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Messages - Trader

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1
Suggestions & Requests / Re: Chicago meet-up?
« on: July 30, 2010, 08:39:47 PM »
The town where I'm going to school is about 2.5 hours from Chicago.

2
General Discussion / Re: Where'd Trader go, anyway
« on: July 07, 2010, 10:44:31 PM »
So Kaje, who's the lucky lady?

Quote from: Wiktionary
engaged (adj) Busy or employed.

3
General Discussion / Re: Where'd Trader go, anyway
« on: July 07, 2010, 09:27:55 PM »
Sadly I too have a life now

Haha.  Nice choice of words.

4
General Discussion / Re: Where'd Trader go, anyway
« on: July 07, 2010, 04:48:09 PM »
Boo.

5
General Discussion / Re: V15
« on: May 26, 2010, 11:16:35 PM »
I get this error when i try and join a server from the server list on the new website

You have to run the game at least once before the web links will work for joining servers.  You may have to restart your browser after running the game.

6
Help / Re: JVS Doors
« on: March 19, 2010, 02:50:06 AM »
You need JVS_Content + An model pack.

That pretty much sums it up.  Nice work.

7
Suggestions & Requests / Re: Better folder structure
« on: January 06, 2010, 05:35:58 PM »
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?

You're missing the point.  It's telling me that my files are going to one place and they're actually going to another.  That's inherently wrong.

As for TGE, the engine Blockland uses, it's no longer made.  They've moved onto Torque 3D, which is the next version of TGEA.  However, Badspot and his friend kompressor have both worked for Garage Games, the company that makes these engines.  I'm sure they know what they're doing.  Torque was implicitly designed so that the games do not have access to files outside the game folder.  Whether it could be or should modified to behave otherwise is a moot point.  Badspot just isn't going to do it.  You might as well lock the topic now.

As for experience with the engine, mine is limited.  However, Ephialtes has worked with it quite a bit.  When he says that Torque behaves a certain way, you can take his word for it.

8
Suggestions & Requests / Re: Better folder structure
« on: January 06, 2010, 05:00:46 PM »
It's not menial. It's the way programs are supposed to be written. It's called good practice. And I don't appreciate you putting programmer in quotes to say that I am not one.

Besides, changing paths is not hard. It would require changing ONE line of code for each path in a well structured program.

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.

9
Suggestions & Requests / Re: Better folder structure
« on: January 06, 2010, 01:13:08 AM »
P.S.  The "virtual store" mechanism employed by Vista and 7 is bullstuff.

10
Suggestions & Requests / Re: Better folder structure
« on: January 06, 2010, 01:08:16 AM »
I know it's a design issue. That's why I brought it up.

I can pretty much guarantee that Badspot will not make any changes to the engine that allow it to mess with files outside of the game folder.  Installing somewhere else or disabling UAC are the solutions.

I run Blockland from an external drive and it works just fine.  It's more or less a "portable" app; it doesn't install any drivers or DLLs and it doesn't add keys to the registry.

I prefer that Badspot spend his Blockland time on bug fixes and new features instead of catering to "programmers" bitching about menial stuff.

11
Suggestions & Requests / Re: Spinning Items
« on: December 24, 2009, 01:10:17 AM »
I recall Trader working on this, but that's apparently gone.
Anyone else wanna give it a shot? Because let's face it, that's lovey.

Haha, yeah, it's a cool effect.  I got the idea from Quake III Arena, a game that's now 11 years old.  It's probably my favorite multiplayer FPS game because of its rock-solid, slippery-smooth gameplay.  It's amazing how many things its engine supports that Torque doesn't.

12
Suggestions & Requests / Re: Anti-Saving addon
« on: December 23, 2009, 08:31:47 AM »
Admin only saving, just like loading.

Could be done I think. Not be my though.

No.  Bricks are stored on the client, so when a player goes to save them, they already have them.  All saving does is take the information the client already has about the bricks, then get the events for them and write it all out to a file.

13
Suggestions & Requests / Re: Anti-Saving addon
« on: December 22, 2009, 10:55:27 PM »
Badspot has taken measures to make sure everyone can save whatever they want.  It's a core feature of the game.

15
Suggestions & Requests / Re: AA gun with exposive ammo
« on: December 16, 2009, 01:44:08 AM »
As a suggestion for the projectile/explosion/damage stuff, I think the projectile should look somewhat like a scaled-down tank shell, sort of like a high-calibur artillery gun. For the explosion, personally I don't think it should be too big, seeing as you're firing two shots/sec, might get spammy if it's too large. Last but not least, for damage, I assume it's possible to script it so that if the projectile hits the player directly, it causes a significantly larger amount of damage than it would if the player was just caught in the AoE. Correct me if I'm wrong, but that is possible, no?

Well, I'm going to be doing things a bit differently than most of you might expect.  Rather than discuss it, I'll wait until it's all working nicely in-game and then we can post a video of it in action.

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