[MOD] BasilMod::Tides - Beware of the Ocean!

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Custodian
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[MOD] BasilMod::Tides - Beware of the Ocean!

Post by Custodian » 17 Mar 2016, 22:02

Greetings, feudalists!

Bored of still water? Add some moon related activity to your server!
High and low tides for your ocean!
Don't build your building too close to water or it will absorb you!

BasilMod::Tides is here.



This mod requires BasilMod::Pack v4 (or higher) installed and running on your server.
This mod is part of BasilMods bundle.

No client installation required. Once you join the server with this mod enabled, it will be autoloaded by your client.

Server-side installation instructions and configuration
Spoiler
Last edited by Custodian on 23 Mar 2016, 21:10, edited 1 time in total.


Syn
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Re: BasilMod::Tides - Beware of the Ocean!

Post by Syn » 21 Mar 2016, 13:53

This made all water disappear. Pretty cool effect =P Any idea on what's wrong?

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Custodian
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Re: BasilMod::Tides - Beware of the Ocean!

Post by Custodian » 21 Mar 2016, 15:01

Syn wrote:This made all water disappear. Pretty cool effect =P Any idea on what's wrong?

Formula mistake in initial release version. :sorry:
Please, re-download mod files.


Hieve
 
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Re: [MOD] BasilMod::Tides - Beware of the Ocean!

Post by Hieve » 15 Sep 2016, 23:26

water level above height >~2-3 makes people not able to collect water or fish , in the middle you could but you can't do this while swimming.
minus height seems to work correctly
Image

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Custodian
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Re: [MOD] BasilMod::Tides - Beware of the Ocean!

Post by Custodian » 16 Sep 2016, 06:14

Hieve wrote:water level above height >~2-3 makes people not able to collect water or fish , in the middle you could but you can't do this while swimming.

Nothing can be done about this. Water plane level for certain actions is hardcoded.


Siegfried
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Re: [MOD] BasilMod::Tides - Beware of the Ocean!

Post by Siegfried » 09 Jan 2017, 17:39

@Custodian:

"Can't execute the commands exec("BasilMod/tides/tides.cs"); or BasilMod::tides_enable(); in the in-game Console". I allready placed the Mod files in the right directory, but didn't write anything in the "main.cs" for it to be executed at server start.

I'm a beginner in modding, I already integrated the BasilMod pack and the GMAnnounce-Mod, it works.
But I'll like to be able to launch/execute in the game console new features or edits that I make. is this possible at all?

If it is, could you be so kind to explain it to me ho it works, researching for it hasn't been successful.

Manipulation the database is for me possible and I'm running my own server local successfully.

Best regards

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Custodian
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Re: [MOD] BasilMod::Tides - Beware of the Ocean!

Post by Custodian » 09 Jan 2017, 19:27

Siegfried wrote:"Can't execute the commands exec("BasilMod/tides/tides.cs"); or BasilMod::tides_enable(); in the in-game Console". I allready placed the Mod files in the right directory, but didn't write anything in the "main.cs" for it to be executed at server start.

You should run those commands in server console, not client console.

Siegfried wrote:But I'll like to be able to launch/execute in the game console new features or edits that I make. is this possible at all?
If it is, could you be so kind to explain it to me ho it works, researching for it hasn't been successful.

You can start by reading docs here:
http://docs.garagegames.com/torque-3d/official/
http://torque3d.org/


Siegfried
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Re: [MOD] BasilMod::Tides - Beware of the Ocean!

Post by Siegfried » 25 Jan 2017, 14:09

Custodian wrote:
Siegfried wrote:"Can't execute the commands exec("BasilMod/tides/tides.cs"); or BasilMod::tides_enable(); in the in-game Console". I allready placed the Mod files in the right directory, but didn't write anything in the "main.cs" for it to be executed at server start.

You should run those commands in server console, not client console.

Siegfried wrote:But I'll like to be able to launch/execute in the game console new features or edits that I make. is this possible at all?
If it is, could you be so kind to explain it to me ho it works, researching for it hasn't been successful.

You can start by reading docs here:
http://docs.garagegames.com/torque-3d/official/
http://torque3d.org/


@Custodian:

Thank for the reply, I had to understand a few things after your last post. I finally see a light at the end of the dark road. For the sake of understanding what I do and how it works, I researched all over the internet for tutorials and so on.

I'll have to read myself further in the topic Torque 3D, MySQL and CSharp. After that it's done I'm planning to create myself Mods for further adjustments to the game and will post it here for the community.

It might interests you that on "some" server they don't allow *.EXE files to be executed, like the encoder and decoder exe-file for your mods. I already asked my server provider.
As of now I have the welcome massage and the monument protection working, they don't need to synch with the client.

Best regards
Siegfried

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Custodian
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Re: [MOD] BasilMod::Tides - Beware of the Ocean!

Post by Custodian » 25 Jan 2017, 19:15

Siegfried wrote:It might interests you that on "some" server they don't allow *.EXE files to be executed, like the encoder and decoder exe-file for your mods. I already asked my server provider.

Decoder is only used at client-side.
If you are talking about rented server (i.e. hosting providers) - choose one that officially supports BasilMod::Pack, there are plenty of them.

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Re: [MOD] BasilMod::Tides - Beware of the Ocean!

Post by Custodian » 12 Feb 2017, 16:32

BasilMod::Tides has been updated to v2 and now compatible with LiF 64bit.


Gnomebo
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Re: [MOD] BasilMod::Tides - Beware of the Ocean!

Post by Gnomebo » 04 May 2017, 08:24

Really cool mod, I am incorporating this into my map design. Making an area that has several plateaus and sand around those plateaus so that they are only accessible during low tide. Will make for some interesting scenarios! Thanks


Gnomebo
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Re: [MOD] BasilMod::Tides - Beware of the Ocean!

Post by Gnomebo » 05 May 2017, 15:01

First tide flood test:
Attachments
Untitled-1.jpg
Flood Test
Untitled-1.jpg (229.54 KiB) Viewed 9869 times


Yenko68
 
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Joined: 23 Sep 2014, 02:15

Re: [MOD] BasilMod::Tides - Beware of the Ocean!

Post by Yenko68 » 14 Feb 2018, 15:22

I have tried several times to make this work. Is this MOD still viable for current LIF versions ?


Halvdal
 
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Re: [MOD] BasilMod::Tides - Beware of the Ocean!

Post by Halvdal » 14 Feb 2018, 16:24

Yes it works perfectly on our server with the latest version.
Do you put the exec command into your servers main.cs?

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