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Messages - Destiny/Zack0Wack0

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76
Modification Help / Re: Bot Events II
« on: August 29, 2012, 05:15:16 AM »
git is unusable.
Reading any of the thousands of tutorials will teach you how to use it in a minimum of an hour.

77
Modification Help / Re: Merging Code - Custom Shaders
« on: August 29, 2012, 05:13:55 AM »
Aren't shaders essentially just a form of post processing? I don't see why it wouldn't be possible.
yes
Sort of like how Scars did, but dynamic? You'd be better at it than any of us.
Shaders don't work for me yet, so I can't test it. But I think it's a good idea to have a consistent and well-adopted custom shader system before people go around having all these annoying edits that overwrite others (we can make it so they're injected automatically, with certain snippets being allowed to be inserted at different places). Maybe have something like shaders.txt with something like this:

Code: [Select]
VERT_MAIN main.glsl
VERT blah.glsl

Where blah.glsl is code that is injected at the global level and main.glsl is code that is injected into the entry point and calls any methods defined in blah.glsl. I don't know whether Badspot would like this, though.

78
Modification Help / Re: Bot Events II
« on: August 28, 2012, 01:07:54 AM »
Also, I don't see the point in basing all the new code off the old events. Just redesign it as a group.

79
Modification Help / Re: Deteriorated brick collision very high up?
« on: August 28, 2012, 01:04:07 AM »
Yeah, I loving hate that torque does that gay stuff. I've resorted to throwing mFloatLength(%value, 5); everywhere that uses floats that could potentially have this happen.
not torque, every single programming language that uses floating precision (read: all of them)

80
Modification Help / Re: Merging Code - Custom Shaders
« on: August 27, 2012, 11:59:35 PM »
Someone make a support system that injects user shaders into files each startup.

81
Modification Help / Re: Bot Events II
« on: August 27, 2012, 11:58:09 PM »
Lol, it's sad I know, nobody is doing anything so until I see people helping out, I'm not going to :\.
Ditto. I would like to help (normally don't but when it's on Github it makes things easier) but that repo hurts the git user inside of me, sorry.

82
Modification Help / Re: Bot Events II
« on: August 27, 2012, 11:48:28 PM »
I can't help but look at the commit log and wonder wtf you people are thinking you're doing.

  • Unless you made so many changes that you forgot what you did actually explain what the commit means
  • Actually use Github's issue system to RFC/comment about things instead of doing it in the source code
  • Putting a list of authors in every file is the most handicapped thing to do over version control - make an AUTHORS[.txt] file and instead of having to change the authors list in EVERY file when someone contributes
plz fix

83
Modification Help / Re: Deteriorated brick collision very high up?
« on: August 27, 2012, 11:39:08 PM »
Would be a whole lot more data to send per packet.
Internet speeds are good enough to send double precision numbers these days (it would really only be in position packets and the like anyway). The question is whether Badspot wants to go through and change most of Torque's code to use doubles instead and the answer to that is I assume a big fat juicy "no".
Sounds similar to a problem Minecraft has. There is a margin of error for different calculations which progressively increases over distance. Seems like a problem the game is  having. Not sure if such problems are easily solved - but Badspot should be able to lower the margin of error.
I agree, obviously there's some margin of error that's compounding over distance. Doesn't help that floating point numbers are already imprecise as hell. Give this a try:
Code: [Select]
echo(1 - 0.9 - 0.1);

84
Off Topic / Re: Post Your Desktop 2
« on: August 26, 2012, 01:40:58 AM »
Archlinux w/Cinnamon (theme is Zukitwo with Faence icons)



10/10 would bump again

85
no, it is a different way to do the same thing.

If you want to do it to everyone without looping, you can do messageall or commandtoall
I'm pretty sure that was directed at the fact that elm was missing the "to" between command and client. Unless the bolded characters are for something else.

86
Because by not forcing something then it isnt loaded anyways?
What do you mean?

You have a list of add-ons that the gamemode requires and a list of add-ons that the gamemode doesn't work with, under no circumstances. Users can enable add-ons they want. It doesn't forget over modders and it stops users from trying "SUPER COOL JEEP MOD THAT BREAKS EVERYTHING" with Jeep Sumo. Sure, a whitelist makes it so you will never get conflicting errors because you only enable certain add-ons, but it's just way to restrictive for modders. Having a blacklist will allow the modder of the gamemode to add things to the list when they find conflicting errors (or when they know it won't work with it) and Badspot will only have to see around one topic caused by conflicting add-ons and not a stuffstorm like a before (assuming the conflicting add-ons would be reported to the modder afterwards). I assume the spam in the help section caused by conflicting add-ons was one of the driving forces for the new gamemode system.

87
Drama / Re: .::Taboo::./RagnaTheBroedge is actually ~16 years old.
« on: August 18, 2012, 09:17:37 PM »

feels pretty good to be myself now
ty for actually admitting it and not being a friend

88
Unfortunately no, I believe Badspot opted for a "Forced" and a "Whitelist" rather than a "Blacklist".
I know that. It was a suggestion.

89
The problems I'm trying to address here are that users are constantly having problems with conflicting add-ons and content creators are constantly getting false bug reports that are the result of add-on conflicts.  The gamemode system is an improvement for both parties. 
Can't the gamemode creator just have a list of add-ons that aren't allowed to run in the gamemode?

90
Modification Help / Re: Disabling brick damage for a minigame
« on: August 17, 2012, 04:30:25 AM »
Have you tried tracing when you change it with the GUI?

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