a post without a single spelling error. :(

3
Ideas / Re: Grue
« on: January 13, 2017, 09:08:24 AM »
I do, in fact, like this idea. However, you failed to give them a physical description. They're a solid black, but can be a near-black purple, grey or blue depending on the preference of whatever fantasy universe they're in. They're vaguely humanoid. They're generally hairy and resemble... orc-... uh... werebear/bugbear beasts. Their eyes are black and lifeless, reflect no light, and are very sufficiently described as "matte fisheyes". They stand about a human and a half tall. Their paws are the size of shields.

However, this is all the generic description. It's good to remember that not only are any fantasy creatures up to the interpretation of the author, but grues live only in the dark, and are clever/ferocious beasts, so it's so unlikely they'll ever be in the light or killed, that so few avtually know what grues look like, leaving it moreso up to interpretation.

4
Gaming / Re: Games with Gold + Other free games!
« on: January 12, 2017, 01:05:19 PM »
So, this topic is almost a fossil, but deals with gold (NOT the bimonthly free games) are cool this week. Tropico 5 is going for 6 dollars. All the dlc is SUPER discounted. Tropico 4 and 3 are on sale, too. Get them both for like... 4 dollars. Maybe 5. A lot of dlc from 3 and 4 are cheap, too. I recommend 5, most definitely if just for multiplayer alone. I'll be getting the last DLCs for Tropico 5 tomorrow. I'll probably grab Tropico 4 and/or 3 as well as some dlc for them. Don't know yet. Might just save the money till next tuesday or buy some indie games. I've been avoiding buying indies recently, though. Makes me sad.

5
Fun House / Re: EXTREME SNAIL RACING
« on: January 10, 2017, 11:11:02 PM »
/snail /eri/zombie/sonic/koopa/boot/harry/luigi
/bunny2


This race has descended into utter chaos. I'm not sure if anyone even knows what they're doing anymore.
I'm pretty sure Sonic and that snail are going the same speed. It's almost as if that snail is the same snail as this one...


6
Your world / [Deathmatch] Re: ~Perdition~ Welcome to Hell.
« on: January 10, 2017, 03:19:57 AM »
You're still being ambitious. Stop it. No interesting mob fights. No interesting twists. Nothing interesting.

7
Bug Reports [Retail] / Sphere Tool / Exclude Marker
« on: January 10, 2017, 03:12:52 AM »
It appears as though the sphere tool counts exclude markers as normal markers, and places spheres where the exclude markers are. It also doesn't prevent the sphere tool from not putting sphere somewhere.

8
Fun House / Re: EXTREME SNAIL RACING
« on: January 05, 2017, 10:14:14 PM »
      
          
    

             

9
Site News and Information / Re: Personal emotes
« on: January 05, 2017, 09:12:44 PM »
Let me know if you're going with this based on the above
Yes, Friend.

10
Site News and Information / Re: Personal emotes
« on: January 05, 2017, 09:04:23 PM »
If we can change it later, like Dryym asked, this is mine.

/snail


If we cannot change it later, I will hold my decision until a later time.

11
Total Miner Discussion / [PC] Re: TM PC Modding API
« on: January 03, 2017, 02:16:59 AM »
•Adding ores or other blocks to world generation
Atm it supports adding/changing default ore generation via C#. I'd like to extend that to XML.

•Adding in HUD elements, (in the fashion of say the hotbar, or other various game HUD pieces)
Yes, via C#

•Adding script commands, and what would be feasible with it
Not yet

•Adding loot to cave chest loot table
No

•Adding different types of random spawn chests with unique loot tables to the vanilla game
No

•Adding in world gen things like the caves that cave chests spawn in, or little pools of liquid for modded in liquids, or trees/other various flora, or structures like small buildings or castles
Not yet

-----

Regarding the first item on the list. Say I want to add an ore, will I be able to have them spawn naturally? What if I want to add other stone types to spawn in layers like marble or granite do, but I don't want to remove any of the default stone layers? Can I do that?
Yes via C#

What about if I want a different kind of grass to spawn in along side normal grass, not patchy like if grassy stone and grass shaded are, sort of like maybe a... makeshift biome thing?
Not yet
Are the no's going to stay a no? It seems like it'd be a useful feature to be able to add loot to the cave chest loot table and create your own random loot chests that have different types of weapins/blocks/armours.

The ones listed as not yet. Are they going to be possible via XML?

The ones listed as yes,C#. Will they be extended to XML.

Basically, I'm asking how much will be capable in XML. XML seems pretty convenient.

12
Introductions / Re: Your new Jr Moderator!
« on: January 02, 2017, 06:40:28 PM »
Congratulation.

13
Ideas / Re: Visual Armor (PC)
« on: January 02, 2017, 07:55:41 AM »
Realistically, The same effect could be achieved by simply including the player's stat bonuses into the calculation for the combat level you see above their head.
That's not going to induce the same amount of fear as someone charging at you in full Titanium Armor now is it ;)
I mean... personally, I'm more scared a bigger numbers than I am of pretty armour so...

14
Ideas / Re: Visual Armor (PC)
« on: January 01, 2017, 03:35:29 AM »
Throw custom avatars into the mix as well.

The idea I mentioned was to try and map the pixels in the 2D icon to the surface voxels of the avatar models. And adjust (procedurally) as needed. But until I try, I'm not sure it's going to work well enough. At the very least we'll need to create a 2nd bitmap for the back of Helmets, Body and Leggings.
That's not a bad idea if it'll work. If it does work, that means that you could attach the back part of the armours to the texture pack, and this would work for multiple texture packs. Right? How would it look, though? Good, do you think?

15
Ideas / Re: Visual Armor (PC)
« on: January 01, 2017, 03:08:14 AM »
what if you were to size the avatars to different levels,such as small,medium,large,and tall,and/or try to resize the avatars to the closest size group as much as possible,if possible.otherwise assign each avatar to the size group and make models or the armor+amimation for the groups
Armour on the demigod avatar would have to look different than armour on the original avatar.
why?
Well, primarily, the animations may not be similar enough from one avatar to the next for it to work. Next, helmets would be a big deal. One avatar may have an entirely different shapes head. Like girl 2 or 3 have narrow heads, but Trub's head is really wide.

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