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Messages - DontCare4Free

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46
Modification Help / Re: TorqueDoc
« on: December 07, 2013, 11:47:56 AM »
In my opinion, for the types, go with optional. Maybe "// @param param[: string] some value". For bonus points, type inference (if you see a value used as an object, it's probably an object, if you pass it to something you know takes a string, it's probably a string, etc)!

On another note, what would the point of running this from within Blockland be? I'ts just a tool you run before releasing, not while developing or as a user, would be it would be useful if you could have a travis/jenkins job do it automatically.

For the private stuff, Scaladoc handles that pretty nicely.

47
Games / Re: Vokor's OpenTTD Server [1.3.2] - Trainssss
« on: November 29, 2013, 03:15:48 PM »
Yes!

48
General Discussion / Re: Blockoworld 2013 - New due dates! p17
« on: June 23, 2013, 07:41:29 PM »
With the amount of boycotters we have, the chance of it going up past 50 is low.
Wouldn't call it a boycott but you're still right.

Can you promise me a spot in the server
No.

49
Games / Re: RIFT Free to play
« on: June 16, 2013, 01:07:36 PM »
Why be hesitant to try something free?
Takes time and bandwidth to download. May or may not require a reboot to launch, etc.

50
Games / Re: TomTheGeek's OpenTTD Server - V5! [ONLINE]
« on: June 15, 2013, 06:29:33 PM »
vehicles auto repair at your chosing intervals. and can auto replace at your chosen intervals.
its a matter of if your personal economy can support it or not.
they dont even need to be online.

it kinda forces people to not spam buy to many vehicles to quickly when they arent eearning enough to support said vehicles.
its more of a settings for making the game harder for advanced players.
I was more talking about the quick replacement, but other than that, sounds interesting.

51
Games / Re: TomTheGeek's OpenTTD Server - V5! [ONLINE]
« on: June 15, 2013, 05:52:34 PM »
i like enabled breakdowns. it forces people to use depots for repairs every now and then and have them within traffic distance.
and forces people to spend money on replacing vehicles altogether every few years.
On the other hand, it makes timezone problems even more problematic.

52
Games / Re: TomTheGeek's OpenTTD Server - V5! [ONLINE]
« on: June 15, 2013, 05:03:14 PM »
Do you guys think we could restart sometime soon, like maybe tonight? :)
It probably will soon, it's progressed 68 years out of 100 so far.

53
Games / Re: TomTheGeek's OpenTTD Server - V5! [ONLINE]
« on: June 15, 2013, 04:53:33 PM »
what size maps do you guys play.
the largest is possible for multiplayer but you have to disable the timeout somewhere in a config file i forget what.
otherwise people cant connect and download it fast enough before they are booted lol
1024x1024, it's currently about 1.88MB, and I can connect with no problems.

54
Games / Re: TomTheGeek's OpenTTD Server - V5! [ONLINE]
« on: June 15, 2013, 02:50:59 PM »
Is it too late to start a new company?
Can give you some starting capital if you want.

55
Games / Re: TomTheGeek's OpenTTD Server - V5! [ONLINE]
« on: June 15, 2013, 06:37:06 AM »
Just woke up again.

56
Games / Re: TomTheGeek's OpenTTD Server - V5! [ONLINE]
« on: June 14, 2013, 10:04:37 PM »

The value valley you see for us was the Vokor Charity Foundation redistributing £200.000. We still made a profit that year.

57
Games / Re: TomTheGeek's OpenTTD Server - V5! [ONLINE]
« on: June 14, 2013, 09:15:06 PM »


58
Games / Re: RIFT Free to play
« on: June 14, 2013, 06:59:52 PM »
How well does it run under Linux?

59
The years are much longer than I thought. The server will be likely up until 10 PM or earlier.
I probably won't be able to play then, that's really late for me.

60
I'd say just go with vanilla + universal rails.

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