So I can understand vertoe's feelings. Also (s)he is all for Dark/Deep Internet as I know and was doing a lot to move in that direction.
But this ain`t gonna chance is it? If it is, I actually am disappointed. I don`t care much about the name Darkcoin. Actually I was slightly worried about it limiting the target group, but I really liked the target group it adressed (Deep Internet etc.). As far as I get it right now, we now focus on those people AND the rest, so both. We don`t drop the former, but add the latter, right? I'm for as wide user base as possible. Quoting myself (sorry) ... We don't have to call ourselves DarkSmth to be used on Deep/Dark Internet. Think of it this way for a moment: cash is always cash. There is no special "criminals only cash" or "general public cash". It depends on how you USE it. ...
What about D-pay (short of Digital-payment) or DAPS( Digital Anonymous Payment System) or....
Hmmm... I like DAPS for "Payment System" part.
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So I'm still catching up.
So people seriously dumped because of a name change possibility? I can see a name change setting DRK back in marketing in the short term, but the coin did not change! I didn't fall in love with Darkcoin because of the name. I may be partial to the name, but I'm not mindlessly married to it. I seriously can't understand anyone letting their emotions go off the deep end over this.
One thing I can say, is Evan is impulsive and will become enthusiastic about something - a new idea, a better idea, hell he recoded everything once because he came up with a better idea. It's this incredible impulsivity, that burst of energy that he gets, that makes him so good at what he does! But maybe it's not good in the diplomacy department.
Take Verto, if he left because Evan didn't consult him, well, I'd have to say that was as impulsive as Evan's announcement. I'm certain Evan didn't mean to discount anyone else's input, he just felt he knew what needed to be done and wanted to get the ball rolling. No other thoughts, just "OK, I'm convinced now that we must do this, so let's go!" It's just how he is. He isn't a diplomat. He's a brilliant inventor, thinker and coder. Not a CEO! Yet he is put essentially in a CEO's position. Remember Steve Jobs anyone?
At least Evan is actually a super incredible nice person, unlike Mr. Jobs (sorry Steve, but you know you were a pain - you're still well loved!).
Anyway, if any of you out there are feeling suddenly nervous, please let me assure you, the worst thing you cold do right now is watch this family fight and think it's going to break apart. Families don't break up that easily. So unless you're so angry you have to quit, I suggest you laugh at everyone and sit tight.
That's a good one. I'm 50/50 myself actually because I like how Darkcoin sounds (it sounds cool, no doubt) and we put a lot of effort in this brand/name. All these mentioning everywhere and such... This work will have to be done again almost from scratch if we change name... Sigh... So I can understand vertoe's feelings. Also (s)he is all for Dark/Deep Internet as I know and was doing a lot to move in that direction. But I can also understand Evan's vision. We can't tie ourself to mostly illegal activities (or how it looks for general public) for too long if we really want to bring financial privacy to everyone. What was/is still used on Deep/Dark web to pay for smth? Dollars. Euros. AnyKindOf"Normal"Currency. And even Bitcoin. Just the same as you would pay on Clear Internet. We don't have to call ourselves DarkSmth to be used on Deep/Dark Internet. Think of it this way for a moment: cash is always cash. There is no special "criminals only cash" or "general public cash". It depends on how you USE it. With that being said I really hope vertoe is not gone... we'll have to fix some broken windows in our house when (s)he is back but that's ok. As for naming exactly DASH - well, it may serve well as some kind of acronym with DigitalCash as full name (or smth like that) and DSH as a ticker for example.
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Only 4 active connections for me when staking, there used to be 10-11.
