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Messages - DontCare4Free

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31
Modification Help / Re: BAM Development
« on: February 14, 2014, 04:32:18 PM »
Actually, no it's not.
Literally the only thing that paying gives you is private repositories.


Did you see what I said?

They give people personal accounts for free so they get used to it, then have them market it to their bosses for you for storing the company's (private) source code on there. There's a reason there aren't any ads. Same tactic that Adobe and Autodesk use too (though they target it towards students more specifically).

32
Modification Help / Re: BAM Development
« on: February 14, 2014, 04:18:47 PM »
My 2 cents: a lot of people have a bloodlust against private add-ons because they think they ruin the game or whatever. Sure. That doesn't mean that there is no use to having a restricted add-on, a primary use that I know many add-ons have used in the past is for beta testing. It's simply easier to upload an add-on to RTB as private and send your testers an ingame link to RTB-XXX than it is to have them download it from dropbox and have it unmanaged by RTB. Due to the volatile nature of beta add-ons, it's easier to allow people to update them using an ingame interface than mentally keep track of who has what version and tell people to update.
It has a value, but implementing it properly also opens up a new can of worms of issues (like whether private add-ons should be reviewed or not, and what kind of privacy should be expected for them). It might be done, but it shouldn't be a focus right now.

Also, a second note, I would say that private add-ons aren't counter-productive to the goals of BAM. Look at GitHub, their goals are open source code for all projects and the sharing of knowledge, yet even they support private repositories. It's an industry standard for version control systems (like BAM) to support private projects.
GitHub isn't really comparable, since their business model is to get you hooked on the free version for open-source projects so you'll convince your company to purchase the paid version. I don't think charging for service is something which is on the table right now (especially considering things like the Danish labour laws). :P

33
Modification Help / Re: BAM Development
« on: February 12, 2014, 03:40:05 PM »
What about private addons. We can't just publicly post their code, OR leave it unlisted. It needs to be private.
IMO, private add-ons don't really have a place on something like this anyway. At least not 1.0.

34
Modification Help / Re: BAM Development
« on: February 12, 2014, 02:34:17 PM »
Yep, the pages containing reviewer discussion for submissions will be publicly available (probably unlisted though; submitter will get the link automatically). We should probably hide the code tab to people other than reviewers and the submitter until it's approved though, since people who have no clue what they're doing might end up trying to stitch it together and potentially breaking their installation with a malicious add-on.
IMO, show the code, but not a zip download. Should hopefully be enough to deterr people from just mindlessly downloading it.

Thoughts on letting the person who submitted the add-on comment there?
Absolutely.

35
Modification Help / Re: BAM Development
« on: February 12, 2014, 12:31:44 PM »
We can't just approve random people for such a position. People like the devs of the operation are kind of a given to be administrators, but for others there should be some sort of process where we can identify who would make a good mod. We can't just go around accepting positions willy nilly like that and hope it works out.
IMO, open up the review/commenting phase to the public (but ofc don't make it available ingame and on the actual browsing area).

He's saying that you do not have the knowledge required for reviewing add-ons
That was a year ago.

36
Modification Help / Re: BAM Development
« on: February 11, 2014, 03:48:10 PM »
Anything formatted like this should be instantly failed for retardation, and line endings should be automatically converted to CR + LF to prevent issues like this.

And by "this," I mean containing 4 statements or more on a single line.
That's better :p
Well, if we do deep brown townysis on the mods anyway, we could use statements as the metric instead of SLoC.

37
General Discussion / Re: Will Blockland Be Split In Half?
« on: February 10, 2014, 05:51:36 PM »
That is if it actually is IRC. I haven't looked at these new clients so I don't know.
People call the Blockland chat IRC even though it uses a custom protocol and therefore not IRC
https://github.com/bam-org/bam-chat/blob/master/index.js is not actually IRC.

38
Modification Help / Re: BAM Development
« on: February 10, 2014, 05:21:13 PM »

39
Modification Help / Re: RTB replacement?
« on: February 09, 2014, 02:23:03 PM »
I hope this is a joke post. Of course people move on from things, that doesn't mean that whoever works on bam is destined to give up on it how Ephialtes did.
Besides, if it's developed openly, the bus factor would hopefully be bigger than 1.

40
Development / Re: 2013/10/03 - Steam Status (Updated: 2013/12/17)
« on: December 19, 2013, 11:39:53 AM »
Happens using Synergy in the default (absolute) mode too.

41
Development / Re: 2013/10/03 - Steam Status
« on: December 16, 2013, 05:11:56 PM »
how do i get it works do i just join a server or something

ok i have hacker and full house someone needs to make an achievement guide
Compare this with this. See the difference?

42
Development / Re: 2013/10/03 - Steam Status
« on: December 16, 2013, 12:19:53 PM »
However the game just got released on steam so it can be considered new. Also he's also done videos on older games in a series by the name of "this is why we can't have nice things".
It isn't new though. Even the store page lists it as released in 2007.

43
Development / Re: 2013/10/03 - Steam Status
« on: December 16, 2013, 11:36:18 AM »
Time to message totalbiscuit to do a WTF is... On blockland badspot.
I do not take requests. I do not create WTF is videos about old games.
Does it get any clearer than this?

44
Modification Help / Re: TorqueDoc | Repo is public.
« on: December 15, 2013, 04:48:53 PM »
It seemed appropriate to write documentation software in the language it will be used for.
Usually, that's done because that language exposes it's own parser so you don't need to rewrite it in order to get a useful AST for the language. TorqueScript doesn't.

45
Modification Help / Re: TorqueDoc | Repo is public.
« on: December 15, 2013, 01:02:43 PM »
Will this be able to update variables realtime, so if a change is inputted into the script, the text will change in the webpage instantly? That would be amazing. Nonetheless, it looks extremely organized and useful. Good work!
Since it's written in TorqueScript (which doesn't have proper support for monitoring files) for some odd reason, that's not gonna happen. At least not unless you want to spam-read the HDD (just about the worst thing you could do for overall computer performance, save for spam-writing it).

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