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Another reason Badspot removed maps?
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Aware:

--- Quote from: Marcem on October 04, 2013, 02:26:26 PM ---yeah forget optimization! Also you know nothing about how software development works

--- End quote ---
Please enlighten us o genius
Marcem:

--- Quote from: Aware on October 04, 2013, 02:28:49 PM ---Please enlighten us o genius

--- End quote ---
why should I have to justify kompressor's optimization decisions?  He wrote a loving book about it. http://www.amazon.com/gp/aw/d/1598634356

Building something that will only run at full speed with highest settings on 1% of user's computers is just a bad idea.
heedicalking:

--- Quote from: Marcem on October 04, 2013, 02:26:26 PM ---yeah forget optimization! Also you know nothing about how software development works

--- End quote ---
strawman a stuff you goddamn noob. i never once said that they couldn't be optimized. i never once said that we should forget optimization. the shaders should be optimized for interiors and terrain if they are going to be added in, i don't know why you'd assume otherwise. high end users shouldn't have to be gypped of OPTIONAL features because other people can't run those OPTIONAL features.

--- Quote from: Marcem on October 04, 2013, 02:32:13 PM ---Building something that will only run at full speed with highest settings on 1% of user's computers is just a bad idea.

--- End quote ---
you seem to act as if i'm suggesting that we add in dynamic brick deconstruction on an atomic scale. i seriously hope you aren't implying that adding shadows to hills and primitive interiors will make it so only 1% of users can run it fast, because that's just pathetic. if they rework interiors and terrain to work with the shader system, it should work well for those who already can run shaders. of course it won't work well for toasters because they can't run shaders at all in the first place.
Bisjac:
the terrains were ugly and outdated the day bl retailed.
they werent even acceptable back in 0002 days.

the game needs to look and act like its modern and updating.
i mean since when did bricks clipping into bad angles at every map look good?
a fix would mean the bricks couldnt clip, thus basically being impossible to build on every single exterior map.

as far as interiors i dont know the details.

i mean people HAVING to build the supports and foundations for baseplates that are sticking out of hills, just to make it slightly less an eyesore. just is embarrassing.
it makes the game look broken and lazy. mechanically, its not lego building; the entire point that blockland is simulating.

we may as well still be back in the rtb-0002 days. using a wand and stretching and changing stuff everywhere, because again its become a modeling program without rules.
Marcem:

--- Quote from: heedicalking on October 04, 2013, 02:46:51 PM ---strawman a stuff you goddamn noob.
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what the forget does this mean?  Are you just throwing in random terms you learned in your comp class?

--- Quote from: heedicalking on October 04, 2013, 02:46:51 PM ---i never once said that they couldn't be optimized. i never once said that we should forget optimization. the shaders should be optimized for interiors and terrain if they are going to be added in, i don't know why you'd assume otherwise. high end users shouldn't have to be gypped of OPTIONAL features because other people can't run those OPTIONAL features.
--- End quote ---
Yeah, optional features like environments that you're in all the time.  Very optional.

--- Quote from: heedicalking on October 04, 2013, 02:46:51 PM ---you seem to act as if i'm suggesting that we add in dynamic brick deconstruction on an atomic scale. i seriously hope you aren't implying that adding shadows to hills and primitive interiors will make it so only 1% of users can run it fast, because that's just pathetic. if they rework interiors and terrain to work with the shader system, it should work well for those who already can run shaders. of course it won't work well for toasters because they can't run shaders at all in the first place.

--- End quote ---
It was either they remove the old slow system or spend time fixing/replacing it.  Maps aren't really the focus of the game, so they removed them.  Sure they were pretty cool, but they were ugly as hell and near impossible to work with.  All of the tools are stuffty and outdated and not geared to large open environments ( except terrain, but that would discourage building).  Most players didn't even use them, so what's the point of keeping a feature that complicates the codebase and slows the game down when a majority of users don't care?

With the amount of players that don't have full OpenGL 2.0 support (somehow), the game should be optimized as much as possible.
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