add node 107.170.168.162 (it's c2chain.info) to your config
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You should try harder, I can't hear you... "I'm going to troll their thread and put this" Tearz wasn't smart, he couldn't resist. What can I answer him when he insists? Welcome, my friend, meet ignore list! 1) squash some bugs (done) 2) play with troll (done) 3) squash some more bugs (in progress)
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BTC already has a solid mixer that gives you clean coins,
one is not enough
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My initial thought was maybe they took the top 5 by marketcap...but Namecoin?! Yeah, and also Primecoin, marketcap $300K Good luck with that
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Well I'm excited, I believe Unity is backed into a corner thanks to Unreal making Unreal Engine 4 free, so they might be about to announce Unity5 Pro for Free and release it or just releasing it would be awesome.. either way they are about to make the announcement live, they have even shut their site down and replaced it with a link to the live feed. Kinda makes me mad a bit cause I was trying to look up something for the code, and thanks UdjinM6 but I might have pasted the wrong code into the post I made earlier, I was really tired when I did that, lol. Also I will be gone for a few days and not sure if I will have internet at my aunts or not, so we will see, just don't anyone get heartbroken if I don't make any updates for a few days, lol. /** * Script written by OMA [FPSPrefab1.3] **/ var isRemotePlayer = true; var proneSpeed = 1.0; var crouchSpeed = 2.0; var walkSpeed = 8.0; var runSpeed = 20.0; var runSkillLevel : float = 0.0; var gravitySkillLevel : float = 0.0;
var fallDamageMultiplier : int = 2; var fallAnimGO : GameObject; var inAirControl = 0.1; var gravity = 20.0; var maxVelocityChange = 10.0; var canJump = true; var jumpHeight = 2.0; var fallSound : AudioClip; var playerWeapons : GameObject; //@HideInInspector var grounded = false; private var sliding : boolean = false; private var speed = 10.0; private var limitDiagonalSpeed = true; private var normalHeight : float = 0.5; private var crouchHeight : float = -0.2; private var crouchingHeight = 0.3; var proneHeight : float = -0.7; private var hit : RaycastHit; private var myTransform : Transform; private var rayDistance : float; private var mainCameraGO : GameObject; private var weaponCameraGO : GameObject; var state : int = 0; var moveSpeed : float = 2.0; var targetVelocity : Vector3 = Vector3.zero; var onLadder : boolean = false; var climbSpeed : float = 10.0; var canClimb : boolean = false;
@script RequireComponent(Rigidbody, CapsuleCollider)
function Awake (){ rigidbody.freezeRotation = true; rigidbody.useGravity = false; myTransform = transform; mainCameraGO = gameObject.FindWithTag("MainCamera"); weaponCameraGO = gameObject.FindWithTag("WeaponCamera"); rayDistance = collider.height * .5 + collider.radius; playerWeapons.animation.wrapMode = WrapMode.Loop; }
function FixedUpdate (){
if(isRemotePlayer)return;
var inputX = Input.GetAxis("Horizontal"); var inputY = Input.GetAxis("Vertical"); var inputModifyFactor = (inputX != 0.0 && inputY != 0.0 && limitDiagonalSpeed)? .7071 : 1.0;
if (grounded){ if(state == 0){ if ( Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) { if (Vector3.Angle(hit.normal, Vector3.up) > 30){ sliding = true; rigidbody.AddRelativeForce (-Vector3.up * 500); }else{ sliding = false; } } }
// Calculate how fast we should be moving targetVelocity = new Vector3(inputX * inputModifyFactor, 0.0, inputY * inputModifyFactor); targetVelocity = myTransform.TransformDirection(targetVelocity); targetVelocity *= speed; // Apply a force that attempts to reach our target velocity var velocity = rigidbody.velocity; var velocityChange = (targetVelocity - velocity); velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange); velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange); velocityChange.y = 0.0; rigidbody.AddForce(velocityChange, ForceMode.VelocityChange); if (canJump && Input.GetButtonDown("Jump") && state == 0){ rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z); } if(Input.GetButton("Use") && onLadder){ canClimb = true; rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z); } if(state == 0){ if (grounded && Input.GetButton("Run") && Input.GetKey("w")){ speed = runSpeed + runSkillLevel; }else{ speed = walkSpeed; } }else if(state == 1){ speed = crouchSpeed; }else if(state == 2){ speed = proneSpeed; } }else{
if(onLadder && canClimb){ //if(Input.GetAxis("Vertical")){ targetVelocity = new Vector3(0.0, Input.GetAxis("Vertical") * inputModifyFactor, 0.0 ); targetVelocity *= climbSpeed; targetVelocity = myTransform.TransformDirection(targetVelocity); var velChange = (targetVelocity - rigidbody.velocity); velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange); velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange); velChange.z = 0.0; rigidbody.AddForce(velChange, ForceMode.VelocityChange); //} /* // Calculate how fast we should be moving targetVelocity = new Vector3(inputX * inputModifyFactor, inputY * inputModifyFactor, 0.0); targetVelocity = myTransform.TransformDirection(targetVelocity); targetVelocity *= climbSpeed; // Apply a force that attempts to reach our target velocity var velChange = (targetVelocity - rigidbody.velocity); velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange); velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange); velChange.z = 0.0; rigidbody.AddForce(velChange, ForceMode.VelocityChange); */ }else{ // AirControl targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0.0, Input.GetAxis("Vertical")); targetVelocity = transform.TransformDirection(targetVelocity) * inAirControl; rigidbody.AddForce(targetVelocity, ForceMode.VelocityChange); } } if(onLadder == false){ canClimb = false; } if(canClimb == false){ // Gravity rigidbody.AddForce(Vector3 (0, (-gravity + gravitySkillLevel) * rigidbody.mass, 0)); } grounded = false; onLadder = false; }
