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Messages - The Gold Knight

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General Discussion / Re: Happy Birthday to YT Mysterio
« on: September 07, 2018, 02:39:12 PM »
Nah this is my birthday topic again
Blessed Kwanzaa to you :)

General Discussion / Re: Happy Birthday to Grub
« on: September 03, 2018, 05:08:07 PM »
This is my birthday topic now.
oh man, happy birthday grub! /bdaycake they grow up so fast  :,(

Gaming / Re: Free games
« on: June 11, 2018, 08:46:25 PM »
For Honor free until June 18
This is the Starter edition of the game, PC only.

On that note, I highly suggest the game to anyone who enjoys medieval combat. The game has improved incredibly from when it was released, and coming October there will be a whole new faction with 4 new characters and a new siege mode. It's gonna be nuts.

Gaming / Re: E3 2018 (New trailers and game announcements)
« on: June 10, 2018, 03:14:31 PM »
Command and Conquer: Rivals
Spoiler for Hidden Content:
Why would EA do this to such an amazing game? Why is this the way they revive the game? My only hope is that the fact that they brought back the C&C title means they might make new real C&C games.

Bug Reports [PC Beta] / Re: Script bugs
« on: June 07, 2018, 07:24:44 PM »
well that was just an example I didn't use commit on my script, my script is to long to post so I just wrote another one.

the glitch is there ive biuld it on the xbox 360 before and it worked fine on that but glitchey on the pc.
If you don't post the actual script we won't be able to tell you if it's an actual bug or not. If you don't use commit on your actual script, you probably should.

Bug Reports [PC Beta] / Re: Script bugs
« on: June 07, 2018, 02:56:00 AM »
Bug found on the waiting command


setblock [dirt] [x,y,z]
wait [3000]
is block [x,y,z] [dirt] [true]

it wont spawn the block untill the 3 secs and i doubled checked to see if it was before the command
well the block is there but its invisible.
That's because the commit command is used to force a graphics refresh. Your script is only making sure the block is visible after the 3 second wait.

Bug Reports [Retail] / Custom Mobs don't appear in Old Menu
« on: May 22, 2018, 04:20:30 PM »
When placing a NPC spawner, if you have a mod (such as my toy army men), the custom mobs don't appear in the spawn list if you have Old Menu set to default. Returning to the New Menu as default allows you to select Mobs once again, but they will remain unavailable in the old menu.

Your world / [WIP] Re: GK's Forgeplex
« on: May 12, 2018, 11:44:05 PM »
That's alot of running water being wasted. Here in California people would get on you for that
As another Californian and owner of this map, this is all recycled water from urine. It's ok

Your world / [WIP] Re: GK's Forgeplex
« on: May 11, 2018, 03:52:22 PM »
The only reason this happens is because I haven't made a map yet and I hate it that you do this stuff.
EDIT: I love how the repliers are people that hate me. Also I'm not the best builder which is another reason I've not made the spawn yet.
EDIT 2: Look at this: One little rule.
Thanks for checking out my topic and map! Glad to see this map is gaining a lot of attention from the community, and a lot of people are excited to see GK's first public map in progress!

In response to your attention to the site rules, I'm a little curious as to how any of the posts in this topic relate to it. Nobody is harassing anybody, and we're all having a good time in here. People are showing their support for my first public map which fills my heart with joy. If anything, you're the one coming in here with negativity towards my work.

If you're getting upset that someone is making a map under the name Forgeplex, perhaps this should encourage you to pick up slack and work on your own map instead of attacking someone else's work. Cheers, have a lovely day. :)

Thank you everyone who is supporting me in my map's progress! I hope to provide a great map and experience for players once it is completed! :D

Your world / [WIP] Re: GK's Forgeplex
« on: May 09, 2018, 11:10:48 PM »
Updated: Added a spoiler to the main post to include pictures of recent progress

Your world / [WIP] GK's Forgeplex
« on: May 09, 2018, 03:10:04 PM »
GK's Forgeplex
Welcome to GK's Forgeplex! This map is very early in it's building stages, but don't worry, I have progress already! We have a lovely built spawn, with a very regal look to it. What this map will be is still up to debate, any and all suggestions are welcome. This map is not a fake, and will be very real when it is completed. No need for discords, twitters, or a website, all information for it can be found here in this topic.

