Author Topic: On the current state of things: Our role here and the use of StaticShapes  (Read 15717 times)

i believe badspot was talking about another big update. the only things i've heard about it were "faster internet Gaming" and "more avatar customization" without much mention of anything else though, so don't quote me on this

edit: augh i can't find the post
« Last Edit: November 06, 2014, 02:42:17 PM by Cybertails1998 »

i believe badspot was talking about another big update. the only things i've heard about it were "faster internet Gaming" and "more avatar customization" without much mention of anything else though, so don't quote me on this
apparently new master server or something

Lol the master server is basically only a list of servers though, auth checking and that stuff

Edit: I hope to loving god that the update is worth the long wait
« Last Edit: November 06, 2014, 02:54:32 PM by General »

i believe badspot was talking about another big update. the only things i've heard about it were "faster internet Gaming" and "more avatar customization" without much mention of anything else though, so don't quote me on this

edit: augh i can't find the post
it had something to do with .obj hats.

maybe something neat will come up that allows us to utilize .objs for other things.

Okay, one thing that might also help is a tollgeable system that locks to a supershift grid when trying to click to place bricks.

A lot of new users try to move bricks by clicking the location where they would be centered, by trial and error.  It's a very frustrating process.  If there was a keybind that toggled locking to the brick's supershift grid, then clicking yo place bricks, specifically large bricks, would be a lot easier.

Would also be cool if you could do this in freecam mode.
This is not possible due to the way bricks work.

Bricks are locked to a grid for an extremely good reason. If bricks weren't locked to a grid, the oct tree system Lord Kompressor gave us likely wouldn't exist. I don't know if I can properly tell how amazing the oct tree is, but the important part is that it is the key component that allows us to have such a ridiculous number of bricks without performance impact.

edit: I think I may have misunderstood what you meant.

i believe badspot was talking about another big update. the only things i've heard about it were "faster internet Gaming" and "more avatar customization" without much mention of anything else though, so don't quote me on this

edit: augh i can't find the post
.obj hats. possibly integrated with workshop. other misc. bugfixes as well, i'm sure



Also, please take any argument to Drama. Again, this is a respectful discussion. It doesn't matter who started it or who's worse; please avoid further discussion that does not meet the expected standard of humanity.

Could we make 'blocks' of fxdtsbricks around 64x64  (or higher if possible) cubes, all different parts of the bedroom, and just put it together after?
Completely possible, but a lot of work. You would probably also want to chunk it up according to the textures.

Most coders have no problem making things for me when I ask them. I don't view it as an issue.

how? ive offered large amounts of hard cash and modders cant make the time...

Idk, connections I guess?
Wrapperup is always happy to make me stuff when I ask him.
Plornt made me the script that was basically the core of my entire falling tiles game mode without hesitation when I asked him.
Filipe was happy to make me a vehicle I requested, I just bought him a $10 game.
Visolator made me a script that limited auto clickers like 10 minutes after I asked him one time.

ive open offered the community 100s of dollars for a large gamemode. 3 people interested all gave up like hours into working on it, and never got back to me with an explanation. like wtf lol

ive open offered the community 100s of dollars for a large gamemode. 3 people interested all gave up like hours into working on it, and never got back to me with an explanation. like wtf lol
Oh well most of the stuff made for me haven't taken longer than a few hours work. I wouldn't put my money and trust in some teenager to code a large scale game mode for me unless I know them really well.

After reading this, I can safely say I completely agr--am both sided. Static shapes ARE a decent replacement of interiors,(and as for collision, well, you said yourself the power for FxDTSBricks, why can we not utilize BOTH to fix any issues of the static shapes) however they where never intended to be a replacement for terrain as far as I know, only interiors. I host my TARDIS testing servers on the bedroom, and so far, besides collision, I can tell you it's honestly worked great.
Static shapes alone? Please, no. Static shapes + FxDTSBricks? Yes. We need both working together
« Last Edit: November 14, 2014, 10:20:16 PM by superdupercoolguy »

The performance issues associated with StaticShape objects still stand. Interiors should not be 'remade' in a literal sense at all, but StaticShapes are certainly not the way to do it. I would again state that we should look to better utilise bricks rather than piggybacking off a class meant for small-scale application. I'm not trying to make the slippery slope argument here; StaticShapes cannot be used for large-scale building purposes. They have legitimate uses on smaller scales, however attempting to recreate the Interior class is an empty and fruitless struggle that we should not be trying to pursue. Avoid the survivorship bias.
« Last Edit: November 14, 2014, 11:28:40 PM by otto-san »

well, reguardless of weather it was meant to work like this or not, I can say they work quite well in gameplay experience. Even if they're so horrible for the "blockland future" that relies so heavily upon us now all of the sudden after 10 years, they will be used weather you--or anyone else-- likes it or not. Brick bedrooms look ugly, even the remade one. Like I said, why can we not have both? Like, using FxDTSBricks for collision on the maps.
The "performance issues" you speak of are nonexistent in real world application.
« Last Edit: November 15, 2014, 12:04:36 AM by superdupercoolguy »

I don't mean to put any one on the defensive here. I apologise if I come off bluntly; this is meant to be a respectful discussion and that takes effort from both parties.

I think the future of Blockland has always been relevant. We haven't even been ignoring it; we just responded in different ways. We're at a unique point in this game's history and I think, especially now, we need to think about where we want to head as a community. Of course, this assumes a perfect community capable of mass coordination, which we aren't, but I think if a kind of movement strong enough exists, we can all benefit from it. I would also point out that, even if we only just now thought about it, it's always been important, and always will be important.

I don't think it's really fair to say that brick-based structures look objectively ugly. That itself is completely subjective, and doesn't really hold weight in this context regardless. As has been said previously in this topic, we would be much better off creating tools to better construct large builds using fxDTSBrick objects. StaticShapes have legitimate application for more dynamic aesthetic elements, but fxDTSBrick can do nearly everything else better and more efficiently (albeit with more objects, but they're made specifically to handle that load).

I will say that this:
The "performance issues" you speak of are nonexistent in real world application.
Is outright false. I've already provided my evidence in the OP, and the history of Blockland can attest to this as well. We purposefully abandoned StaticShapes in favour of the new fxDTSBrick in retail because these performance issues are very real and very obstructive to the building process, which I think we could easily agree is one of the primary mechanics of this game. StaticShape does hold the benefit of being a scale-able object class, however for many uses, this will provide unsatisfactory results such as texture stretching. This also is not a catch-all fix for object efficiency, because the collision limitations are still present.

-snip-
when did I ever suggest StaticShape be used for building?
For previously interior maps only.