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Messages - Craig

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1
Video / Re: YouTube - Conmaan
« on: January 20, 2017, 10:54:33 PM »
I'd suggest just using Windows Explorer - Send to - Compressed (zip) folder. Does the same thing and you don't need to bother with WinZip or 7-zip.

2
Could also use this, but I don't know the extent of the lag that it could be, but here you go ;)

History [WW] [+1]
Var [WW] = [sysHistory:WW]
Var [LL] = [sysHistory:LL]

If
HasHistory [WW] [=>] [1023]
Then
History [WW] [delete]
History [LL] [+1]

Else
Loop

Endif

SetBlock [WW,Y,LL] [block]

It would be like a typewriter. Where it fills 1 line across, then goes back to the start, but the next column over, then repeats.

You can add a var[HH] for height or Y to add vertical blocks, but this is just a fun experiment.


Be warned, I'd expect lag for days. Lol
You should check out the 2D and 3D loop examples in System Scripts.

if you want to cover the entire map, then do something like this: (code borrowed from 3D loop example in System scripts)

Code: [Select]
var [x] [y] [z]
var [size] = [79] // Cubed Root of 500k is 79.

var [x1] = [x] + [size] - [1]
var [y1] = [y] + [size] - [1]
var [z1] = [z] + [size] - [1]

SetRegion [x,y,z] [x1,y1,z1] [SomeBlock]

// now do the 3D loop
var [x] = [x] + [size]
if
   isvar [x] [>] [1023]
then
   var [z] = [z] + [size]
   var [x] = [0]
endif

if
   isvar [z] [>] [1023]
then
   var [y] = [y] + [size]
   var [z] = [0]
endif

if
   isvar [y] [>] [511]
then
   exit
endif

loop [1]



3
No, It cannot. However, One thing you can do is run multiple fillregion commands at once which will procedurally be run through filling the area.

So assuming your area is less than 707x707, You could just run a bunch of one block high fill commands taking up the large volume.

Ok, I'll give that a try, I'll probably use script [name] to link them together.

Thanks :)
Just put them in sequence in the same script:

FillRegion [...
FillRegion [...
FillRegion [...
etc

4
Questions and Answers / Re: tmf data question
« on: January 19, 2017, 05:31:18 AM »
Did you do a Device -> Clear Cache?

I'm not able to say why. The TM Data file is a virtualized storage container that Xbox/XNA software manages. What it does when the game deletes a file is anybody's guess.

Also in answer to the OP. It's not so much the quantity of data as it is the dispersion or fragmentation of the data that matters. If most of the data is just a few big map files, then reducing it by half probably won't affect loading/saving speeds much. But if it's 100s or 1000s of little files, like lots of components, then deleting some of that may help.

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.

5
Video / Re: Youtube-Mythical Monkey
« on: January 18, 2017, 08:37:37 PM »
Be well Jesse.

6
Creative Features / [Components] Re: Monetizing Component Packs
« on: January 18, 2017, 03:32:02 AM »
http://venturebeat.com/2015/01/07/copyrighting-player-generated-content-in-video-games/
http://www.gamasutra.com/view/news/179493/Usergenerated_content_When_game_players_become_developers.php
http://www.lexology.com/library/detail.aspx?g=72dfa1bc-e4d7-4d76-ad3e-f136efc5175c

And the Minecraft EULA: https://account.mojang.com/documents/minecraft_eula
Under the Content section, they appear to agree player created content is owned by the player.

Because Total Miner, like Roblox is very much dependent on player generated content, I encourage people to create high quality content, take ownership of it, and do what you like with that content/ownership. But at this time, we have no way to officially support your content in terms of a hosted official market place, legal support etc.

7
Questions and Answers / Re: few questions
« on: January 17, 2017, 07:06:04 PM »
This is what happens when you are lazy with your topic title.