function OnCollisionStay (col : Collision){ for(var contact : ContactPoint in col.contacts){ if(Vector3.Angle(contact.normal, Vector3.up) < 45){ grounded = true; } } }
function OnTriggerStay(other : Collider){ if (other.gameObject.tag == "Ladder") { onLadder = true; grounded = false; } }
function HitJumpPad(velocity : float) { rigidbody.velocity.z += velocity; }
function OnCollisionEnter (collision : Collision){ if(grounded == false){ fallAnimGO.animation.CrossFadeQueued("Fall", 0.3, QueueMode.PlayNow); var currSpeed : float = collision.relativeVelocity.magnitude; if (currSpeed > 25) { var damage : float = currSpeed * fallDamageMultiplier; Debug.Log ("FallDamage" + damage); SendMessage ("PlayerDamage", damage, SendMessageOptions.DontRequireReceiver); } } }
function CalculateJumpVerticalSpeed (){ return Mathf.Sqrt(2 * jumpHeight * gravity); }
function Update(){ if(isRemotePlayer)return; if(grounded){ if ( rigidbody.velocity.magnitude < (walkSpeed+2) && rigidbody.velocity.magnitude > (walkSpeed-2) && !Input.GetButton("Fire2")){ playerWeapons.animation.CrossFade("Walk"); }else if (rigidbody.velocity.magnitude > (runSpeed -2)){ playerWeapons.animation.CrossFade("Run"); }else if (rigidbody.velocity.magnitude < (crouchSpeed+1) && rigidbody.velocity.magnitude > (crouchSpeed-1) && Input.GetButton("Fire2")){ playerWeapons.animation.CrossFade("CrouchAim"); }else{ playerWeapons.animation.CrossFade("IdleAnim"); } }else{ playerWeapons.animation.CrossFade("IdleAnim"); } if(mainCameraGO.transform.localPosition.y > normalHeight){ mainCameraGO.transform.localPosition.y = normalHeight; } else if(mainCameraGO.transform.localPosition.y < proneHeight){ mainCameraGO.transform.localPosition.y = proneHeight; } weaponCameraGO.transform.localPosition.y = mainCameraGO.transform.localPosition.y;
if (Input.GetButtonDown("Crouch")) { if(state == 0 || state == 2){ state = 1; } else if(state == 1){ state = 0; } }
if(state == 0){ //Stand Position collider.direction = 1; collider.height = 2.0; collider.center = Vector3 (0, 0, 0); if(mainCameraGO.transform.localPosition.y < normalHeight){ mainCameraGO.transform.localPosition.y += Time.deltaTime * moveSpeed; }
}else if(state == 1){ //Crouch Position collider.direction = 1; collider.height = 1.5; collider.center = Vector3 (0, -0.25, 0); if(mainCameraGO.transform.localPosition.y > crouchHeight){ if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) < crouchHeight){ mainCameraGO.transform.localPosition.y = crouchHeight; } else { mainCameraGO.transform.localPosition.y -= crouchingHeight * Time.deltaTime/.1; } } if(mainCameraGO.transform.localPosition.y < crouchHeight){ if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) > crouchHeight){ mainCameraGO.transform.localPosition.y = crouchHeight; } else { mainCameraGO.transform.localPosition.y += crouchingHeight * Time.deltaTime/.1; } } if (Input.GetButtonDown("Jump")){ state = 0; } } else if(state == 2){ //Prone Position collider.direction = 2; collider.height = 0.5; collider.center = Vector3 (0, -0.5, 0); if(mainCameraGO.transform.localPosition.y > proneHeight){ mainCameraGO.transform.localPosition.y += proneHeight * Time.deltaTime * (moveSpeed + rigidbody.velocity.magnitude); } if (Input.GetButtonDown("Jump")){ state = 1; } } if (Input.GetButtonDown("GoProne")){ if(state == 0 || state == 1){ state = 2; } else if(state == 2){ state = 0; } } }
function Accelerate (accelerateY : float, accelerateZ : float){ grounded = false; rigidbody.AddRelativeForce (0, accelerateY, accelerateZ); }
function OnGUI(){ if(onLadder && !canClimb) GUI.Label(Rect(Screen.width - (Screen.width/1.7),Screen.height - (Screen.height/1.4),800,100),"Press key >>E<< to Climb"); } This is the code I was converting, it was written in JavaScript, and I need to rewrite it in C# but either way Nrigo saved me alot of trouble with the new kit except for one thing, the player does not have an actual body.. so Dominic will have to take the current player body and arms and replace the ones in the premium kit, but the scripts for it should work still, so we should be good to go on that much. Getting it networking ready shouldn't be too big a deal either with all the new scripts we need already written in C#, makes things much easier =D. No need to continue with the old demo, but I do vote for keeping the spiders, lol.. their not in the premium FPS kit at all.. Other than keeping the spiders, the maps need imported to the new setup, not really a problem, just a few hours worth of work, and my idea Garfield is while they are killing each other once we get networking going(it really is an asshole) we can begin integrating and setting up Coin Shop, Nikhil provided a model of a Futuristic Assult Rifle he made to me earlier, and it will be one of the first items sold for actual Coin2. Btw that warning was for my code not for yours - I have no idea is it ok or no for the whole project but there should be no compiling errors Try it, it should work the same that the one you posted in JS.
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I hope you keep them in cold storage... uh... sorry about your wife. someone call 911!!
