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Topics - Dryym

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Ideas / Decals on Texturable Blocks
« on: September 25, 2016, 07:55:58 AM »
On PC, I would imagine the aux data limit can be increased for blocks. This would mean that blocks with texture selections would have room for decals too. And that would be extremely useful.

Total Miner Discussion / [Creative] Dryy-nosaurs
« on: September 24, 2016, 11:08:40 AM »
So, I am building dinosaurs. Real scaled dinosaurs. This may or may not be for the first part of my submission to Crazytater's through the ages contest.

Currently, I have Tyrannosaurus, And Ankylosaurus.

Spoiler for Hidden Content:

If anyone has any favourites that you want me to build, Send them my way. Keep in mind that for now I will only be building dinosaurs from the Cretaceous period to fit with what I am doing.

Questions and Answers / Upside Down Stack 2?
« on: September 23, 2016, 09:08:40 AM »
Why is there no upside down stack 2 block? It seems kinda silly to only have the one when we have two stack blocks.

Site Suggestions and Bugs / No prefix selected
« on: September 20, 2016, 11:41:40 AM »
It is not possible to select no prefix for a topic.

This topic does not really fit with the scripts prefix since it doesn't actually show off a script. No prefix at all would be better here.

Creative Features / [Scripts] A comparison between PRNGs
« on: September 20, 2016, 11:39:41 AM »

So, Back before 2.44, I made one of these 100x100 squares with the PRNG and a history loop using my own coordinates as there were no vars.

Today I used the same script (If IsRandom [1,2] blah) to make another 100x100 square with the new PRNG. Although this time I used vars instead of history because it was better in every way for this purpose.

Anyway, It should be obvious which was made with which PRNG.
The old PRNG has a very clear repeating pattern and the new one has none that I can obviously find at this size.
Spoiler for Hidden Content:
Left = Old PRNG, Right = New PRNG.

If anyone didn't understand how the new PRNG is better, Here is your clear graphical representation. I find this fascinating.

Creative Features / [Scripts] Player Speed Stat
« on: September 19, 2016, 09:08:11 AM »

I took a pic of this because Swift wanted to use it.
Since I don't have to type it out manually, I am sharing it and explaining it.

First off, 0.753 is the base speed of the player that I have set using a world zone.
The script is set up so that if your speed is equal to the base speed, It does not create the zone for efficiency's sake.

The Speed history is a percentage of max speed. 200 is 200% speed, Or twice as fast. SpeedMod is a percentage modifier. A value of 15 to SpeedMod will increase your speed by 15% of the base speed.

This could easily be modified to add an agility stat if you want to.

You can set the base speed to whatever you want and it will work just fine.
Keep in mind that a 25 ms loop can't keep up with excessively fast speeds. I may modify the script so that the loop interval is shorter or longer depending on how fast or slow you are.

Site Suggestions and Bugs / "Even" award
« on: September 18, 2016, 07:36:23 PM »
There should be an "Even" award which you can award yourself and remove from yourself whenever you want to make your awards even rows and pretty.


(No, I am not really serious.)

Ideas / Item command change for PC
« on: September 17, 2016, 11:01:20 AM »
PC should have all of the item command parameters be supported on all items.

A few examples of this being used, Jewellery that gives stat bonuses when equipped.

Potions with durability so that you drink them in sips.

The ability to make things unstackable by giving them infinite durability.


I don't imagine this is all that hard to do, Just time consuming. Hence why it didn't make 360.

A simple question that probably has a somewhat complicated answer. How would you translate a vector going to a coordinate into the position of a HUD shape based on your view direction?

An example of this in game is the compass.

Ideas / Two world options for PC
« on: September 11, 2016, 07:15:08 AM »
First off, I think we need a world speed and gravity modifier in PC.

We were able to get away with using zones for so long because we had small worlds. That will not work on PC due to infinite worlds. So it would be great to have this option.

Secondly, PC should have the option to set a world to DD depth.
The only other similar game I have seen with depths deeper than a TM DD world is the PC version of FortressCraft (Stupid multiple light year sized worlds...)

I think it would be great, Not only to have 3km tall super structures, But also to play survival on an infinite DD world with scripted PVP combat and other such coolness.

Total Miner Discussion / Favourites
« on: September 09, 2016, 01:54:52 PM »
I think it'd be interesting to know everyone's criteria for favouriting maps since people actually care about the function now.

Spoiler for Hidden Content:
I'm not in the business of helping people get demis just to be nice.
If you care about my favourite, Your map must:
Be a map that is fun for me to play.
Be different to some degree from other maps I have joined recently.
Be a map that I want to come back to to explore more.
Not be another Deathmine...

This has been my criteria for favourites since I started world hopping.

I would love to see what other people's standards are for favouriting since people actually care about it now.

So far, I have favourited Stoneart's map, And SwiftGeneration's map since 2.5.

Ideas / New Decals
« on: September 08, 2016, 07:32:48 PM »
These didn't make it into 2.5, But I would love to see them in PC.

Spoiler for Hidden Content:

Ignoring the Macuahuitl and Tepoztopilli in the corner.
From left to right we have:

Dried Blood, Wood Bracing X, Wood Bracing \, Wood Bracing Open, Wood Bracing Top, Wood Bracing Middle, Wood Bracing Bottom, Rail 1, Rail Corner 1, Rail Corner 2, Rail 2, Rail Corner 3, Rail Corner 4, Sigil, Stone Carving, Column, Column Top Decor, Column Bottom Decor, Inscription.

All of these have a matching 16x16 version so very little to no extra work needs to be done aside from actually adding them.

Ideas / Animation
« on: September 08, 2016, 08:57:52 AM »
I have an idea for how I think animation should work with our diverse voxel models.

Essentially when you are building an avatar, You get to mark off zones for animation and name them. You can have as many or as few parts as you want. You then assign a parent to each part.

When the parent part moves, Any child or grandchild parts move with it.

The idea here is to allow more complicated models to have more animated parts if you so choose.

After you select and name all of your parts, You can animate them.
There would be 3 different animation types.

Action: An animation that plays for a certain part when performing an action like walking, Swinging an item, Or jumping.
Idle: An animation that plays after a certain amount of idle time, Or just when standing still.
Active: An animation that always plays for a certain part unless it is being overridden by another animation.

To keep the animations simple for players who are not entirely familiar with animation, I think it should be done in a way where you select a part, Select its end position, And the time it takes to get there. And gust repeat that as many times as needed.

I can imagine frame by frame animation being annoying for players who aren't animators.

The cool thing about doing it this way is that each model can have its own unique animations. Some models may have hands with actual fingers, Some may have other features that would look really cool.

Avatars like the Wraith could have the halo move up and down.

In addition, Animation should be able to be controlled by NPC behaviours.

Ideas / Texture rotation option
« on: September 08, 2016, 08:22:30 AM »
It would be nice if on PC there was an option to blocks like stairs and ramps etc. To disable toe rotation of the texture based on orientation.

Some textures do not tile correctly when rotated, And it looks really weird.
But in many other cases you would want the texture rotation.

Site Suggestions and Bugs / Forums logo
« on: September 05, 2016, 01:09:31 PM »
Spoiler for Hidden Content:

The current forum logo bugs me. A lot. I have blown it up to 600 width there to emphasize my point.

Look at the bottom right of the Xbox logo. It is weird. At first I just thought it was the X being llongerthere than the rest. But then after looking at it to try and figure it out, I realized that the entire bottom right side looks lopsided and weird.

Like someone hit it with a hammer and put the X over it.

How does this even happen? XD

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