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Messages - kobble

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76
General Discussion / Re: Blockland Development
« on: August 08, 2015, 10:18:32 AM »
That post doesn't even list any relative information about the game really.
Perhaps I should have been clearer. Sub Rosa is an early access game currently, and the post was one of a few about changing engine to something more mainstream, since the game is on a small, independent engine for a blocky style.
The point I was making is more to point out how stupid suggesting an engine change off hand is.

Such as: Green/Red Line Issue, Precipitation, Jeep Physics, wierd fog line, annoying issues with transparent bricks, etc.  Not to mention the teledoor infiniteloop glitch/issue
I would hardly call those game changing, barring vehicle physics, and even then there are ways around most of them. Regardless most of those seem to be deeper/fundamental issues in the game that might not be fixable quickly.

Also you have a very negative view of the community. Most modders and addon makers are content with the response they get from the community, I can't think of anyone else who left for that reason. Ephi seemed to think he deserved more I guess.

77
General Discussion / Re: Blockland Development
« on: August 08, 2015, 07:29:13 AM »
I haven't personally seen much non-connection based lag or many problems with shadows and shaders that aren't down to hardware limits. Either way, the idea of an engine change seems ridiculous, bearing in mind the dev team is small and know torque well. Changing engine would only create problems for modders, unless there is some way to perfectly translate one game code to another. Were it just an updated Torque, it's much more understandable, but people seem to have the idea of Unity. In a completely unfair comparison, the transition from Source 1 to Source 2 has only recently shown signs of maybe nearing completion, and that's with much vaster resources.

Also I cannot think of one example of a game changing engines that had a good modding community

78
General Discussion / Re: Blockland Development
« on: August 08, 2015, 06:24:40 AM »
I can never understand this attitude to development and update lust.
The updates we do get are small but they no longer are called version (V19, V20, etc), they are called revisions (e.g r1966).
I would prefer fixes over content personally, fewer things going wrong rather than more things that could go wrong, and the modding community is so incredibly active why do you want content from the developer.

I also feel the small changes and fixes get little recognition in the grand scheme of things, for example taking the most recent update, fixing crashes, coverage issues and blocking vulnerable code in some add-ons. That seems very broad for a small development team. I would count "minor fixes" on the good stuff list, as well as increased brickcount and ghost limit.

The small engine issues can be worked around or if not are bearable (e.g using zone bricks to block precipitation) and anyone who thinks an engine change would be for the best hasn't thought it through (e.g mod compatibility)

The sort of new players that won't play for lack of development were probably never going to play the game for long anyway and a stable game that doesn't change often supports mods. (Would the hat mod be so developed if there was one implemented? Could a large update upset well used mods?)

What really bugs me is that this behavior is spreading even to games with faster development (and a smaller community) Example

Since when was frequent large updates in a finished game an expectation?


Also that's the wrong use of derive. Unless it's typo and you mean drive.

79
Off Topic / Re: Just bought a 3D printer!
« on: August 04, 2015, 04:07:37 PM »
I have a RepRapPro Ormerod 2 which seems to be a similar sort of deal.
Unfortunately it has a pretty low success rate and it's a lot messier than you might think.

I'm interested to see what level of detail you can print to.

80
Suggestions & Requests / Re: Airsoft guns?
« on: August 04, 2015, 11:44:03 AM »
Looking at OP/earlier posts, it's more a case of getting a gun that disables/removes a players weapons so they have to return to base to get back into the fight.
I don't see whats so complicated about that, and as a mechanic it sounds interesting.

81
There is the Chocobo Desert skybox that has a sandstorm, but that might be a bit chaotic for what you want.

82
In-Game Name & ID: Kobble 6942
Track Name: Needs a name
Track Type: Circuit
Track Description:
Vehicle: SuperHover
Track Music: https://www.youtube.com/watch?v=j31wpOxRCw0
Screenshots:

Additional Information: Has a shortcut unlocked by 4 lights in a gate being lit. Is also reversible with some minor sign changes.

83
Suggestions & Requests / Re: Backless Coffin
« on: July 12, 2015, 08:42:50 AM »
This is (sorta) already a default feature. Make the coffin toggle CCW.
The shape of the coffin can't be achieved with any bricks I know of, however.

84
Gallery / Re: A revolver I may release
« on: July 05, 2015, 03:49:25 AM »
It probably would have helped without the "I may release" in the title.
Regardless there is a thread for things like these if it doesn't get further than the model, and a board if it does. Since this wasn't made in blockland so I wouldn't say its a Blockland creation.

OT: 6/10 It's not particularly special and seems like it would be a bit thin for blockland. It would help to see it in a blockheads hand.

85
Help / Re: Unknown Chat Spam Source.
« on: May 27, 2015, 09:47:04 AM »
Thanks!
I don't know why I didn't think of that.
I got rid of the events in the file and it works fine now.

86
Help / Unknown Chat Spam Source.
« on: May 27, 2015, 06:08:06 AM »
I was building a new rescue the princess tower, in which there is a beginning sequence of several camera shots of the tower.
However each time the shot changes, the chat is spammed with "Cam4","Cam5" etc.

The words it spams are the camera names from the first tower I made, which is where I copied the events, and as the pictures show, the centre print is in the wrong order for the cameras. This suggests to me that it might be a brick somehow left over from the original tower and overwriting the new text.

I have tried deleting parts of the tower and resetting the minigame to find the source, but it is incredibly inconsistent, sometimes continuing to spam when the entire tower is destroyed, sometimes stopping after just the top is gone.

The only addon enabled besides default was Event_Camera_Control, but that comes with speedkart anyway.

The build is here if you want to look for yourself.
https://www.dropbox.com/s/csc6ue85uth84jz/Octagonal%20tower.bls?dl=0


Alternatively, is there a tool that can locate the source of events, or remove all events on a save?

87
Game Modes / Re: Sector E (Single player FPS)
« on: May 25, 2015, 04:23:04 AM »
It's hard to solve a problem if I am unable to recreate it.
Judging by the brickcount I would agree that the bot spawns aren't loading.
As to why I can't tell.

It won't be that you don't have the addon, or else the gamemode wouldn't load at all.
Unless you have modified Bot_Hole or Bot_Blockhead I can't think what would be wrong.

88
General Discussion / Re: Post some save files.
« on: April 03, 2015, 04:36:05 AM »
Bump again because we need to share more saves.

Also some builds of mine with saves in the topic:
Galleon
Sloop
Castle

89
General Discussion / Re: Post some save files.
« on: March 29, 2015, 04:22:53 AM »
Two space builds that I never got round to making gallery topics for:
     

https://www.dropbox.com/s/cmvba6kro20erc5/RockTerrain%20with%20rocket.bls?dl=0

https://www.dropbox.com/s/hnr3mufhnp36cim/1980s%20space%20base.bls?dl=0

Both only use default bricks.
Credits are in the build descriptions.

90
Game Modes / Re: Sector E (Single player FPS)
« on: March 12, 2015, 02:02:18 PM »
:checks gamemode list

what? the sounds are gone?

:checks inside the finder to see if the oggs are there

oh, they're web played

(how can i fix this?)



The only way I can think of that the music isn't working is if you didn't install correctly
Music should automatically be extracted into the music folder in the addons folder.

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