| Blockland Forums > General Discussion |
| Badspot: will you keep working in Blockland? |
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| Badspot:
--- Quote from: 0xBRIANSMITH on February 08, 2014, 05:30:15 PM ---We could code so much more with the small change of making the NULL character available in strings, and had access to better integer modification. --- End quote --- Step 1: http://en.wikipedia.org/wiki/Null-terminated_string Step 2: http://www.youtube.com/watch?feature=player_detailpage&v=GlKL_EpnSp8#t=29 |
| heedicalking:
--- Quote from: 0xBRIANSMITH on February 08, 2014, 05:35:46 PM ---no words can describe how hard I cringed when I read this. If you want fun gamemodes to come out changes are going to need to be made, including integer support, and other things of the such. --- End quote --- that's not true at all lmao. fun gamemodes can still be made within what we have now. i'd love support for more things, but you're speaking like we're stuck with nothing without integer support. murder mystery, a unique and fun gamemode, was made without any engine changes or int support. There are still tons of awesome ideas, and many don't require small scripting changes. |
| Ipquarx:
--- Quote from: Badspot on February 08, 2014, 05:19:40 PM ---You guys need to take a step back and look at the big picture here. Tiny, easily worked around torque script issues don't really effect anyone at all. --- End quote --- Spend a day or two of your time dedicated to fixing two things: low precision numbers and null bytes in strings; and you will have already fixed countless bugs and added endless possibilities to the language, which in turn would have a major effect on everyone. Dislike how your bls saves take up MEGABYTES each for reasonably sized builds? One could easily write a compressor for it and it would only take up a few hundred kilobytes; wonderful for transporting your saves to other users and easily implemented directly into the saving GUI. That's just one example, there are endless possibilities that simply revolve around being able to use the null character. Another possibility is uploading both a save and a picture along with it to a save hosting service like the one RTB was planning, and in-game addon uploading. Using doubles and int64s would solve a few pretty annoying glitches. Doubles would get rid of many glitches involving brick collision, like being able to jet upwards through bricks if you're high up in the air (Like at Red_Guy's server), and it's also possible that it would fix the corner jumping glitch as well. --- Quote from: Badspot on February 08, 2014, 05:19:40 PM ---The problem is that the cool content that is already created never gets into the hands of players. SCP containment breach, cool how do I play that? Titanic build - cool, how do I see that? What about that awesome castle someone made once, you know that one? Oh that guy who made it died and took all his save files with him? Ok. This is the problem. --- End quote --- This is what RTB was GOING to be for. Now it's dead. --- Quote from: Badspot on February 08, 2014, 05:42:47 PM ---Step 1: http://en.wikipedia.org/wiki/Null-terminated_string Step 2: http://www.youtube.com/watch?feature=player_detailpage&v=GlKL_EpnSp8#t=29 --- End quote --- Step 1: http://stackoverflow.com/questions/1495812/c-how-to-add-a-zero-bits-byte-or-null-to-a-string Step 2: "Also in C++, the std::string type can contain null characters just fine;" |
| Valcle:
std::string is not the same thing as char*, and there would still be issues with using std::string considering the constructor for it that uses a char* for a parameter scans until there is a 0 to determine the actual string.. also, when you need to convert that string into a char* that 0 will end up in there giving it an incorrect length. |
| Ipquarx:
--- Quote from: Valcle on February 08, 2014, 05:58:20 PM ---std::string is not the same thing as char*, and there would still be issues with using std::string considering the constructor for it that uses a char* for a parameter scans until there is a 0 to determine the actual string.. also, when you need to convert that string into a char* that 0 will end up in there giving it an incorrect length. --- End quote --- http://stackoverflow.com/questions/5115166/how-to-construct-a-stdstring-from-a-stdvectorchar No reason to use char* whatsoever, at all. |
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