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Messages - Zeblote

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Drama / Re: Aeonara (brickadia artist) - child enthusiast
« on: September 10, 2020, 01:21:05 PM »
Hey - first post here in a while, since someone brought this topic to my attention.

We've actually stopped working together immediately after finding out about the issue. She is not a member of the team anymore. You'll see that her name has been removed from the credits on the website for over a week.

General Discussion / Re: What are you think of brickadia
« on: May 20, 2019, 04:55:29 PM »
Make a blog or something. I've learned my lesson and don't want to paticipate with your community, and have realised how absolutely childish I was when making that post, but I do want to possibly support and get updates on your game. Which is not currently possible by the way you keep it under wraps.

You have a point there. I've been wanting to put news up on the website for a while.

General Discussion / Re: What are you think of brickadia
« on: May 20, 2019, 04:38:32 PM »
I disagree. Me, and a bunch of other users, have been deplatformed for seemingly no reason a while ago with no way to get an appeal or second chance.This sentiment is extremely anti-consumer if you do have any say in the Moderation. I understand any general dislike of me, personally, but this isn't just a "me" problem. It's a problem which concerns me about how the users will act towards people who criticize the game - in a way which encourages alienation of users who criticize too harshly and a way that encourages xenophobic tendencies towards users of this community who don't have a key for your game.

I can only hope that this response doesn't represent the majority of the Brickadia community or the opinions of higherups involved.

I did a quick search of the discord and wasn't able to find anyone with your name. However, I was able to find this gem:

Maybe you shouldn't be calling people mentally ill while insulting the entire community if you want to participate.

their mod staff aren't that good. maybe my purely ironic 'i hate furries' persona pissed off a few of them but i remember theblackparrot basically hated me from the moment i joined to the moment i left. one time we were discussing brickadia in #brickadia and i mentioned jack and casie as another game made by blockland players and i immediately got my comment removed and replaced with a #offtopic by theblackparrot. this happened consistently, usually the moment i went slightly off topic from the ongoing discussion, even if it was vaguely related.

i also got permanently muted for separating a joke about brickbot into four lines instead of one and flaming when i made a joke about how arrogant the devs are, a joke that the devs themselves consistently made. i guess he felt like labeling me a troll even though in my entire 5 months of being on the discord i was nothing but respectful, i just shared my honest opinions on how i saw the game, including positive and negative, with good intentions.

ive been invited back to the discord on like 3 separate occasions, one time by one of the devs on the discord, and the only reason i refuse is because of the staff. the devs are really nice and great people but some of the staff members really made me feel unwelcome there

If you have some specific issues with our moderators that you believe were handled wrongly, you really should contact one of us in private to discuss it instead of silently dwelling on it. I see that you were very active in our server once with over 12000 messages - but that was half a year ago now, and it'd be close to impossible to find any specifics on what really went down back then.

General Discussion / Re: What are you think of brickadia
« on: May 20, 2019, 11:16:24 AM »
im guessing the difference you missed is "lets make a game with modding support" vs "lets make a game using the modding framework we developed". the first will take a lot longer to reach full moddability state while the second is moddable out of the gate. there's definitely downsides with the second approach (much harder to add core features, optimize engine, etc once the modding system is locked in), but the foundation of moddability is how BL has always worked and attracted developers despite how stuff the engine is, so you should keep that in mind.

"Out of the gate" as in "when you finished making another game engine after years of work that's still 50 times worse than what unreal already provides", sure. Technically, using any modern game engine is already like your second method anyway: we load all of the content from a pak file using the same systems a mod would use. With unreal we also get access to the full source code, allowing us to bend some of the engine systems around and improve the modding capabilities. It's not like this is all a big black box.

General Discussion / Re: What are you think of brickadia
« on: May 20, 2019, 09:26:13 AM »
I'm gonna try and address all the posts here at once.

It is important to realize that Brickadia was not started with the goal to become "Blockland 2". Originally it was intended to be a building tech demo that's nice to look at, a hobby project for just me to see how far I would get. Along the way, more people joined, and with their contributions we got much further than I originally expected, so far that it now has the potential to become a real game.

Since then a community of over 1000 people has been gathering in our Discord, and we are taking their feedback to heart by massively expanding the scope of the project over time. Going from the little tech demo to a real game that fulfills your hopes with weapons, buildable vehicles and brick physics, ingame visual scripting for bricks, and to top it all, modding, is not easy. It takes up an extreme amount of our free time, and you're going to have to be patient if you want us to succeed with this.

from what i was told the mod support in brickadia is going to be extremely limited since mods will have to be curated directly through the moderation team

What you've been told is not true. We are planning to host a curated mod portal, but that does not mean it is the only possible way to use mods. It will be possible to load unapproved mods directly onto your server.

and the game won't support certain types of mods

I'm not sure what this is supposed to mean. Nothing supports "every type of mod".