8
Total Miner Discussion / [Game] Re: [How To]particle emitters-creating items
« on: January 17, 2017, 08:34:32 AM »
Duration/Emit Frequency
and keeps each emitter emitting a max of 1 particle out of the 500 you have available most of the time...or some people use a duration of 8 and then sometimes a emit frequency of 7.8 or 7.9,but I've always found those to flicker a lot more and use more particles than needed
For the sake of accuracy I'll just suggest an amendment. You have 4000 particles that you can use for your items, not 500. You can emit 500 new particles every second, but each particle exists for 8 seconds, so there are still 4000 particles on the screen or in existence at any one time. Each particle is in existance for exactly 8 seconds regardless of the duration setting. e.g. if you set duration to 3, the particle still exists for 8 seconds, but will only be visible for 3. So the higher the duration setting, the more efficient the use of particles. e.g. using a duration of 3 and an emit frequency of 0.999 will use roughly 8 times more particles than a duration of 8 and emit frequency of 7.9, or in other words, using an emit frequency of 7.9 is roughly 8 times more efficient than an emit frequency of 0.999, or in other words, using an emit frequency of 7.9 instead of 0.999 will allow you to draw roughly 8 times more items at once.

9
Questions and Answers / Re: few questions
« on: January 16, 2017, 02:02:22 AM »
here's an idea by Charles
Orbit, Vertical Rotation, Pitch & Yaw, Shape Selector and Texture wrapping could not or were not implemented on Xbox because of RAM restrictions. PC 32bit basically has the same RAM restrictions as 360, so they won't be added to PC 32bit either.

Multiple particles per Emitter block is possible but was not implemented on Xbox because it was not a high enough priority (the same result can be created using multiple blocks). It likely won't be implemented on PC initial, for the same reason, but may be added later.

Keeping in mind, particles were never intended to be used to create the kinds of things you are creating, I always considered custom blocks as the correct solution to that. So I'm not all that keen to spend time implementing something which will become redundant as soon as custom blocks are added.

10
I have canceled the running script but that does not remove the clock but stops it from working and makes it get stuck at whatever time it was at when I cancelled it. So is there a way that this can be done? If not then I may not even bother using the digital clock at all and may as well just delete the script for it.
I detect frustration. You know you could remove a lot of that if you got into the habbit of using the in game script documentation. Simply highlight the command in the editor and click the right stick.

11
Questions and Answers / Re: PC Map Modding?
« on: January 14, 2017, 03:28:42 AM »
Yes it will be possible. A world is just a folder with files in it.

Just host your world (folder) on some file hosting site, probably as a compressed folder (.zip file). Provide the link and anyone can download it and copy it to the correct TM folder, and then play it. (They'll have to extract it first if it is a zip file). Note Windows explorer can extract zip files natively, you don't need WinZip or any other tool.

This is nothing to do with modding though.

12
Creative Features / [Help Needed] Re: Scripts to auto join a clan for a team
« on: January 12, 2017, 05:04:01 AM »
A comprehensible answer requires a comprehensible question.

13
Questions and Answers / Re: is this possible? script help
« on: January 11, 2017, 03:32:40 AM »
@TM Charles

There's 3 problems with that.
1. You're adding 1 ROI, but clearing all, so if they had other ROI's in their inventory beforehand then they'd lose them. Use Inventory [take] instead.
2. You're setting an event script at some arbitrary point in time, and not unsetting it.
3. It's still not really going to work well. SetEventScript is also global, so everyone will be running that script if they swing their own ROI regardless of their history or other state, until it is unset. Because SetEventScripts are global, generally they ought to be set only on the PlayerJoin event.

14
Creative Features / [Help Needed] Re: Teleport comment stopped working
« on: January 11, 2017, 03:06:00 AM »
I'm not the best scripter, but I would think that this happens if the coordinates you are teleporting to are obstructed so I'm not sure if you added anything new to where you are teleporting the player which may be stopping the script from working like before
This is the most likely cause.

15
Questions and Answers / Re: is this possible? script help
« on: January 11, 2017, 03:04:49 AM »
You'd need to set the durability before adding the item to inventory.

But setting the durability is global, so you cannot achieve what you want on an individual player/item basis.

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