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Messages - Richard Robertson

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1
Suggestions & Requests / Re: Widescreen resolutions
« on: June 21, 2010, 10:01:03 PM »
Perfect, thank you.

2
Suggestions & Requests / Re: Widescreen resolutions
« on: June 21, 2010, 09:44:15 PM »
What's the command? I've yet to find a list of console commands yet.

3
Suggestions & Requests / Widescreen resolutions
« on: June 21, 2010, 09:03:17 PM »
I was trying to take advantage of my screen a bit more but none of the resolutions match the shape of my screen very well.

If we could get a smattering of widescreen resolutions or custom resolutions, I'm sure at least a few people would use them.

4
Suggestions & Requests / Re: Time Machine
« on: January 11, 2010, 12:34:33 PM »
Recording the motions of the character would be stupidly difficult unless a way to record were added to the main program. Obviously the main program knows every key press, but addons wouldn't have access to such a log.

5
Suggestions & Requests / Re: Trains
« on: January 10, 2010, 03:30:43 PM »
I said powered. The models didn't use steam power to move.

6
Suggestions & Requests / Re: Trains
« on: January 10, 2010, 12:07:31 PM »
An electric train would fit the style of the game more, considering Lego never released steam or diesel powered sets.

7
Suggestions & Requests / Re: Blockland for teh Wii/ Xbox/ ps3
« on: January 08, 2010, 05:07:31 PM »
1st of all a mac is A loving PC GOD DAMNIT
That's only true of recent Macs. There used to be a difference in code that ran on a Mac and code that ran on a PC. This was due to the processor chips that Macs used before. Now Macs are using Intel chips like PCs, and can run the same code now.

8
Suggestions & Requests / Re: geting drunk in bl
« on: January 07, 2010, 02:51:07 PM »
I believe the term is Grammatically Incorrect.
Grammatical means conforming to the rules of grammar or usage accepted by native speakers. So technically the whole thing was wrong. Which only makes it funnier.

9
Suggestions & Requests / Re: Blockland for teh Wii/ Xbox/ ps3
« on: January 06, 2010, 10:58:20 PM »
The Xbox 360 is meant for a more mature audience, so the swearing etc wouldn't be a problem. Just stamp a "Rated M" sticker on it and then it's the parents fault, not the games.

10
Suggestions & Requests / Re: Blockland for teh Wii/ Xbox/ ps3
« on: January 06, 2010, 10:22:46 PM »
I considered stopping reading there, but concluded that the responses would be humorous. I was not dissapointed.
It's fun to play along sometimes.

11
Suggestions & Requests / Re: Blockland for teh Wii/ Xbox/ ps3
« on: January 06, 2010, 08:48:11 PM »
Wrong The wii keyboard is only wireless for the WiiBrowser.
I know, it was a joke. Hence the whole "throw it at the TV" bit. :P

12
Suggestions & Requests / Re: Blockland for teh Wii/ Xbox/ ps3
« on: January 06, 2010, 06:54:43 PM »
How is using a Wii keyboard and mouse more fun than using a computer keyboard and mouse?
Because the Wii keyboard has motion sensing technology. Jump by throwing the keyboard directly into the TV.

13
Suggestions & Requests / Re: Better folder structure
« on: January 06, 2010, 06:43:55 PM »
At this point I am giving up. Not changing my view, but I'm giving up.

Off-topic: It does make me laugh at how few people realize what UAC was actually designed to do. It's designed to enforce user awareness. Instead everyone just disabled it, finding it annoying.

14
Suggestions & Requests / Re: Better folder structure
« on: January 06, 2010, 06:21:42 PM »
Alright, "programmer", what aren't you getting?  Blockland runs on the Torque engine.  The Torque engine demos do not require installation.  The installer is simply something Badspot added for convenience for idiots who can't handle extracting files.  You can test this yourself by opening the Blockland installer with an archive program like 7zip.  I never use the installer at all.  I just open the .exe with 7zip and extract the files inside to a location on my external drive.

Regarding your AppData / Application Data request, it's just stupid.  Torque games are not set up to allow per-user mods.  Look at pretty much any program that accepts plug-ins.  Almost all of them have a plug-ins folder inside of the application's install folder.  This is exactly how Blockland works.  Add-Ons are plug-ins, and they go in the Add-Ons folder.

The problem here is not the design of the engine or the design of the game; the problem is with UAC.  UAC's access control restrictions might actually be a good idea, but the "virtual store" is terrible.  Telling a user that his files are in one location when you're actually abstracting the location of the files to some randomly generated folder is ridiculous.

Again, you have 2 options:

1.  Disable UAC.
2.  "Install" Blockland to another directory.

In my case, I do both.  I disable UAC simply to get rid of the virtual store crap.  Blockland runs from my external drive and I just make a shortcut to the .exe on the Desktop.
The virtual store was created so that every program that tried to write to its program folder didn't require admin access. Also, the virtual store folder isn't randomly generated. "C:\Users\Richard\AppData\Local\VirtualStore\Program Files\Blockland" doesn't look random at all.

Have you got any experience with the Torque engine directly? I couldn't find any kind of source documentation on the website and I'm certainly not paying for the engine. I am wondering why it would be so hard to make it changeable.



And I have a question for all the UAC bashers who also happen to use any form of Unix/Linux. Do you complain about sudo?

15
Suggestions & Requests / Re: Better folder structure
« on: January 06, 2010, 05:51:24 PM »
i thought some things went into other folders?
I'm not sure what you mean. All the addon zip files go in the one "Add-Ons" folder.

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