-snip- 😔

Don't worry guys, mod support is coming at the end of the development cycle

I don't see what this image has to do with anything. It's not from our project, the blueprints we have don't look like this either as we follow our blueprint coding style when using them.

It's not impossible to predict where the game is going based off what we know about Brickadia and what the devs have said and compare it to Blockland. Just because something has mod support, doesn't mean it will be good. Good mod support is something that's taken into account and maintained from step one. The Brickadia devs have already admitted many things won't be possible on Unreal, and that mod support will only take priority at/near the end of the development cycle, which means that they're going to be implementing mod support on-top of the spaghetti ramen bowl blueprints I saw earlier today. That's never a recipe for success.

Mod support is not planned for the end of the development cycle, more like somewhere in the middle, once we've got a few other things out of the way. I know we don't have much to show for it yet, but there's no need to worry, it'll become a priority soon enough. The order in which systems are implement doesn't matter all that much as long as you always keep in mind that mods are things that will exist.

Mod support is the core of Blockland's success, without a doubt. Afterthought mod support will never compare to Blockland. You're going from Torque, an engine that was designed from the ground up with polymorphism in mind, to Unreal, which, uh, wasn't. Saying Unreal doesn't have mod support is an exaggeration but it will never hold a candle to what we have with Blockland.

There are several ways to approach modding. Torque is pretty much a wild west, where everyone arbitrarily hooks everything else and hopes that it works in the end without everything exploding when you add a second mod.

Unreal actually comes with most of a useful modding framework. You have the really fancy editor for developing, iterating and testing your content. You're able to add arbitrary assets (including blueprints) to the game from mod packages. This allows you to add custom maps, tools, weapons, bricks, ui, etc. which the game then automatically discovers and makes available. Clients connected to the server load the same mod packages so the extremely annoying server/client mod split we're used to from torque is not a thing and you can create real ui instead of relying on crap like center print. As an added bonus, these content packages can theoretically be hot loaded on a running server.

The second half of the modding framework, which is extending or replacing the behaviors of existing content, is indeed somewhat lackluster (that means, it pretty much does not exist). We are aware of this problem and already have several plans to address it. Obviously, modding for a game using a different engine will be different than what you're used to. This does not necessarily mean it will be worse in the end.

I can't pull direct sources from the developers because they hide

We aren't hiding? We have a public Discord server linked on our website that you're free to join and talk with us.

but how many months did it take them to make a shotgun and pistol lol? This is an engine that comes with FPS templates.

Such is life when you can't work on a project full time. By the way, the FPS template is honestly quite terrible, it does not compare at all to the weapon system I've been working on that supports client prediction/reconciliation and latency compensation, and extensibility so you can create mod weapons that I've never even imagined.

mod support, like netcode, isn't something you just stick into your game at any given point in time and expect it to work. mod support needs to be the primary focus from the start of development cycle to finish, and the game needs to be built on its own mod support system. this is how torque and blockland were built. mod support is a scalability problem and if scalability isn't the primary focus of all of your design patterns then eventually the project will reach a point in its lifetime when the programmers will be forced to remake everything in order to have it scale to the bigger scope.

No one is expecting to be able to stick mod support into the game and it works. Much of what we've made so far was designed with it in mind, sure a few things will need to be remade, but that's the point of prototypes. It's really not as much of an issue as you're making it out to be.

games like minecraft are a prime example of how mod support as an afterthought results in a terrible modding pipeline with multiple incompatibilities and poor debugging because everything was designed and coupled together as-is without the intention of there being external logic. it took the devs until 2017-2018 to design a consistent mod support system

Minecraft was (is) the most successful moddable game of all time so you bringing it up as a negative example makes no sense at all.

given that the brickadia devs are all unpaid adults, the poor planning will eventually catch up to them and they'll have no choice but to just cut their losses and stick with unreal's built in mod support. at that point its safe to say the game will have no mod support because unreal's mod support is a trainwreck. you, as a modder, will have to choose between writing hacky dll injections that root around in and change the virtual memory of the game, or using scratch level blueprints that will only afford you 1% as much control over the game's logic as dlls

First you talk about mod compatibility and debugging and then you present dll hacking as if that mess was somehow something to compare with. Honestly, your whole post seems to me like just trying to come up with reasons why the project can somehow not work as if you'd personally lose something if it does. That's sad.

