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 RocketPropelledRandomness1.90(ModThemeEntry:RocketPropelled) 
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Joined: Fri Dec 22, 2006 4:20 am
Posts: 4772
Location: Good news everyone!
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Post Re: RocketPropelledRandomness1.90(ModThemeEntry:RocketPropelled)
To be upfront;

Your modding is still sloppy and rushed. Your Lua coding is overcomplicated and unintuitive; and lacks any comments to guide a reader through the whole process.

For example...
Instead of compiling a long list of items, asking permission to use them, and then including all of them into your mod. (which in the end creates duplicates of items that only take up space on the harddive.) You could make it spray items from mods already installed! You could then apply filters that you could toggle to allow and disallow certain objects from being fired! Having multiple versions of the same gun to do the same thing is wasteful and uncreative.


Though the mod is interesting with its variety of random junk to spew around, the basic idea of the mod isn't all that fun. A gun that shoots projectiles... just like every other gun in history - except they're random objects. It isn't new or intuitive.
I can't see myself using it.

Unless you overhaul the central mechanic I can't see it improving. "You can't polish a turd." (Actually you can... it's just unpleasant, tedious, and requires much in the way of water and patience.)


You know what, CaveCricket basically did what you're doing now, lots of little mods. Except he made sure his ideas and mods were fun to use. He made sure his ideas were user friendly and intuitive. His coding and ideas were simple and clean.
He practiced quality control. He only used his best ideas, only his best mods.

You should do the same.


Wed Dec 01, 2010 12:38 pm
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Post Re: RocketPropelledRandomness1.90(ModThemeEntry:RocketPropelled)
CrazyMLC wrote:
To be upfront;

Your modding is still sloppy and rushed. Your Lua coding is overcomplicated and unintuitive; and lacks any comments to guide a reader through the whole process.

For example...
Instead of compiling a long list of items, asking permission to use them, and then including all of them into your mod. (which in the end creates duplicates of items that only take up space on the harddive.) You could make it spray items from mods already installed! You could then apply filters that you could toggle to allow and disallow certain objects from being fired! Having multiple versions of the same gun to do the same thing is wasteful and uncreative.


Though the mod is interesting with its variety of random junk to spew around, the basic idea of the mod isn't all that fun. A gun that shoots projectiles... just like every other gun in history - except they're random objects. It isn't new or intuitive.
I can't see myself using it.

Unless you overhaul the central mechanic I can't see it improving. "You can't polish a turd." (Actually you can... it's just unpleasant, tedious, and requires much in the way of water and patience.)


You know what, CaveCricket basically did what you're doing now, lots of little mods. Except he made sure his ideas and mods were fun to use. He made sure his ideas were user friendly and intuitive. His coding and ideas were simple and clean.
He practiced quality control. He only used his best ideas, only his best mods.

You should do the same.


While I must admit I do not comment enough my lua I dissagree with you saying it is overcomplicated (at least for this mod, I admit some of my previous stuff like ecogun was overcomplicated), what the lua of this mod does is simply:
1:A List of objects that can be created
2:after 250 ms create a random object from the list with a random speed (this is repeated 4 times for AEmitters, TDExplosives, MOSRotatings and ACrabs)
3:if destroyed, then repeat the previous instruction 10 times)

Concerning the filter idea you are right I should do that, however I don't have the time right now.

If you think this mod isn't creative or interesting, then don't use it, however this doesn't seem to be the case of the many people that posted positive comments here.

And I practice quality control too, however I admit I'm not as skilled as CC48 yet.


Wed Dec 01, 2010 1:55 pm
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Location: Good news everyone!
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Post Re: RocketPropelledRandomness1.90(ModThemeEntry:RocketPropelled)
You seem to have taken my comments somewhat personally.

Despite what you may think my opinion still matters. I bet none of these other people who approve really had a gander at how your mod works. You have such simple goals, which are outlined in the steps you listed, but you seem to accomplish them in a roundabout manner.
I find that you have improved much since your Ecogun. But I also think that you haven't learned some crucial lessons from it. And I also think that you still have some odd coding habits that don't make sense, probably because of the lack of comments. (which within itself is an issue.)


I wouldn't blow off my comments saying "If you don't like it then don't use it".
I wont use it, but that doesn't mean I don't want to give my feedback and tell you why I wont be using it.


Last edited by CrazyMLC on Wed Dec 01, 2010 2:53 pm, edited 2 times in total.



Wed Dec 01, 2010 2:43 pm
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Post Re: RocketPropelledRandomness1.90(ModThemeEntry:RocketPropelled)
CrazyMLC wrote:
You seem to have taken my comments somewhat personally.

I'm not taking it personally, I am merely saying you exaggerate a bit, however I will consider the things you said when I mod, thanks for your comment I'm sure it will help me.


Wed Dec 01, 2010 2:51 pm
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Post Re: RocketPropelledRandomness1.90(ModThemeEntry:RocketPropelled)
Eh, I disagree with CrazyMLC. The idea of the mod IS fun, but the way it was made is very messy.
I'll send you a PM, mehman.


Wed Dec 01, 2010 4:57 pm
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