Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Craig

Pages: [1] 2 3 ... 386
1
Questions and Answers / Re: Multiplayer
« on: Today at 07:15:20 PM »
Most likely the first update, i could not tell you when that is though.
It's not going to be the first update. There will be several small bug fixing/refinement updates before MP is released.

2
Site News and Information / Re: Total Miner Forums now on tapatalk
« on: December 09, 2017, 05:51:28 PM »
cY Agent 115 and CDJ, stop quoting the whole OP for a 1 line reply FFS. @#33@!!!@-.-

4
Ideas / Re: Inventories
« on: December 07, 2017, 06:15:57 PM »
It doesnt affect the survival worlds
Survival or Finite Resource worlds?

and has HUGE amount of use in rpgs and such.
That means nothing without a HUGE list of concrete examples.

5
Ideas / Re: Inventories
« on: December 07, 2017, 06:09:14 PM »
2: The ability to store an inventory to memory is something which is not currently easy to do.
Yes that's for the reason that I dislike the idea of being able to store physical items without using physical space in the game world. This is the part I need convincing on.

6
Your world / [RPG] Re: SANCTUARY (PC)
« on: December 07, 2017, 06:00:41 PM »
Guys, don't quote the OP when discussing the world.

7
Ideas / Re: Inventories
« on: December 06, 2017, 10:27:18 PM »
What would convince you?
If I knew that, I wouldn't need convincing. It's up to you guys.

8
Ideas / Re: Inventories
« on: December 06, 2017, 08:06:53 PM »
Good, now what about the original inventory idea?
At the moment I'm not convinced about the idea of having a virtual inventory to store physical items.

9
Ideas / Re: Inventories
« on: December 06, 2017, 07:01:41 PM »
can you set up a short alias even for a long named script?
Yes that is exactly what alias is for.

10
Ideas / Re: Inventories
« on: December 06, 2017, 04:37:28 PM »
I was meaning something else about the running script and theres still nothing about the original post on it.
Can you explain what you mean?
I was wondering if we were able to make like custom commands through chat and the command prompt kinda like how we set item swing scripts and stuff
You can get close. Give each script that is your custom command a short alias, and use the script command in the command window.

e.g.

script cmd1
script cmd2

where cmd1 and cmd2 are short alias' for full script names.

11
Ideas / Re: Inventories
« on: December 05, 2017, 10:28:56 PM »
I was meaning something else about the running script and theres still nothing about the original post on it.
Can you explain what you mean?

12
Ideas / Re: Inventories
« on: December 04, 2017, 11:14:50 PM »
The Console is all we have at the moment.
Ahh, do you think we can make scrips runable from the console?
Did you even click the link?

13
Ideas / Re: Inventories
« on: December 04, 2017, 07:05:27 PM »
The Console is all we have at the moment.

14
General Discussion / Re: Let's Talk Gaming Setups!
« on: December 04, 2017, 04:03:15 AM »
So my 2001 Windows XP dinosaur 1 kb of ram won't do me any good?

B1ack W1dow managed to get it running on a Raspberry Pi :p
No way! :D how was it performance wise? Hahaha
He said it ran fine, but got out of memory errors on large maps.

15
Development Updates / Re: 2.6 - PC Initial
« on: December 04, 2017, 01:17:53 AM »
The Store Page has just been submitted for review by Valve.  :D

Once it is reviewed and all OK, I can publish the Store Page as Coming Soon. The page will remain in the Coming Soon state for two weeks (Steam rules).

The game can then be released after that two weeks.

The game build itself will also be reviewed during this time.

So, if all goes well, we are looking at a release date around 21 December.

I will keep you posted if there are any changes and once I know the exact release date.

Merry Christmas everyone.

Pages: [1] 2 3 ... 386