Author Topic: Badspot: will you keep working in Blockland?  (Read 18238 times)

i literally had to backtrack multiple times while reading the op because my eyes were reading faster than my brain could comprehend the text.

Badspot, what would you like to be working on right now? Were there any other projects you had, that you would liked or preferred to have been as successful as Blockland?

I cringed so hard at the "Tiny, easily worked around torque script issues don't really effect anyone at all." Are you serious? These are things people have been begging for, for ages and you call them "Tiny easily worked around issues." Then why dont you just do it? You said it yourself these are tiny easily worked around issues. 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. And then we could better utilize Steam Workshop.

I honestly can't believe that you are arguing this. Not that the argument itself is absurd, I'd expect it out of a newbie coder that doesn't understand how the engine or language works, but that you are making this argument. How do you seriously have that little of an idea how Torque works? I mean, this is coming from me, the person who is actively trying to integrate JavaScript with Torque to provide a more well rounded and complete coding experience, but you're still batstuff insane. The only situation where you even have to deal with \x00 bytes in strings is when you're downloading binary files-- I have two solutions for you: one - use TCPObject::setBinary(1); and TCPObject::saveBufferToFile( file ) two - send the file through your own webserver to be parsed and send the clean output to Torque. Get creative. You can't expect Badspot to replace the use of c-strings in his language with some other form of strings simply to support you misusing the string system. Torque is, surprisingly, a very well written language. It's not on par with JavaScript and other extremely popular languages, but for what it is it's really well written. You can't just disassemble it and change things without breaking everything.

damn maybe i'd make more builds if i felt like the game was getting anywhere popularity wise
i can only do so much with a handful of friends building in what appears to be a dying game - or one that isn't growing like it should

I would rather give Badspot some room to think -- You are all piling your "wants" and "needs" on him when he probably doesn't give a forget.

Calm down and ask nicely; it's his game and if he wants to do something he will do it, but basically all I would ask for is good communication on future plans/updates from Badspot to the community.
« Last Edit: February 09, 2014, 12:41:35 AM by Swat 3 »

 :panda: Why is RTB quitting? I mean...its been with BL for so long...  :panda:

:panda: Why is RTB quitting? I mean...its been with BL for so long...  :panda:
because RTB got a promotion  :panda:


That being?
ephialtes got a promotion. it doesn't matter what his job is or what he was promoted to

I honestly can't believe that you are arguing this. Not that the argument itself is absurd, I'd expect it out of a newbie coder that doesn't understand how the engine or language works, but that you are making this argument. How do you seriously have that little of an idea how Torque works? I mean, this is coming from me, the person who is actively trying to integrate JavaScript with Torque to provide a more well rounded and complete coding experience, but you're still batstuff insane. The only situation where you even have to deal with \x00 bytes in strings is when you're downloading binary files-- I have two solutions for you: one - use TCPObject::setBinary(1); and TCPObject::saveBufferToFile( file ) two - send the file through your own webserver to be parsed and send the clean output to Torque. Get creative. You can't expect Badspot to replace the use of c-strings in his language with some other form of strings simply to support you misusing the string system. Torque is, surprisingly, a very well written language. It's not on par with JavaScript and other extremely popular languages, but for what it is it's really well written. You can't just disassemble it and change things without breaking everything.
As much as I'd like to use JavaScript to make add-ons, if you want everyone to be able to run the mods then you have to write it completely in TorqueScript. I mean I know we can just work around not using an SQL database or make slow bignum libraries, though some form of binary reading, writing, and modification would be really helpful for creating  databases, compressors, and using binary files (modifying image files ingame...).

I guess it would probably be a stupid-ish idea to forget strings like that, though providing an object that lets us use binary files/sockets and lets us modify the binary and convert it into base64/etc would be so helpful. Oh and putting in some bignum functions would also be nice for the people doing cryptography.

User was banned for this post

This topic is like a riot and this ban is like cops firing at protesters

This topic is like a suggestions thread and this ban is like some girl being a loving idiot

I would rather give Badspot some room to think

He has had years to think.  Should we give another decade?

As much as I'd like to use JavaScript to make add-ons, if you want everyone to be able to run the mods then you have to write it completely in TorqueScript. I mean I know we can just work around not using an SQL database or make slow bignum libraries, though some form of binary reading, writing, and modification would be really helpful for creating  databases, compressors, and using binary files (modifying image files ingame...).

I guess it would probably be a stupid-ish idea to forget strings like that, though providing an object that lets us use binary files/sockets and lets us modify the binary and convert it into base64/etc would be so helpful. Oh and putting in some bignum functions would also be nice for the people doing cryptography.

I wasn't suggesting you convert to JavaScript in blockland to write add-ons. Given SQL is already a third party program, you could easily write an intermediate program that would take data from Blockland and package it SQL style and ship it over to SQL, then do the same in reverse. To actually incorporate a bignum library into the language, every single mathematical function in the entirety of Torque would have to be converted to using a different datatype than i32. The things you want to be done to Torque would require massive overhauls of how the engine works.

If you are not going to post regular updates than AT LEAST give us information on whats to come. Nothing is worse than a game developer that wont give out information or normal updates.