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Messages - Destiny/Zack0Wack0

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46
Modification Help / Re: Detecting when somethings output into the console
« on: November 03, 2012, 07:26:20 AM »
Please enlighten us then, because I just went looking for one and couldn't find one, and this is a very useful thing to have.
ConsoleEntry::eval

47
Modification Help / Re: Detecting when somethings output into the console
« on: November 02, 2012, 07:12:20 PM »
Huh? You can't detect anything from a client's console serverside, so obviously it's clientside. And either way, there's no TS callback for when things are printed to console, and testArrayCtrl.dump(); reveals no way to even grab text from the console.
I'm asking the OP. If it's server-sided, not possible. But there is definitely a callback on the console control for when a new line is added, I've had to use it before.

48
General Discussion / Re: RTB Dedicated Hosting Service
« on: November 02, 2012, 06:54:35 PM »
The fact that this is drama is a testament to how forgeted up the Blockland community is.

49
Modification Help / Re: Detecting when somethings output into the console
« on: November 02, 2012, 06:50:24 PM »
Client-sided or server-sided?

50
Development / Re: 2012/10/26 - Obj to Blb Converter
« on: October 27, 2012, 04:48:51 AM »
Can you open source this?

51
Modification Help / Re: getting current fps?
« on: October 27, 2012, 04:43:00 AM »
When did I claim that "the concept of stepping by delta isn't exclusive to rendering"?
You didn't, that's why I asked you.

52
Modification Help / Re: getting current fps?
« on: October 27, 2012, 02:02:06 AM »
guess what you have to do in order to render?

That's right, process. Contradiction found.
Oh look, Ipquarx talking about stuff he doesn't have a clue about again. Any good game engines separate logic from rendering. They do not depend on each other.
no, i'm saying nobody smart enough to make a game would make that mistake.
I'm also saying that having two loops makes no sense, why would frame rendering even need a loop anyway?
Kind of hilarious that you're talking about "smart game devs" when you actually don't understand game development at all. Rendering is a very expensive process. You don't seem to understand the concept of concurrent programming.
I don't even know of a game that doesn't measure the mspf and factor that into calculations for things such as physics, animations, etc.
You realise that the concept of stepping by delta isn't exclusive to rendering right? Having the logic on a separate thread does the exact same thing, except it uses the time delta between ticks.

53
Modification Help / Re: Merging Triangles into Quads
« on: October 26, 2012, 10:43:59 PM »
3dtoblb can convert quad model formats into BLBs

EDIT: I mean, the exporter will convert the tris into quads and then export it to a quad format, which is how BLBs like models.


nvm I didn't see that there was a new official obj2blb.

54
Modification Help / Re: Simplex noise tutorial
« on: October 26, 2012, 09:18:41 AM »
He said meant 1/8th slower


9 - 8 = 1 / 8 = 1/8th slower
Even then, big-oh notation does not directly translate to time taken, so it's incorrect to say it's an 8th slower.

55
Modification Help / Re: Finding all clients in a server
« on: September 29, 2012, 10:36:15 AM »
I don't think having it in a linked list would give a very big benefit if the API is that of an array.
How is having O(1) pushing and popping not important for a sim group?

56
Modification Help / Re: Finding all clients in a server
« on: September 29, 2012, 07:01:49 AM »
Doubt it, you now have to keep that up to date (if someone (dis)connects your data will be outdated). And seriously, even with 99 players this kind of optimization doesn't really matter in this case unless you're doing it in an extremely tight loop.
Yeah, agreed, it's pointless. Assuming that Torque implements SimGroups as a linked list like they should, it won't bring much optimization to the table.

58
Modification Help / Re: Displaying Values in a Client Message
« on: September 24, 2012, 08:18:10 PM »
no, that won't work, but I'd like to know, is there a string format function for torquescript like there is for java? for example, you could do this in java:
Code: [Select]
System.out.printf("You have %d dollars and %02d cents", dollars, cents);
if dollars was 12 and cents was 4, it would print out "You have 12 dollars and 04 cents"
is there a function like this in torquescript?
Maybe you should have tried it before saying it won't work, seeing as the thing you're looking for is what HellsHero just said. There is no type casting because Torque is not statically typed, but most message systems support the basic string formatting HellsHero mentioned. AFAIK, centerPrint, bottomPrint, messageClient and a few others work for it. There is no general function to format a string, though.

59
Suggestions & Requests / Re: Event: onSaveLoaded
« on: September 24, 2012, 03:58:42 AM »
onLoadPlant

60
Modification Help / Re: Getting a server's player count cliently?
« on: September 21, 2012, 05:11:53 AM »
Getting data from the master server isn't the best idea, because it might not have refreshed whilst the user started playing.

Don't have Blockland installed, but I think $ServerInfo::PlayerCount works (try `export("$ServerInfo::*", "blah.cs");`.

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