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Your prefab runs ALOT and i mean ALOT better than the C2 Demo in terms of smoothness
Thank you for your feedback. The C2 Demo is using an older prefab and it may explain the difference. I like to play with this new prefab demo and I hope we will use it soon Yeah updating the prefab would be a good idea! Who wants to help me?? lol I'll update to the new prefab soon but for now im stuck on this:: using UnityEngine; using System.Collections; using System.Collections.Generic;
public class RigidController2 : MonoBehaviour { /** * Script written by OMA [FPSPrefab1.3] **/ public bool isRemotePlayer = true; public float proneSpeed = 1.0f; public float crouchSpeed = 2.0f; public float walkSpeed = 8.0f; public float runSpeed = 20.0f; public float runSkillLevel = 0.0f; public float gravitySkillLevel = 0.0f;
public int fallDamageMultiplier = 2; GameObject fallAnimGO; public float inAirControl = 0.1f; public float gravity = 20.0f; public float maxVelocityChange = 10.0f; public bool canJump = true; public float jumpHeight = 2.0f; AudioClip fallSound; GameObject playerWeapons; //@HideInInspector public bool grounded = false; private bool sliding = false; private float speed = 10.0f; private bool limitDiagonalSpeed = true; private float normalHeight = 0.5f; private float crouchHeight = -0.2f; private float crouchingHeight = 0.3f; public float proneHeight = -0.7f; private RaycastHit hit; private Transform myTransform; private float rayDistance; private GameObject mainCameraGO; private GameObject weaponCameraGO; int state = 0; float moveSpeed = 2.0f; Vector3 targetVelocity = Vector3.zero; bool onLadder = false; float climbSpeed = 10.0f; bool canClimb = false;
//[RequireComponent(Rigidbody, CapsuleCollider)]
void Awake (){ rigidbody.freezeRotation = true; rigidbody.useGravity = false; myTransform = transform; mainCameraGO = GameObject.FindWithTag("MainCamera"); weaponCameraGO = GameObject.FindWithTag("WeaponCamera"); rayDistance = collider.height * .5 + collider.radius; playerWeapons.animation.wrapMode = WrapMode.Loop; } void FixedUpdate (){ if(isRemotePlayer)return; double inputX = Input.GetAxis("Horizontal"); double inputY = Input.GetAxis("Vertical"); double inputModifyFactor = (inputX != 0.0f && inputY != 0.0f && limitDiagonalSpeed)? .7071 : 1.0f;
if (grounded){ if(state == 0) { if ( Physics.Raycast(myTransform.position, -Vector3.up, hit, rayDistance)) { if (Vector3.Angle(hit.normal, Vector3.up) > 30) { sliding = true; rigidbody.AddRelativeForce (-Vector3.up * 500); } else { sliding = false; } } } // Calculate how fast we should be moving targetVelocity = new Vector3(inputX * inputModifyFactor, 0.0f, inputY * inputModifyFactor); targetVelocity = myTransform.TransformDirection(targetVelocity); targetVelocity *= speed;
// Apply a force that attempts to reach our target velocity Vector3 velocity = rigidbody.velocity; Vector3 velocityChange = (targetVelocity - velocity); velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange); velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange); velocityChange.y = 0.0f; rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
if (canJump && Input.GetButtonDown("Jump") && state == 0){ rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z); } if(Input.GetButton("Use") && onLadder){ canClimb = true; rigidbody.velocity = Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z); } if(state == 0){ if (grounded && Input.GetButton("Run") && Input.GetKey("w")){ speed = runSpeed + runSkillLevel; }else{ speed = walkSpeed; } }else if(state == 1){ speed = crouchSpeed; }else if(state == 2){ speed = proneSpeed; } }else{ if(onLadder && canClimb){ //if(Input.GetAxis("Vertical")){ targetVelocity = new Vector3(0.0f, Input.GetAxis("Vertical") * inputModifyFactor, 0.0f ); targetVelocity *= climbSpeed; targetVelocity = myTransform.TransformDirection(targetVelocity); Vector3 velChange = (targetVelocity - rigidbody.velocity); velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange); velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange); velChange.z = 0.0f; rigidbody.AddForce(velChange, ForceMode.VelocityChange); //} /* // Calculate how fast we should be moving targetVelocity = new Vector3(inputX * inputModifyFactor, inputY * inputModifyFactor, 0.0f); targetVelocity = myTransform.TransformDirection(targetVelocity); targetVelocity *= climbSpeed; // Apply a force that attempts to reach our target velocity FIXME_VAR_TYPE velChange= (targetVelocity - rigidbody.velocity); velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange); velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange); velChange.z = 0.0f; rigidbody.AddForce(velChange, ForceMode.VelocityChange); */ }else{ // AirControl targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical")); targetVelocity = transform.TransformDirection(targetVelocity) * inAirControl; rigidbody.AddForce(targetVelocity, ForceMode.VelocityChange); } } if(onLadder == false){ canClimb = false; } if(canClimb == false){ // Gravity rigidbody.AddForce(Vector3 (0, (-gravity + gravitySkillLevel) * rigidbody.mass, 0)); } grounded = false; onLadder = false; } void OnCollisionStay ( Collision col ){ foreach(ContactPoint contact in col.contacts){ if(Vector3.Angle(contact.normal, Vector3.up) < 45){ grounded = true; } } } void OnTriggerStay ( Collider other ){ if (other.gameObject.tag == "Ladder") { onLadder = true; grounded = false; } } void HitJumpPad ( float velocity ){ rigidbody.velocity.z += velocity; } void OnCollisionEnter ( Collision collision ){ if(grounded == false){ fallAnimGO.animation.CrossFadeQueued("Fall", 0.3f, QueueMode.PlayNow); float currSpeed = collision.relativeVelocity.magnitude; if (currSpeed > 25) { float damage = currSpeed * fallDamageMultiplier; Debug.Log ("FallDamage" + damage); SendMessage ("PlayerDamage", damage, SendMessageOptions.DontRequireReceiver); } } } void CalculateJumpVerticalSpeed (){ return Mathf.Sqrt(2 * jumpHeight * gravity); } void Update (){ if(isRemotePlayer)return; if(grounded){ if ( rigidbody.velocity.magnitude < (walkSpeed+2) && rigidbody.velocity.magnitude > (walkSpeed-2) && !Input.GetButton("Fire2")){ playerWeapons.animation.CrossFade("Walk"); }else if (rigidbody.velocity.magnitude > (runSpeed -2)){ playerWeapons.animation.CrossFade("Run"); }else if (rigidbody.velocity.magnitude < (crouchSpeed+1) && rigidbody.velocity.magnitude > (crouchSpeed-1) && Input.GetButton("Fire2")){ playerWeapons.animation.CrossFade("CrouchAim"); }else{ playerWeapons.animation.CrossFade("IdleAnim"); } }else{ playerWeapons.animation.CrossFade("IdleAnim"); } if(mainCameraGO.transform.localPosition.y > normalHeight){ mainCameraGO.transform.localPosition.y = normalHeight; } else if(mainCameraGO.transform.localPosition.y < proneHeight){ mainCameraGO.transform.localPosition.y = proneHeight; } weaponCameraGO.transform.localPosition.y = mainCameraGO.transform.localPosition.y; if (Input.GetButtonDown("Crouch")) { if(state == 0 || state == 2){ state = 1; } else if(state == 1){ state = 0; } } if(state == 0){ //Stand Position collider.direction = 1; collider.height = 2.0f; collider.center = Vector3 (0, 0, 0); if(mainCameraGO.transform.localPosition.y < normalHeight){ mainCameraGO.transform.localPosition.y += Time.deltaTime * moveSpeed; } }else if(state == 1){ //Crouch Position collider.direction = 1; collider.height = 1.5f; collider.center = Vector3 (0, -0.25f, 0); if(mainCameraGO.transform.localPosition.y > crouchHeight){ if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) < crouchHeight){ mainCameraGO.transform.localPosition.y = crouchHeight; } else { mainCameraGO.transform.localPosition.y -= crouchingHeight * Time.deltaTime/.1; } } if(mainCameraGO.transform.localPosition.y < crouchHeight) { if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1) > crouchHeight) { mainCameraGO.transform.localPosition.y = crouchHeight; } else { mainCameraGO.transform.localPosition.y += crouchingHeight * Time.deltaTime/.1; } } if (Input.GetButtonDown("Jump")){ state = 0; } } else if(state == 2){ //Prone Position collider.direction = 2; collider.height = 0.5f; collider.center = Vector3 (0, -0.5f, 0); if(mainCameraGO.transform.localPosition.y > proneHeight){ mainCameraGO.transform.localPosition.y += proneHeight * Time.deltaTime * (moveSpeed + rigidbody.velocity.magnitude); } if (Input.GetButtonDown("Jump")){ state = 1; } } if (Input.GetButtonDown("GoProne")){ if(state == 0 || state == 1){ state = 2; } else if(state == 2){ state = 0; } } } void Accelerate ( float accelerateY , float accelerateZ ){ grounded = false; rigidbody.AddRelativeForce (0, accelerateY, accelerateZ); } void OnGUI (){ if(onLadder && !canClimb) GUI.Label( new Rect(Screen.width - (Screen.width/1.7f),Screen.height - (Screen.height/1.4f),800,100),"Press key >>E<< to Climb"); } } Converting it to C# to use it with the new network stuff.. its the last piece of the puzzle lol using UnityEngine; using System.Collections; using System.Collections.Generic;