Let's start off with two screenshots of the spawn in day and night. :)
Click the screenshots to make them bigger ;)

Added a lower area. The lighting is different yes, I'm using a modified texture pack that affects lighting. ;)

Here's a spoiler to contain all the excitement ;) (Pics of progress)
Spoiler for Hidden Content:

Your world / [WIP] Re: Forgeplex!
« on: May 08, 2018, 11:18:34 AM »
How much work have you actually put in to Forgeplex that is only map work? Not talking about websites or discord, just the map.

Graphics / Re: GK's Forum Award Replacer!
« on: April 18, 2018, 02:03:28 AM »
Another update to this thing to add in the 5 year award and update the code for the year awards.

Total Miner.  Please take a photo of this screen and post it on, so that we can fix it. Thank you.

Code: [Select]
System.ArgumentOutOfRangeException: Resource size must be greater than zero.
Parameter name: vertexCount
   at Microsoft.Xna.Framework.Graphics.VertexBuffer..ctor(GraphicsDevice graphicsDevice, Type vertexType, Int32 vertexCount, BufferUsage usage)
   at StudioForge.TotalMiner.Graphics.ItemModelManager.BuildModel(Item itemID)
   at StudioForge.TotalMiner.Graphics.ItemModel.BuildMesh()
   at StudioForge.TotalMiner.Hand.SetItem(Item newItemID, Boolean overrideOtherHand)
   at StudioForge.TotalMiner.Hand.SetItem(Item newItemID)
   at StudioForge.TotalMiner.Player.OnInventoryItemChanged(Object sender, InventoryItemEventArgs e)
   at StudioForge.TotalMiner.Inventory.Raise_ItemChanged(InventoryItem old, Int32 slotID)
   at StudioForge.TotalMiner.Inventory.FlagItemChanged(InventoryItem old, Int32 slotID)
   at StudioForge.TotalMiner.Inventory.InsertItem(UInt16 slotID, InventoryItem item)
   at StudioForge.TotalMiner.Actor.AddToInventory(InventoryItem newItem, Int32& slotID)
   at StudioForge.TotalMiner.Screens2.ShopMenu.InfiniteBuy(InventoryItem item, Int32 qty)
   at StudioForge.TotalMiner.Screens2.ShopMenu.InfiniteTrade(InventorySlotWin win, Int32 qty, Boolean buy)
   at StudioForge.TotalMiner.Screens2.ShopMenu.TradeCore(InventorySlotWin win, Int32 qty, Boolean buy)
   at StudioForge.TotalMiner.Screens2.ShopMenu.OnShopItemSelected(InventorySlotWin win, Boolean isSingle)
   at StudioForge.TotalMiner.Screens2.InventoryTabsPane.SlotSelected(InventorySlotWin win, Boolean isSingle)
   at StudioForge.TotalMiner.Screens2.InventoryPane.ClickItemSlot(Object sender, WindowEventArgs e)
   at StudioForge.Engine.GUI.Window.RaiseClickHandler(WindowEventArgs e)
   at StudioForge.Engine.GUI.WindowManager.HandleLeftClick(Window win)
   at StudioForge.Engine.GUI.WindowManager.HandleWindowHovered(Window windowHovered, CanvasBase canvasHovered)
   at StudioForge.Engine.GUI.WindowManager.HandleMouseInput()
   at StudioForge.Engine.GUI.WindowManager.HandleInput()
   at StudioForge.Engine.GameState.GameScreen.HandleInput(InputState input)
   at StudioForge.TotalMiner.Screens2.PauseMenuScreen2.HandleInput(InputState input)
   at StudioForge.Engine.GameState.ScreenManager.Update(Int32 index, Boolean otherScreenHasFocus)
   at StudioForge.Engine.GameState.ScreenManager.Update(GameTime donotuse)
   at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
   at StudioForge.Engine.Game.BaseGame.Update(GameTime gameTime)
   at StudioForge.TotalMiner.TotalMinerGame.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Appl

I noticed when using another person's mod that their tpi_16 wasn't working, so I wanted to see how my own mod items would react, not having a tpi_16, when I switched to a lower resolution TP. The items appeared normally until I bought or had it in my inventory, where it then turned into a white square or became transparent. The game bluescreened when I selected the arrow.

Mods / [WIP] Re: Dark Items - Topic
« on: April 07, 2018, 04:37:03 PM »
Freshly added to the game. Doesn't work.

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