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Messages - PhantOS

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1
Drama / Re: kokonut/maxymax13 - obsessive nitpicking
« on: Today at 03:10:32 AM »
imagine if when you made your ammo gun i immediately made a better version with reloading, custom model, and effects and released it an hour after yours. technically im not doing anything wrong, but it comes off as me trying to make your addon irrelevant by posting a “better” version right after.
i mean making an objectively better version of anything is... objectively better. obviously iterating off other people's work only yields a higher quality product. the only way the original creator could possibly be upset would be if they made the original mod for personal reasons only. if you were motivated to provide some form of content that's missing then you'd definitely be happier with a better version being made, one that expands upon more than what you could do

2
Games / Re: Kerbal Space Program 2
« on: August 19, 2019, 11:02:16 PM »
The wheels better not be loving pieces of stuff in this game too
the devs of ksp 2 have confirmed that turning left 5 degrees will no longer send you into low orbit

3
Games / Re: Kerbal Space Program 2
« on: August 19, 2019, 07:51:21 PM »
i was also expecting a lot more landing gears to break

4
Games / Re: Kerbal Space Program 2
« on: August 19, 2019, 07:46:23 PM »
yes. and i was just rewatching scott manley today

5
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 19, 2019, 05:05:17 PM »
What do you mean by "Expensive"? If their goal is to add mod support eventually and they do not have time constraints, why does it matter how long it will take?
scope is a perfectly valid constraint here. all of the devs obviously have lives and expenses that need to be covered, so blowing up scope needlessly is going to take away from their lives and take development longer to complete. i'm not worried about how long it'll take, i'm worried that the scope will become so large that they'll have to cut it out of development entirely or settle for an inferior solution. in the past i've heard talk about just riding along with UE4's obstructive front end baked packaging system which is already a huge hint that the scope of mod support has become a little too big at this juncture

it doesn't matter what expense we're talking about when i refer to 'expensive' whether it be time money or sanity. it's still more expensive. designing scalable and modular software is already the most important aspect of programming as a whole, and obviously doing it later will make everyone's job harder.

i dont know the internal landscape of brickadia, but if mod support was a massive priority it would be the first thing that the devs would want to show off, well before their building controls or procedural brick grids. introducing new mechanics to an open-ended sandbox game is moot when you consider that all of the mechanics can be designed in post on top of a well-made plugin system, even by the community

6
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 19, 2019, 04:31:33 PM »
When I was in the discord at the time the general knowledge was that the content was being made using blueprints and a lot of code was optimized to be interfaced with blueprints. I didn't know about a scripting language but I assume that that's the only logical step towards flexible modding. It still is guaranteed to be more expensive to implement at this stage in development as opposed to a year or so ago

7
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 18, 2019, 01:44:27 PM »
Even with full flexibility of a mod support system, runtime modding is always superior to baked mods and they do require reflection and interfaces made specifically for dynamic changes

8
Games / Re: Brown Bricks - a WebGL-based Minecraft Bootleg
« on: August 17, 2019, 09:43:25 PM »
Oh boy I can't wait to build with brown bricks

9
Creativity / Re: The new and improved 3D model topic!
« on: August 17, 2019, 11:59:00 AM »
It's just the render lighting. And the divots are an abstracted ported barrel

10
Drama / Re: kokonut/maxymax13 - obsessive nitpicking
« on: August 17, 2019, 12:04:39 AM »
is there a law that you're not allowed to say anything negative about add-on content that can be improved in various ways

11
Games / Re: Block Party (Update Pg.123 - 912k Blocks)
« on: August 17, 2019, 12:03:09 AM »
will it have plugin based mod support? its pretty easy with assembly loading

12
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 15, 2019, 11:04:58 AM »
I'm glad we're on the same page and can agree that unreal modding is a pain in the ass

13
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 15, 2019, 10:55:53 AM »
baselessly skeptical about an engine you straight up showed you dont know how it works by saying stuff like what you did about blueprints lmfao
there have been so many instances of the devs saying that they plan on incorporating blueprints into mod support that it's practically ingrained into my existence. i know its a visual scripting language, and like all other visual languages, the developers have to supply their own fields to the visual scripting interface and that's as deep as it gets

based on what knowledge? how do you know this?
unreal mods are compiled

14
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 15, 2019, 10:53:06 AM »
by what you said
so tell me ike, where did i go wrong

15
General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 15, 2019, 10:51:07 AM »
what makes you think i don't know what i'm talking about? because i'm not a brickadia developer either i have absolutely no knowledge of design practices?

im not telling them how to do their job i'm just highly skeptical of unreal's modding capabilities and i know for fact that as of right now there's absolutely no runtime mod support and even if they add a scripting language to it it's going to take a few years for it to leave preview mode and be stable

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