By the way, have you used blueprint? It's actually a quite competent scripting language with more features than torquescript. The real problem is how it has so much visual noise compared to text, making it pretty inefficient to use.

its the beta so we dont have to do any work to fix the bugs in it and we blame all mistakes on it

We are usually quite fast at fixing any game breaking bug reported by our players.

Despite being reportedly non-toxic, users are split between beta testers and non beta testers. The beta testers in actuality are not actually good people - more likely the first person to ask for a key or friends of developers. Then you get people, like in this thread, insulting people over not having a key and disliking the currently ambiguous goal of being 'Non-Toxic' in the community -

You can rest assured that the testers are not only our friends. We simply gave everyone a key who was in the (public) discord at the time we released a big update. Naturally, access will become more open in the future.

Because it's on UE4, mods will presumably be in C++. Not only is c++ insecure as a modding language, it also has garbage garbage collection. This will lead to anomalous ram spikes, and judging from Blockland's history of addons, we're not going to have immaculately coded addons either. A lua modding language would fix this issue but would take alot of Extra time to implement.

C++ can not be used for modding. C++ does not have garbage collection, Lua does.

My third issue - The Community. The blockland community is a diminished husk of what it was when I first got the game, standing at 120-30 users per day. Currently, the best place to discuss this game is here, where everyone can see it and people who are banned and people who refuse to use discord can give their input instead of a moderated selection of people who are restricted by the creators and Moderators of this game. When this game likely gets done, and if the creators do not give up on it, it is likely this type of game will have Extreme difficulty finding users as the market for this type of game is less open - only open for games such as Roblox.

Of course the best place to discuss our game is not the forum for another game. Brickadia is not Blockland, and we are building our own community. We use Discord as it was preferred by most of our community when we set it up and it makes it easy to keep everything in one place.

Off Topic / Re: Opinions on Brickadia
« on: August 08, 2018, 03:27:32 AM »
o no you found my secret project
just be patient lol

Something insanely crappy, like 40KB/s. It downloads "faster" with lower latency.

Add-Ons / Re: New Duplicator 1.6.2 | Now on BL Glass
« on: June 27, 2018, 08:06:53 PM »
its been nearly 3 years what

Is there a list of commands for this somewhere or are they just kinda figured out on your own, because from what I see there are at least 10 commands but i have absolutely no idea how to use them.

Add-Ons / Re: New Duplicator 1.6.2 | Now on BL Glass
« on: June 26, 2018, 05:48:35 PM »
If anyone wants to make a guide thing I'll copy it to the OP, but for me this project is finished.

These functions only work on the client side (ghosted bricks in ServerConnection) since coverage is not computed for server sided ones.

What are you trying to achieve here, by sharing a several months outdated build? It's private because it wasn't good enough yet.

There may be some news in the near future though, watch ...

Add-Ons / Re: New Duplicator 1.6.2 | Now on BL Glass
« on: May 07, 2018, 03:48:30 PM »

General Discussion / Re: Blockland Glass Hosting Service [Migrations]
« on: April 30, 2018, 04:37:44 PM »
Blockland is large-address aware and so can theoretically use more than 4gb of memory.

That isn't what this means, a single blockland.exe process can not use more than something between 2 and 3 GB of memory.

Add-Ons / Re: New Duplicator 1.6.2 | Now on BL Glass
« on: April 28, 2018, 07:36:20 PM »
I'm having issues with it, having finally got around to installing addons for singleplayer (I usually play online). When I use the duplicator I can't rotate bricks counter clockwise except for if I have already rotated them clockwise and only then in the exact number of times I rotated it clockwise.

- start local server
- type trace(1); in console
- duplicate some stuff
- rotate clockwise
- rotate counter clockwise twice, one working and one bugged
- close game
- upload console.log

Modification Help / Re: setNetFlag - SelectiveGhosting
« on: April 17, 2018, 05:44:17 AM »
...  I've found that this flag can also be set by running %obj.setScopeAlways() and then removing the object from the GhostAlwaysSet.
When combined with %client.resetghosting() and %client.clientwantsghostalwaysretry(), it is possible(with a great deal of lag),  to cause an object to disappear without using a DLL.

SetScopeAlways also automatically scopes the object to all clients, which is not ideal. The second is obviously not an option if you want to use it for any in-game purpose.

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