Author Topic: RTB Development  (Read 395076 times)

but its never perfect, i know there will be updates and updates when it comes out. when the updates stop, it wont be perfect, it will be better.
But I'm sure he'd like to get it as close to perfect as possible before releasing.

As any good developer would.

V4 needs to finish faster.... Omg i was like the 53 person to join beta so it said i couldnt get it. All my friends say its amazing

We're definitely getting there. A chat system takes a long time to get perfect.
"Perfect" a chat system? Long time?

KISS. Keep It Simple, Stupid.
A centralized chat system should take max a couple of days to develop.
You send messages to each others, what would take so long about that?

I made a P2P chat system in a week once. It worked. And that's pretty much when a chat system is "perfect".

Of course a multi-protocol pluggable chat client takes more time but I wouldn't exactly call RTB Connect that.
« Last Edit: June 14, 2011, 01:28:40 PM by DontCare4Free »


crap

Until you make an add-on that even comes close to the complexity of RTB you don't get to lecture me on quality. I had to fail an add-on you submitted to RTB because you couldn't even manage basic numeric data sanitation. You clearly do not understand the work involved in getting RTB Connect working - get out.

/agree

You have yet to make anything of any value to anyone - your opinion is less than worthless.

Until you make an add-on that even comes close to the complexity of RTB you don't get to lecture me on quality. I had to fail an add-on you submitted to RTB because you couldn't even manage basic numeric data sanitation.
I didn't say anything about making an add-on here. Besides, that wouldn't even be a problem if TorqueScript had a basic type system. Yes, I am going to blame that on GarageGames.

You clearly do not understand the work involved in getting RTB Connect working - get out.
The problem with getting RTB Connect working is that Torque is a pile of crap. Besides, I think that RTB Connect is in the long run a waste of time and effort. With either Steam, MSN or any other chat application I can chat with other people (not only blocklanders who are actually in-game) while playing. There was one legit use for RTB IRC, namely one-time private chat with other people playing. That use is pretty much eliminated with RTB Connect (at least until you can start a private chat from the chat room (and even then it'll still be worse than the old IRC since being open to all chat requests is opt-in)). This means that the big feature in RTB4 which actually matters is an in-game mod manager with a default keybind that conflicts with Steam.
Congratulations on time well spent.

Cool, glad you signed up to a beta for something you see no value in. Looks like we have a new beta spot opening up. :cookieMonster:

Cool, glad you signed up to a beta for something you see no value in. Looks like we have a new beta spot opening up. :cookieMonster:
Please note that I didn't say it was completely worthless but rather that it wasn't worth the time and effort spent.

Please note that I didn't say it was completely worthless but rather that it wasn't worth the time and effort spent.
Opinions, opinions.

Would it be possible to have a server communicate to a custom chat room under the host's ID? (but give clear indication that the server is posting said messages)

Not that there would be great use for it for the general public, but it may help me.

What kind of usage case are you looking at? Would it only need to communicate to a chat room owned by the same ID as the server?

What kind of usage case are you looking at?
The mod will be putting up information in the chat room for the users that aren't currently on the server.
Would it only need to communicate to a chat room owned by the same ID as the server?
Yes.

It'd require some hefty server/client changes to implement, especially for dedicated servers which can't piggyback off the client code that works closely with guis. It sounds like a cool idea so I'll definitely look into it down the line.

TBM did something like that with IRC. It was some simple code where your IRC was named after the server and names were put at the start of messages to tell apart. Of course, since we're moving off IRC to a more localized system, this won't work, but i'm just mentioning a similar case within Blockland's history.

It'd require some hefty server/client changes to implement, especially for dedicated servers which can't piggyback off the client code that works closely with guis. It sounds like a cool idea so I'll definitely look into it down the line.
Events, yes?