[RequireComponent(typeof(Rigidbody))] [RequireComponent(typeof(CapsuleCollider))] public class RigidController2 : MonoBehaviour { /** * Script written by OMA [FPSPrefab1.3] **/ public bool isRemotePlayer = true; public float proneSpeed = 1.0f; public float crouchSpeed = 2.0f; public float walkSpeed = 8.0f; public float runSpeed = 20.0f; public float runSkillLevel = 0.0f; public float gravitySkillLevel = 0.0f; public int fallDamageMultiplier = 2; GameObject fallAnimGO; public float inAirControl = 0.1f; public float gravity = 20.0f; public float maxVelocityChange = 10.0f; public bool canJump = true; public float jumpHeight = 2.0f; AudioClip fallSound; GameObject playerWeapons; [HideInInspector] public bool grounded = false; private bool sliding = false; private float speed = 10.0f; private bool limitDiagonalSpeed = true; private float normalHeight = 0.5f; private float crouchHeight = -0.2f; private float crouchingHeight = 0.3f; public float proneHeight = -0.7f; private RaycastHit hit; private Transform myTransform; private float rayDistance; private GameObject mainCameraGO; private GameObject weaponCameraGO; int state = 0; float moveSpeed = 2.0f; Vector3 targetVelocity = Vector3.zero; bool onLadder = false; float climbSpeed = 10.0f; bool canClimb = false;
void Awake (){ rigidbody.freezeRotation = true; rigidbody.useGravity = false; myTransform = transform; mainCameraGO = GameObject.FindWithTag("MainCamera"); weaponCameraGO = GameObject.FindWithTag("WeaponCamera"); rayDistance = (collider as CapsuleCollider).height * .5f + (collider as CapsuleCollider).radius; playerWeapons.animation.wrapMode = WrapMode.Loop; } void FixedUpdate (){ if(isRemotePlayer)return; float inputX = Input.GetAxis("Horizontal"); float inputY = Input.GetAxis("Vertical"); float inputModifyFactor = (inputX != 0.0f && inputY != 0.0f && limitDiagonalSpeed)? .7071f : 1.0f; if (grounded){ if(state == 0) { if ( Physics.Raycast(myTransform.position, -Vector3.up, out hit, rayDistance)) { if (Vector3.Angle(hit.normal, Vector3.up) > 30f) { sliding = true; rigidbody.AddRelativeForce (-Vector3.up * 500f); } else { sliding = false; } } } // Calculate how fast we should be moving targetVelocity = new Vector3(inputX * inputModifyFactor, 0.0f, inputY * inputModifyFactor); targetVelocity = myTransform.TransformDirection(targetVelocity); targetVelocity *= speed; // Apply a force that attempts to reach our target velocity Vector3 velocity = rigidbody.velocity; Vector3 velocityChange = (targetVelocity - velocity); velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange); velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange); velocityChange.y = 0.0f; rigidbody.AddForce(velocityChange, ForceMode.VelocityChange); if (canJump && Input.GetButtonDown("Jump") && state == 0){ rigidbody.velocity = new Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z); } if(Input.GetButton("Use") && onLadder){ canClimb = true; rigidbody.velocity = new Vector3(velocity.x, CalculateJumpVerticalSpeed(), velocity.z); } if(state == 0){ if (grounded && Input.GetButton("Run") && Input.GetKey("w")){ speed = runSpeed + runSkillLevel; }else{ speed = walkSpeed; } }else if(state == 1){ speed = crouchSpeed; }else if(state == 2){ speed = proneSpeed; } }else{ if(onLadder && canClimb){ //if(Input.GetAxis("Vertical")){ targetVelocity = new Vector3(0.0f, Input.GetAxis("Vertical") * inputModifyFactor, 0.0f ); targetVelocity *= climbSpeed; targetVelocity = myTransform.TransformDirection(targetVelocity); Vector3 velChange = (targetVelocity - rigidbody.velocity); velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange); velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange); velChange.z = 0.0f; rigidbody.AddForce(velChange, ForceMode.VelocityChange); //} /* // Calculate how fast we should be moving targetVelocity = new Vector3(inputX * inputModifyFactor, inputY * inputModifyFactor, 0.0f); targetVelocity = myTransform.TransformDirection(targetVelocity); targetVelocity *= climbSpeed; // Apply a force that attempts to reach our target velocity FIXME_VAR_TYPE velChange= (targetVelocity - rigidbody.velocity); velChange.x = Mathf.Clamp(velChange.x, -maxVelocityChange, maxVelocityChange); velChange.y = Mathf.Clamp(velChange.y, -maxVelocityChange, maxVelocityChange); velChange.z = 0.0f; rigidbody.AddForce(velChange, ForceMode.VelocityChange); */ }else{ // AirControl targetVelocity = new Vector3(Input.GetAxis("Horizontal"), 0.0f, Input.GetAxis("Vertical")); targetVelocity = transform.TransformDirection(targetVelocity) * inAirControl; rigidbody.AddForce(targetVelocity, ForceMode.VelocityChange); } } if(onLadder == false){ canClimb = false; } if(canClimb == false){ // Gravity rigidbody.AddForce(new Vector3 (0f, (-gravity + gravitySkillLevel) * rigidbody.mass, 0f)); } grounded = false; onLadder = false; } void OnCollisionStay ( Collision col ){ foreach(ContactPoint contact in col.contacts){ if(Vector3.Angle(contact.normal, Vector3.up) < 45f){ grounded = true; } } } void OnTriggerStay ( Collider other ){ if (other.gameObject.tag == "Ladder") { onLadder = true; grounded = false; } } void HitJumpPad ( float velocity ){ Vector3 oldVelocity = rigidbody.velocity; rigidbody.velocity.Set(oldVelocity.x, oldVelocity.y, oldVelocity.z + velocity); } void OnCollisionEnter ( Collision collision ){ if(grounded == false){ fallAnimGO.animation.CrossFadeQueued("Fall", 0.3f, QueueMode.PlayNow); float currSpeed = collision.relativeVelocity.magnitude; if (currSpeed > 25f) { float damage = currSpeed * fallDamageMultiplier; Debug.Log ("FallDamage" + damage); SendMessage ("PlayerDamage", damage, SendMessageOptions.DontRequireReceiver); } } } float CalculateJumpVerticalSpeed (){ return Mathf.Sqrt(2f * jumpHeight * gravity); } void Update (){ if(isRemotePlayer)return; if(grounded){ if ( rigidbody.velocity.magnitude < (walkSpeed + 2f) && rigidbody.velocity.magnitude > (walkSpeed - 2f) && !Input.GetButton("Fire2")){ playerWeapons.animation.CrossFade("Walk"); }else if (rigidbody.velocity.magnitude > (runSpeed - 2f)){ playerWeapons.animation.CrossFade("Run"); }else if (rigidbody.velocity.magnitude < (crouchSpeed + 1f) && rigidbody.velocity.magnitude > (crouchSpeed - 1f) && Input.GetButton("Fire2")){ playerWeapons.animation.CrossFade("CrouchAim"); }else{ playerWeapons.animation.CrossFade("IdleAnim"); } }else{ playerWeapons.animation.CrossFade("IdleAnim"); }
if(mainCameraGO.transform.localPosition.y > normalHeight){ mainCameraGO.transform.localPosition.Set(mainCameraGO.transform.localPosition.x, normalHeight, mainCameraGO.transform.localPosition.z); } else if(mainCameraGO.transform.localPosition.y < proneHeight){ mainCameraGO.transform.localPosition.Set(mainCameraGO.transform.localPosition.x, proneHeight, mainCameraGO.transform.localPosition.z); }
weaponCameraGO.transform.localPosition.Set(weaponCameraGO.transform.localPosition.x, mainCameraGO.transform.localPosition.y, weaponCameraGO.transform.localPosition.z); if (Input.GetButtonDown("Crouch")) { if(state == 0 || state == 2){ state = 1; } else if(state == 1){ state = 0; } } if(state == 0){ //Stand Position (collider as CapsuleCollider).direction = 1; (collider as CapsuleCollider).height = 2.0f; (collider as CapsuleCollider).center = new Vector3 (0f, 0f, 0f); if(mainCameraGO.transform.localPosition.y < normalHeight){ mainCameraGO.transform.Translate(0f, Time.deltaTime * moveSpeed, 0f); } }else if(state == 1){ //Crouch Position (collider as CapsuleCollider).direction = 1; (collider as CapsuleCollider).height = 1.5f; (collider as CapsuleCollider).center = new Vector3 (0f, -0.25f, 0f); if(mainCameraGO.transform.localPosition.y > crouchHeight){ if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1f) < crouchHeight){ mainCameraGO.transform.localPosition.Set(mainCameraGO.transform.localPosition.x, crouchHeight, mainCameraGO.transform.localPosition.z); } else { mainCameraGO.transform.Translate(0f, -crouchingHeight * Time.deltaTime/.1f, 0f); } } if(mainCameraGO.transform.localPosition.y < crouchHeight) { if(mainCameraGO.transform.localPosition.y - (crouchingHeight * Time.deltaTime/.1f) > crouchHeight) { mainCameraGO.transform.localPosition.Set(mainCameraGO.transform.localPosition.x, crouchHeight, mainCameraGO.transform.localPosition.z); } else { mainCameraGO.transform.Translate(0f, crouchingHeight * Time.deltaTime/.1f, 0f); } } if (Input.GetButtonDown("Jump")){ state = 0; } } else if(state == 2){ //Prone Position (collider as CapsuleCollider).direction = 2; (collider as CapsuleCollider).height = 0.5f; (collider as CapsuleCollider).center = new Vector3 (0f, -0.5f, 0f); if(mainCameraGO.transform.localPosition.y > proneHeight){ mainCameraGO.transform.Translate(0f, proneHeight * Time.deltaTime * (moveSpeed + rigidbody.velocity.magnitude), 0f); } if (Input.GetButtonDown("Jump")){ state = 1; } } if (Input.GetButtonDown("GoProne")){ if(state == 0 || state == 1){ state = 2; } else if(state == 2){ state = 0; } } } void Accelerate ( float accelerateY , float accelerateZ ){ grounded = false; rigidbody.AddRelativeForce (0f, accelerateY, accelerateZ); } void OnGUI (){ if(onLadder && !canClimb) GUI.Label( new Rect(Screen.width - (Screen.width/1.7f),Screen.height - (Screen.height/1.4f),800f,100f),"Press key >>E<< to Climb"); } } WARNING:
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Hey people. Setting up my masternode however on starting MN in wallet I'm getting  "not capable masternode: Could not connect to <ipaddyofmvps>"
Checked settings and looks ok - defo right IP addy VPS is up and running and redone darkcoin conf setup on both vps and local pc.
