Post a screenshot of what you are doing (modding related).
#61
(31 Mar 11, 01:17AM)BarricadeX75 Wrote: I've take a look at the video, and it's AMAZING. Where can I download the scripts ? =D

I spent little time on this, that's why it has so many glitches and lack of proper Tetris-oid functioning. The $bottomlimit was my way of sneaking out of having to actually code bottom limits for shapes. My brain burnt out as I started trying to think of how to get each shape to rotate, let alone give the script the ability to dissolve lines (or treat textures like solid objects). I'm sure this'll all be easier with idents that test what texture a given square is.
So, here it is. Don't laugh. XD
alias tetris [
bottomlimit = 55
newshape (at [T L1 L2 Z1 Z2 I O] (rnd 7))
conveyshape]

alias conveyshape [
if (>= (at $curshapec2 1) $bottomlimit) [
newshape (at [T L1 L2 Z1 Z2 I O] (rnd 7))
-= bottomlimit 1
] [moveshapedown]
sleep 1000 [conveyshape]]

alias editshape [
select (at $curshapec1 0) (at $curshapec1 1) (at $curshapec1 2) (at $curshapec1 3)
if $editing [] [edittoggle]
edittex 0 -1
select (at $curshapec2 0) (at $curshapec2 1) (at $curshapec2 2) (at $curshapec2 3)
edittex 0 -1
if $editing [edittoggle] []]

alias clearfield [
if $editing [] [edittoggle]
select 24 31 16 (- $bottomlimit 31)
edittex 0 -1
edittex 0 -1
edittex 0 1
if $editing [edittoggle] []]

alias moveshapedown [
curshapec1 = (concat (at $curshapec1 0) (+ (at $curshapec1 1) 1) (at $curshapec1 2) (at $curshapec1 3))
curshapec2 = (concat (at $curshapec2 0) (+ (at $curshapec2 1) 1) (at $curshapec1 2) (at $curshapec1 3))
clearfield
editshape]

alias shiftleft [
curshapec1 = (concat (- (at $curshapec1 0) 1) (at $curshapec1 1) (at $curshapec1 2) (at $curshapec1 3))
curshapec2 = (concat (- (at $curshapec2 0) 1) (at $curshapec2 1) (at $curshapec1 2) (at $curshapec1 3))
clearfield
editshape]

alias shiftright [
curshapec1 = (concat (+ (at $curshapec1 0) 1) (at $curshapec1 1) (at $curshapec1 2) (at $curshapec1 3))
curshapec2 = (concat (+ (at $curshapec2 0) 1) (at $curshapec2 1) (at $curshapec1 2) (at $curshapec1 3))
clearfield
editshape]

alias setshapec [
curshapec1 = (concat $arg1 $arg2 $arg3 $arg4)
curshapec2 = (concat $arg5 $arg6 $arg7 $arg8)
]

alias newshape [
if (strcmp $arg1 T) [setshapec 31 31 3 1 32 32 1 1] [
if (strcmp $arg1 L1) [setshapec 33 31 1 1 31 32 3 1] [
  if (strcmp $arg1 L2) [setshapec 31 31 1 1 31 32 3 1] [
   if (strcmp $arg1 Z1) [setshapec 31 31 2 1 32 32 2 1] [
    if (strcmp $arg1 Z2) [setshapec 32 31 2 1 31 32 2 1] [
     if (strcmp $arg1 I) [setshapec 30 31 2 1 32 31 2 1] [
      if (strcmp $arg1 O) [setshapec 31 31 2 1 31 32 2 1] []]]]]]]
]
bind LEFT [shiftleft]
bind RIGHT [shiftright]
bind DOWN [moveshapedown]
Just realized, you'll need a couple non-script things to get this to work:
1) store a texture (floor) by scrolling to your favorite one, then select a different square. (Like floppyspam, this is due to the dynamic nature of edittex.)
2) ac_tetris.cgz
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#62
(31 Mar 11, 07:52AM)V-Man Wrote: Don't laugh. XD
Sorry, I did =P. Whatever, thank you =D

(31 Mar 11, 07:52AM)V-Man Wrote: Just realized, you'll need a couple non-script things to get this to work
You forgot the music ! xP
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#63
Bah!
Humbug!
LMSYFY.
http://www.youtube.com/results?search_qu...remix&aq=1

Looking forward to seeing what you whip that into. :D
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#64
(31 Mar 11, 08:11AM)V-Man Wrote: Bah!
Humbug!
LMSYFY.
http://www.youtube.com/results?search_qu...remix&aq=1

I've found it before you =P just forgot to edit my post...

