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housing got decoration hooks :((

STAR WARS: The Old Republic > English > General Discussion
housing got decoration hooks :((

Arkerus's Avatar


Arkerus
07.02.2014 , 07:15 PM | #191
Quote: Originally Posted by Andryah View Post
/Agree with this assessment.

Too many people making too many demands and accusations in this thread with zero actual facts.
And the "hook" area is usually very large (based on what we saw). This whole complaint about it is ridiculous. You can't put a space vase on the ceiling. meh. Too bad.
Hooning in the rex : http://youtu.be/xtXUM6yPMCY

Deewe's Avatar


Deewe
07.02.2014 , 07:25 PM | #192
Quote: Originally Posted by Sarfux View Post
Exactly Andryah. I feel more people need to really stop being so dismal and jump to conclusions.
Quote: Originally Posted by Arkerus View Post
And the "hook" area is usually very large (based on what we saw). This whole complaint about it is ridiculous. You can't put a space vase on the ceiling. meh. Too bad.
Add a vertical axys placement on the hooks for the floor ones and an horizontal one for the vertical ones then we can speak.

For now try to display a nice setting of say crystals forming for example a light source or just a single one hovering on top of a nice stand == no can't do.
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LordArtemis's Avatar


LordArtemis
07.02.2014 , 07:34 PM | #193
Quote: Originally Posted by Sarfux View Post
Artemis. It is something completely different and in no other mmorpg to date. Just wait till you play around with it yourself. You will see what I mean. It will be fine!
I will be more than happy if that is the case. I certainly hope so

Even if I do not turn out to like it, I hope I am in a very small minority.

Deewe's Avatar


Deewe
07.02.2014 , 07:40 PM | #194
Quote: Originally Posted by Arkerus View Post
Wow. You couldn't be more wrong if you tried. I actually have REAL WORLD experience with game engines and I can tell you, without a doubt, that a hookless system is FAR harder to build, maintain and control than a "hook" system.

With a hook system you can code pointers, boundaries and parameters and control those. You can write limits (limits are NOT a bad thing) and make sure the system works, so to speak. You don't have any of that reusability in a hookless system. You have to basically allow the engine to "break" the rules. Location data gets messy. Collision detection goes right out. You have to allow for a ton of "rule breaking" and often time those same rules can create massive issues with objects and entities.

So please stop spewing nonsense. A controlled and reusable system is mush easier to code and maintain. It means more updates and less bugs.

Again, you don't understand this. I do.
In a hook less system you might even need less parameters to store as you don't have to bind object to hooks or classes.

Then speaking of allowing collision, for some of us it's better not to have it. I mean being able to put parts of items one into the other or even in walls/floors/ceilings gives us even more possibilities cf SWG.

You could be surprised of how messy layouts can bring up really nice settings.

But once again to each its own: hook + optional free placement = the best of all worlds.
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LordArtemis's Avatar


LordArtemis
07.02.2014 , 07:41 PM | #195
Quote: Originally Posted by Arkerus View Post
Wow. You couldn't be more wrong if you tried. I actually have REAL WORLD experience with game engines and I can tell you, without a doubt, that a hookless system is FAR harder to build, maintain and control than a "hook" system.

With a hook system you can code pointers, boundaries and parameters and control those. You can write limits (limits are NOT a bad thing) and make sure the system works, so to speak. You don't have any of that reusability in a hookless system. You have to basically allow the engine to "break" the rules. Location data gets messy. Collision detection goes right out. You have to allow for a ton of "rule breaking" and often time those same rules can create massive issues with objects and entities.

So please stop spewing nonsense. A controlled and reusable system is mush easier to code and maintain. It means more updates and less bugs.

Again, you don't understand this. I do.
Bull. Actually it's you that couldn't be more wrong.

You have an opinion based on the silly point that you have real world experience, and that somehow means your singular experience framed with one VERY SPECIFIC and uncommon situation makes your view the end view. Unfortunately for you I am surrounded by some of the best coders in the industry (IMO), and they are telling me your contention is ludicrous. And I will take their word over yours any day of the week.

Like most coders you have an OPINION that you believe is an absolute fact. However, I bet there are many coders that would strongly disagree with you, including quite a few in our office, hovering over my shoulder

A hookless system is FAR easier to code, especially if there is no collision, and you are simply spouting nonsense IMO.

And that is that. My apologies if I take my coworkers word over your hyperbole. They know what they are talking about. You obviously do not.

And that is that.

Kryand's Avatar


Kryand
07.02.2014 , 07:44 PM | #196
Oh yeah, popcorn time.
entering swtor afterlife aka other games aka heaven

LordArtemis's Avatar


LordArtemis
07.02.2014 , 07:47 PM | #197
Quote: Originally Posted by Andryah View Post
/Agree with this assessment.

Too many people making too many demands and accusations in this thread with zero actual facts.
Though you could certainly make that contention (though it is disappointing you would resort to hyperbole Andryah) I would not suggest you agree with the coding assessment.

It's wrong. hookless is easier. Certainly messier, certainly not as controlled....hooks is easier to control, perhaps easier if the engine uses hooks to design areas. Otherwise hookless is MUCH easier to code.

Any contention to the contrary is absolutely ludicrous IMO.

Sangrar's Avatar


Sangrar
07.02.2014 , 07:48 PM | #198
I saw a good part of the stream. While I have never seen housing in any other mmo before I still think that, hooks or not, that it looked very well done. And that Tattooine video looked really great too, in any case I plan to have a Tatooine Stronghold with my Nar Shadaa Stronghold.
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Deewe's Avatar


Deewe
07.02.2014 , 07:51 PM | #199
Quote: Originally Posted by LordArtemis View Post
Though you could certainly make that contention (though it is disappointing you would resort to hyperbole Andryah) I would not suggest you agree with the coding assessment.

It's wrong. hookless is easier. Certainly messier, certainly not as controlled....hooks is easier to control, perhaps easier if the engine uses hooks to design areas. Otherwise hookless is MUCH easier to code.

Any contention to the contrary is absolutely ludicrous IMO.
Hookless = store item #, X,Y,Z positions in the DB
Need to validate position vs constraints (size of object, walls...) while moving around the object

Done.
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LordArtemis's Avatar


LordArtemis
07.02.2014 , 07:58 PM | #200
Quote: Originally Posted by Deewe View Post
Hookless = store item #, X,Y,Z positions in the DB
Need to validate position vs constraints (size of object, walls...) while moving around the object

Done.
Listen, Deewe.....I know you don't like hooks. I don't care for them either. But if you were willing to listen to my opinion, consider this.

This system is different. As you can see from the video, you have MANY more options when it comes to placement. First, they allow more items than usual, second you can rotate and move the items around inside the hook, that is unique.

It may have some restrictions, but it might be worth a try before we make a final judgement. I am going to give it a try before I decide, I would suggest you do the same. You may find you like it.