Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - darkhog

Pages: [1] 2 3 4
1
I'm considering using your service (free version, because I don't need premium features), but I have few questions:

- Can I use ANY FTP client? Because I prefer TotalCommander for that, as its interface is more convenient for me than FileZilla's (tried many FTP client before and after TC, but only TC's FTP client is good for me)?
- How long are you in business? I don't want to join your service only to discover next day/week/month that you shut down.
- What is uptime of your servers?
- What is location of your servers?

2
Suggestions & Requests / Re: Vortex bricks
« on: September 06, 2013, 06:26:31 AM »
That was some different knockoff game on Steam.
...called Blockscape (pretty cool & this screenshot is from old version, new one has graphics comparable with Skyrim's).

3
Suggestions & Requests / Re: A WORKING link to Gamemode_Plastic
« on: September 06, 2013, 06:25:19 AM »
Maybe by "customizing" they meant fixing it so it won't crash? Quite possible as there should be a way to fix it (always is), so probably they fixed it plus added few extra things.

4
Modification Help / Re: Where can I learn TorqueScript
« on: September 05, 2013, 12:48:16 PM »
The thing is TorqueScript isn't like C++ at all (save from curly braces marking code block).
Torque is written in C++, yes, but it uses custom scripting language. And while I'd love to have instead of it some fast script language (in terms of speed execution), like Lua, I know that this would mean rewritting all addons, so I just need to suck it and learn TorqueScript.

If/loops syntax is totally different from what I've seen. @Aware, I know this thread and I'll be using it in future, but it explains Blockland's API, not TorqueScript's syntax.

5
Modification Help / Where can I learn TorqueScript
« on: September 05, 2013, 05:20:38 AM »
I don't mean either Torque's or Blockland's API, but language syntax itself as it is not similar to any language I know.

6
Suggestions & Requests / Building own vehicles
« on: September 05, 2013, 05:16:44 AM »
Yes, I get that there are addons that allows that, but I'd like it to be in main game, as it could be better integrated.

I mean building vehicles using normal bricks.

7
Suggestions & Requests / Re: A WORKING link to Gamemode_Plastic
« on: September 05, 2013, 05:13:05 AM »
I think I've downloaded it one day, but it turned out that this isn't compatible with current Blockland (crashes upon start).

8
General Discussion / Re: So... how can I get Steam key?
« on: September 04, 2013, 07:19:21 PM »
It's not about Steam. Steam or any Valve employee has nothing to do with whether or no we will get steam keys for already purchased game - it's purely Badspot's decision.

9
General Discussion / Re: So... how can I get Steam key?
« on: September 04, 2013, 12:49:01 PM »
Theres a topic somewhere that says that steam is just an additional way to buy the game, not an entirely new system and way to play it

Even if, I prefer convenience of launching game via Steam Library and not having redownload it every time I reinstall Windows (my long break from BL was caused by reinstallation and I only redownloaded Blockland just recently). So would want Steam key.

10
General Discussion / Re: So... how can I get Steam key?
« on: September 04, 2013, 09:49:12 AM »
Ah, okay, thanks. I think Eric is working on Steam integration and that's why we didn't see any new release yet (I'm programmer myself and I know that Steam API can be... challenging to work with).

11
General Discussion / Re: How did Blockland improve your life?
« on: September 04, 2013, 09:40:01 AM »
I don't need to have 3 2x2x2m boxes filled with lego bricks anymore.

12
General Discussion / So... how can I get Steam key?
« on: September 04, 2013, 09:34:45 AM »
Recently Blockland has been greenlit and I wonder how can I get Steam key. And before you ask, activation key which does work for game, can't be used to activate it in steam.

13
Suggestions & Requests / Re: OnPlayerSpawn
« on: March 04, 2013, 11:40:40 AM »
Bump. I need that, don't have enough skill to write it myself and one Greek2me wrote doesn't work (thought I'd like to thank you for the effort, I appreciate that).

15
Suggestions & Requests / Re: Event system should be reworked.
« on: March 03, 2013, 04:52:03 PM »
What would be even nicer is a sort of purely client-sided "event IDE" which behaves like the above and lets you save things, then before sending them off to the server, it would compile them into the traditional event format.
It wouldn't be that hard and I would do it if I didn't already have a million projects.
True, but challenging part would be decompiling events so they are easily editable in this event IDE.

Also I like multiple output per input idea.

We could also make branched events, for example if-else. This would go well with VCE-like variable system which could be build in right into BL (don't see reason why). Then, we could do something like that:

Code: [Select]
if ([playerScore] > 15)
    |
    |----OnActivate >> self >> door >> Toggle
else
    |
    |----OnActivate >> Client >> CenterPrint("You must have more than 15 points to open this door!")
endif

You'd need to put endif at end of statement to make it work properly (it'd still work if if statement is at the end of your event code, as it would close it automatically, but it'd tread all subsequent event calls as part of else/if in case statement doesn't have else part, so it's better to close it off).
System variables (score, BL_ID, etc.) would be enclosed in square brackets.

Pages: [1] 2 3 4