Just one thing : the map file seems to be corrupted. When I try to load the map by typing /map ac_tetris, it echoes me that the map isn't found. When I try to load it from the map list, the game crashes.
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#65
O_o Odd.
Here's a script that'll make it for you.
if $editing [] [edittoggle]
newmap 6
sleep 100 [
if $editing [] [edittoggle]
select 8 8 48 23
solid 1
select 8 31 16 25
solid 1
select 40 31 16 25
solid 1
select 24 31 16 25
edittex 0 -2
select 32 55 1 1
newent playerstart 0
newent playerstart 1]
select 25 55 1 1
newent light 16 128
select 25 44 1 1
newent light 16 128
select 25 32 1 1
newent light 16 128
select 39 32 1 1
newent light 16 128
select 39 44 1 1
newent light 16 128
select 39 55 1 1
newent light 16 128
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#66
V-Man, are you relying on a script to map for you? ;)
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#67
(31 Mar 11, 07:39PM)V-Man Wrote: O_o Odd.
Here's a script that'll make it for you.
Thank you =D
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#68
(01 Apr 11, 12:34AM)Ronald_Reagan Wrote: V-Man, are you relying on a script to map for you? ;)
LOL, how could I use CubeScript to eat my breakfast but then make a simple map by hand??
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#69
[Image: playermodele.jpg]

Started on a playermodel, finally :)
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#70
Something I made today:

[Image: lolmapparse.png]

A script parses the map and tells me whether a cube is solid, corner, solid corner, heightmap, etc. That information is then read by my program and creates a bird's eye view of the map.

Black cubes are solid, light cubes are empty, the triangles mark corners(Haven't properly oriented those yet), and the squares with green lines around them marks heightmaps. Eventually the terrain of heightmaps will be displayed by altering the color at each vertex according to their height.

All of this allows me to create and optimize a map via an external "editor". The .cgz's contents are not edited directly at this point but scripts will be written automatically that apply changes to a map and make recommendations to improve its performance.

I'll test it with an official map soon and post the results.
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#71
Win Mael. :)
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#72
(30 Mar 11, 07:36AM)V-Man Wrote: http://www.youtube.com/watch?v=CiGlHrud9xs

Alright, time for some serious oneup manship. I'm making Mario. Get the fuck ready.

lolgetit?
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#73
I think that scripted map-making would be sweet if we could slow it down and watch real maps being "made." Like a time lapse.
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#74
just throw some sleeps in there.
though to make it really easy, you would need a script that turns a map into a script that, when executed, will make that map. It would get too tedious to 'write' a map. Also, I (and probably most people) would find it impossible to visualize what the map will look like.
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#75
*cough, cough* V-man's already done that *cough, cough*

Geez... I don't know you guys... that would require a lot of math :/
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#76
I think V-Man has enough free time to make it make maps good enough for official status.
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#77
As promised, [the beginning of] an official map(ac_mines):

Edit: Parse finished, entire image uploaded. The red outlines ceiling heightmaps.

[Image: acminesparse.png]
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#78
Can you tell what the colors mean, I know black is solid though.

EDIT: Forgive me if I'm wrong but,
Red = Corner
Green = Heightfeilding
Black = Solid
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#79
Nice job Mael!
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#80
Every time I read a V-Wifey comment, I see V-Man in a dress.
Horrifying.
Also, V-Man deserves to get an official map.

I'm kinda sorta working on a space-themed map. It'll have a cargo hold, maintenance corridors, and a largish atrium. I'm stuck though, the crate textures are infuriating. They're at the far end of the texture list, they never line up the way I think they will, and they just SUCK. >.< Mapmodels will be tough, I also don't know how big to make it, whether I'll make textures for it, and when, or if, I'll ever finish it.


Any tips?

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#81
a_slow_old_man is good at mapmodel placement ;)
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#82
Mael Wrote:Get the fuck ready.

lolgetit?

Not really, but I only get that ready for Wifey, OK?

* V-Man makes the parsed ac_mines picture his desktop

Yes, I get it. Teehee. 1up-man-ship.
[Image: mario.png]
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#83
I would love to see those player models in a future update!

could you make the wall textures and stuff like that too?
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#84
Had an idea for a more simplified hud.
[Image: XtsM9.png]
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#85
(02 Apr 11, 02:41PM)protox Wrote: Had an idea for a more simplified hud.
[Image: XtsM9.png]
Simple, yet awesome. I'd like to see these replacing the current ones.
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#86
^ that looks just great.
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#87
The knife icon is very nice but I'm not sold on the font. It looks like a digital alarm clock. Whenever I see that font I hear ZRRRK ZRRRK ZRRRK ZRRRK.
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#88
I hear ring ring ring when i see an alarm clock. What kind of alarm clock do you have mael? O.o
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#89
I like the font, reminds me of action quake2 numbers which I always liked.

Now I'm wondering weather to keep it all white or to color everything. Also I don't like the armor going to re-do that, maybe a shield instead. I removed the weapon names because some of them are too long and I have to make the weapon icons really small to fit them in.

[Image: jD5o3.png]

What colors to use for knife, pistol, shotgun, sub, mgun, sniper, nade, armor, health (red obviously).
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#90
Nice work! Health and armour can have colour but there are too many guns. Colourful guns seem silly to me.
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