Is this more likely to be a payment issue? Any ideas before I start again?
Your masternode might have banned your local wallet. Try this: 1) keep local wallet open 2) stop remote darkcoind (the one that is on vps) 3) remove peers.dat on vps 4) start remote darkcond and wait until it's live (gives you valid responses on getinfo or any other rpc command) 5) issue "masternode start" (or "masternode start-many" - depends on what guide you are following) from local wallet again
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Can someone enlighten me? I'm sending a few DRK from the qt wallet and while the wallet says it is online and sync'd and I didn't select InstantX when sending I get "Status: 0/offline (InstantX verification failed), has not been successfully broadcast yet". It's been some 15 minutes now and it might very well be something that resolves itself, but care to shed some light on what is happening? <shameless plug> I'm sending a few seed bets for TAABL, the original Bitcoin lottery which from today supports DRK too! https://bitcointalk.org/index.php?topic=974159.0</shameless plug> EDIT: I'm still curious as to why it took so long, but it propagated and is already in a block now... v0.11.1.25 Qt-wallet has a small bug on sending non-IX txes to 2+ recipients, I guess that's what you just hit. It's already fixed in source and will be included in v0.11.2.x release. Until then please avoid sending non-IX txes to multiple recipients via Qt-wallet. Thanks.
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I think it were both - first Alex-Ru's article and then the guide EDIT: btw amazing work Alex-Ru!
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links and versions updated -- thanks for the heads up! Nice! I can't believe he is serious about it. It's a 80+ lvl trolling or... nah, he can't be that stupid :/ "One People, One EmpireCoin, One Leader"? No f*cking way. Blood pressure levels still elevated... Damn, his tweet is actually THE DISTRACTION - back to work
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I can't believe he is serious about it. It's a 80+ lvl trolling or... nah, he can't be that stupid :/ "One People, One EmpireCoin, One Leader"? No f*cking way.
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Maybe I missed it - but I assume that we will continue to use the most recent BTC code - intergrated with DRK of course as BTC updates - -
IF this is so - does anybody know what that time frame might be to move into BTC 0.10.X.X ?? etc etc...
(just making small talk - I'm bored, at work)
Yep, vertoe is working on moving to Bitcoin 0.10.x and looks like there is a lot of work to do again. But most of security/core fixes are already incorporated in current client and few bitcoin core performance fixes will be also in 11.2. As for new features - might be not a bad idea to give bitcoin core some time to stabilize a bit and maybe wait for bitcoin 0.10.1 to be our next base
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Because Darksend creates many new adresses for changes, do we have to backup Darkcoin wallet after completion of darksend premix or after sending coin with darksend?
There is a keypool of 1000 keys in a wallet so you have a gap of 1000 sending operations (one mixing round takes few 10s of them). Mixing 100 DRK for 2 rounds can take ~150-170 addresses, for example. How keypool works: Darkcoin wallet generates 1000 keys on initialization (originally it's 100 for Bitcoin btw). Keys are used one by one but every time you use one address new address added at the end of a list. So at any given time you have 1000 addresses that are already known to you but yet unused. 1000 addresses should be enough in most cases and even after mixing you can open your backup wallet and still will be able to see/move all your coins. If you feel you that you need more safety you can create new wallet with larger keepool by adding -keepool command line option. If you already have wallet.dat you can move it somewhere else or use -wallet cmd-line option to create another one. So it should be smth like this: darkcoind-qt -wallet=walletwithlargekeypool.dat -keypool=10000 This will generate new wallet "walletwithlargekeypool.dat" in your data folder and this wallet will always have 10000 pre-generated keys. Keep in mind that this however can take quite a long time to generate (depends on your environment). I use option keypoolrefill when I'm close to limit and until then I don't do any new backups. Of course, it depends how you feel with that Yep, that's another good option. Thanks for noticing!
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Because Darksend creates many new adresses for changes, do we have to backup Darkcoin wallet after completion of darksend premix or after sending coin with darksend?
There is a keypool of 1000 keys in a wallet so you have a gap of 1000 sending operations (one mixing round takes few 10s of them). Mixing 100 DRK for 2 rounds can take ~150-170 addresses, for example. How keypool works: Darkcoin wallet generates 1000 keys on initialization (originally it's 100 for Bitcoin btw). Keys are used one by one but every time you use one address new address added at the end of a list. So at any given time you have 1000 addresses that are already known to you but yet unused. 1000 addresses should be enough in most cases and even after mixing you can open your backup wallet and still will be able to see/move all your coins. If you feel you that you need more safety you can create new wallet with larger keepool by adding -keepool command line option. If you already have wallet.dat you can move it somewhere else or use -wallet cmd-line option to create another one. So it should be smth like this: darkcoind-qt -wallet=walletwithlargekeypool.dat -keypool=10000 This will generate new wallet "walletwithlargekeypool.dat" in your data folder and this wallet will always have 10000 pre-generated keys. Keep in mind that this however can take quite a long time to generate (depends on your environment).
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