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Messages - PhantOS

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General Discussion / Re: What are you think of brickadia
« on: Today at 02:50:20 AM »
I mean big props to the brickadia team for trying but none of the devs have any experience coordinating such an ambitious project to begin with. eventually the lack of funding will show as more of the team members become less interested in the project or more preoccupied by actual real life obligations like rent

General Discussion / Re: What are you think of brickadia
« on: Today at 02:31:37 AM »
2. the current focus right now is to make the game work and be fun without having 0layers do anything, modding comes later. plus modding rn would be stupid as it's a beta and the game could be completely reworked in a flash and all the old mods would burn to a crisp
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.

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

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

General Discussion / Re: is medieval roleplay lame
« on: Today at 01:24:17 AM »
You do not recognize this person!

General Discussion / Re: is medieval roleplay lame
« on: Today at 01:21:23 AM »
also any server that has RPchat is automatically terrible

General Discussion / Re: is medieval roleplay lame
« on: Today at 01:15:22 AM »
i have no opinion on the game because i physically can't stomach playing it for more than 5 minutes at a time. the fact that you can get punished for trying to play a game that's main purpose is the freedom to choose your own adventure is already the single worst thing the server has to offer, and frankly the deal breaker.

if the game had explicitly coded rules like city rpg it would be subpar at best. but not even that exists. instead the admins have to enforce their own shadow rules that are entirely arbitrary and don't contribute to the game in any way. so its basically boneless city rpg. they probably passworded it because they found a group of 15-20 players who like to bend over backwards and submit to their boring ass regime and they have no need to invite new people because they know that most new people will be turned off by everything on the server

Off Topic / Re: whats ur favorite guns
« on: Yesterday at 09:34:52 PM »
objectively good bullpup pdw

Off Topic / Re: whats ur favorite guns
« on: Yesterday at 08:11:21 PM »

The lack of kirnkovs disgusts me
front magazines suck

Off Topic / Re: whats ur favorite guns
« on: Yesterday at 06:33:48 PM »

Bullpup gang stand tf up

Suggestions & Requests / Re: [EVENT] setEventEnabled but better
« on: Yesterday at 04:10:53 PM »
I agree with you there, but asking for a revamped event system is much more than optimization of an existing event.
the problem is that it's optimizing a stuffty system that is so limited that you need special events just to get around it's limitations

You're entering the realm of control structures in a purely queue based event system that it makes more sense to just redesign the whole system to have a better control structure, like unreal blueprints. Events are a language with no functions or routines much like assembly and the pitfall there is that you need gotos to hack up an actual control structure rather than using a higher level language like cpp

Suggestions & Requests / Re: [EVENT] setEventEnabled but better
« on: Yesterday at 04:06:27 PM »
The fact that we even need this in the first place is a sign that eventing should be revamped blueprint style. Instead of all event routines being forcefully called in order and disabled by eventenabled there should just be a main thread all inputs should just be their own routine block with all the logic instead of line by line so you can disable an entire routine without having to disable each individual line of logic

Right now we got
Ontouch > player > kill
Ontouch > client > centerprint stuff
Ontouch > self > fakekill

And you have to loving enable or deenable each line.
When you could do this

Ontouchtest : ontouch {

And then you could just disable the routine 'ontouchtest' without having to deal with it's innards

Eventenabled is just stuffty spaghetti goto

Off Topic / Re: Contract Citrus | Hidden in the Babel Patch
« on: Yesterday at 03:59:38 PM »
Please lock this thread and edit out the op before I save an image of this and use it in every future argument against you

that was setro? i thought that was racerboy
all i remember setro doing was being dumb on the forums and making a really funny apology poem once
setro tried to get nudes from milk queen

total cringe

setro the blockland boy, sending nudes

reminder this dude tried to forget kids

Off Topic / Re: Grimlock’s D R U N K discussion thread.
« on: Yesterday at 12:14:20 PM »
I agree with you completely that beer is disgusting it's literal piss.

But it's definitely not all placebo since body weight has alot to do with it, but not having morphed from low body weight to huge I can't speak for that personally I can however say that tolerance, the amount and frequency that you drink has an enormous effect as well as what and how much someone has eaten beforehand

Honestly when I run out of soda I just shoot 50/50 vodka and water and I swear it almost has a sweet flavor

Of course I chase it with more water but it's not that bad at least if like me youre just going for getting intoxicated and not necessarily going for the most enjoyable taste on the planet

But I wouldn't really want my drinks to taste like roast beef I don't think
I mean alcohol tolerance itself is a myth. the only thing you gain from drinking a lot is knowledge of how much alcohol is too much. Not immunity to being drunk. If course what you eat beforehand has a huge role on that but circumstantially the chances of a kid having 4 beers on an empty stomach is like none.

For me adding anything to vodka makes it taste exactly the same but I have to drink more of it. Rather than watering down vodka I just wash it down with a separate glass of water because if I mix the two I basically just ruined a perfectly good glass of water. Diluting a glass of bleech with 1 part water won't make it go down easier than just bleach. It just means you have to endure the taste longer because there's more to drink

And rly a lot of people love sweet tasting alcohol but that's just a recipe for a hangover. Vodka is like a clean drunk where you wake up the next morning feeling healthy and refreshed. In my experience the only time I had a hangover was from lean just because of how much sugar was in it

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