1. We have another stable build, this time less than two weeks since the last, yet still with more than two hundred commits, not counting modules! Everything is much more stable too, with just one itty bitty tiny bug:



    So .. happy Valentine's Day! These are supposed to be fence blocks in the Cities module but thanks to a fun bug turned into pink blocks. Which could almost be like pink-leafed hedges, totally works ;)

    As always the best way to get updates is using our Launcher!

    Other notes for this release (full details in Jenkins):
    • ...
  2. Actually aimed to get this out two weeks ago getting back on 2 builds per month but we hit a crazy activity peak with several major systems getting merged in and tweaked on a bunch. Still not exactly the most stable build ever but amazing amount of new (or old) working content modules :)

    Full changelist in Jenkins, you can get it at GitHub or download it directly here, or better yet use the launcher.

    List of stuffs related to the build:
    • ...
  3. New stable build and much merriment to be had!

    [​IMG]

    Sure has been a while since the last stable build and official announcement, but I think we've collectively enjoyed the holidays and gotten a good start on the new year. Last time was multiplayer this time the rest of The Great Convergence tagged along with the codebase structure changes.

    This means modules now live in their own GitHub repos, all under the Terasology organization (not to be...
  4. About a year ago we celebrated the first birthday of our project with a Minecraft server challenge. This year we do it with Terasology multiplayer!

    With The Great Convergence coming to a close the next big milestone is ALPHA, and in addition to playing some for fun we also need to sort out what's left before we can consider Terasology an alpha-level project. Keep in mind that Alpha is nowhere near feature-complete and will still be lacking loads of content - but most the architecture should be stabilizing.

    For multiplayer particularly...
  5. Testing time!

    Aug 24, 2013
    The merge of our develop branch (with content + graphic tweaks) into multiplayer is complete! And nh_99 has been able to resurrect the combat branch which now also works again. Both need testing! :)

    Multiplayer

    While the content modules from develop have not yet been adjusted (or extracted to the new structure) to work with multiplayer the actual multiplayer functionality works and is decently stable - all hail Immortius ! Please help us with some initial testing and observation of what might not be quite right yet :)
    • Build is available in...
  6. Big update time! Everybody loves bulleted lists, right?

    Project Topics (important!)

    These are big walls of text as each makes up a cornerstone of the project and we're wanting to get these right the first time - as we're likely not changing any of these in a major fashion ever again. They'll finalize our licensing setup, code / module structure, and our release process. If you have any interest in ever contributing to Terasology or writing mods this is your time to make an impact. If not, you can safely skip these although feedback from anybody knowledgeable on the topics would be appreciated :)
  7. We've been playing with this concept game mode for some time now and have a ton of artwork, which you might have seen around. It also is our most solid and achievable actual playable content, which has admittedly been lacking for quite a while :)

    The stars and moons appear to have aligned to make implementation of this doable over the next few months. We have another new batch of contributors, code is hitting...
  8. Edit: Solved! Registration open again.

    Our forum here is getting hit with a wave of spam bots so I've disabled user registration for a few days while sorting out some addons to deal with the bots.

    In the meantime new users with issues can post reports on GitHub instead. Can also visit us on IRC - just click that "Chat" tab in the navigation bar here.

    Otherwise all is well, I'm back from vacation at last and working on catching up. Digging up some interesting things to post about and push along :)
  9. Edit: Cancelled last minute for logistics / cost / attendance :(

    Official post for the Frankfurt visit mentioned elsewhere :)

    I expect to arrive in Frankfurt late Friday May 3rd with my wife along for the ride. begla is otherwise occupied with fun surprise events set up by to-be-wifey that Sunday, but we've got the whole Saturday. Although I'm thinking about hitting the nearby Zoo early Saturday (big pull for wifey), maybe we can focus on that Saturday afternoon / evening?

    Not entirely sure where to meet yet, but it'll be in the vicinity of the central train station, which is also near where begla lives. If people want to try...
  10. I've been tinkering with the idea of going to Europe here to catch the 10th anniversary of EVE Online via Fanfest at the end of April so I'll have multiple reasons to go, also including visiting my family in Denmark and maybe passing by somewhere in Germany to meet some Terasology people, likely in Frankfurt since that's apparently where all the action is at :)

    At first I missed out on the Fanfest tickets but an EVE friend came through last minute and clued me in to a quiet alternative venue to get official tickets (nothing shady, I promise!). I haven't purchased plane tickets yet, but just sorted out the finances so I should be able to make it happen.

    Fanfest is April 24th-27th so I'll likely take off from here on the 22nd or 23rd. Would then...
  11. Been a long two months since the last one so it was time :)

    Main reason for the long wait has been the focus on infrastructure and future prep. The Jenkins change list doesn't do the period justice, I covered some of the other news in another post for non-core content changes. Below are the actual code changes:
    • Lots more graphic wizardry by begla - Terasology has never looked better (1, 2, 3)! Also may be performing better / working better on some...
  12. I'm bringing on board a potential new contributor with some heavy background in lore (and art), akin to SuperSnark who is my 3rd for sure participant. We're all in US East so this is set a little late for the Euros, but I thought I'd post the note publicly in case somebody else with an interest can make it :)

    Topic is what role lore (and associated "fancy" out-of-game artwork) might play in a setting that usually is "blank slate" due to the nature of procedural worlds. I've suggested the idea of scenarios / campaigns that could come with a saved world prepared as per an author and we've poked at potential world back...
  13. I'm thrilled to share the news that we've been acquired by Mojang! Our first priority is finishing the Modding API and then replace creepers with Gooey

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    Okay, in my defense I haven't gone to bed yet so it is still April 1st to me, dangit!

    Been a while since the last mega post since we haven't had a ton of content to put in a new stable build, which is still pending (for two months, yikes!). Most the focus lately has been on non-core stuff and architecture (although as usual begla is adding more amazing 3d wizardry). We're getting very close to having a much nicer setup there. Some related news:

  14. Tinkering with XenForo events here and thought I'd put a reminder down to see if there'd be potential for us to sign up as an organization for next year's Google Summer of Code. The program usually starts in February, 2012 had an organization submission deadline of February 27th.

    I was positively surprised to see at least three open source gaming projects on the list for 2012, viewable here (at least as I post this): http://www.google-melange.com/gsoc/projects/list/google/gsoc2012

    No need for action on this topic for quite a while, but this way we won't forget! And we get to put something on the calendar. I'm using the Announcements forum for this at the moment as I figure anything we'll put on the calendar will likely also be an announcement anyway... maybe rename to...