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    Tweaking Input Bindings

    I agree that we should give the inventory a more prominent key. Since "E" is in use we could go for "R" I also think that we should at least provide the user with the option to active things with the right mouse button. Putting the UI hiding on hotkey F11 is a good idea. We might want to let...
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    Archived Persistence Ids: Get rid of data that needs to be saved even if the chunk/player is unloaded

    My main reason for suggesting to give all entities a storage id at creation was simplicity. I think wasting them through is not an issue, when we use a java long: Even if we create one million per millisecond we won't run out of number for more than 200 years. However thinking about it, we...
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    Archived Persistence Ids: Get rid of data that needs to be saved even if the chunk/player is unloaded

    Currently planned processing based on a IRC discussion with Immortius: During the game: The main thread keeps a bidirectional map between persistence id <-> entity id When the main thread creates a persistent entity, it generates a persistence id and adds it to the persistence id map. When...
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    Archived Persistence Ids: Get rid of data that needs to be saved even if the chunk/player is unloaded

    I would like to add the following aspect to your problem space: The preperation time for saving on the main thread should be very small and constant At restore it is necessary to check if an game session id is still valid. Thus when an entity gets destroyed on the main thread we need to remove...
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    Archived Persistence Ids: Get rid of data that needs to be saved even if the chunk/player is unloaded

    Name: Persistence Ids Summary: Get rid of chunk/player data that needs to be saved even if the chunk/player is unloaded Scope: Engine Current Goal: Getting rid of chunk/player data that needs to be saved even if the chunk/player is unloaded Phase: Design Curator: Florian Related: Continous...
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    Implementation PolyWorld

    It's cool to have this technique available for terasology. The nice thing about this type of terrain generation is that it gives a lot of control on what gets generated. This control makes it relativly easy to add certain terrain features. The linked page from Amit Patel is really worth reading!
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    Default lighting

    I think we should give it a try and see how it looks. Or we could enable the light clamping by default. Not sure what looks better.
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    Tweaking Continous saving of the game

    I updated the post. I am currently thinking about proposing the current version of my autosave branch for a pull request. The main drawback is currently that the save pauses can be annoying. They range from 20ms to 1s depending on the world/setup/situation
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    [Tips] Quicker code <-> preview cycle

    Some tips of how to do a quicker code <-> preview cycle * Instantly load a world with -loadlastgame argument added by shartte (https://github.com/MovingBlocks/Terasology/pull/1257) * The Java VM supports "Hot Code Replacement". That means it IDEs can apply your changes to the running program...
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    Contributor Hey

    Hi Nils, welcome in our community.
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    Maintenance Interaction Screens

    I created a tutorial on how to make a block with an UI: https://github.com/MovingBlocks/Terasology/wiki/Tutorial:-How-to-make-blocks-with-custom-UI
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    Maintenance Interaction Screens

    The LocalPlayer has now a activateOwnedEntityAsClient method, which can be used to initiate an activation like this: @In LocalPlayer localPlayer; @ReceiveEvent public void onPlayerProcessingButton(PlayerProcessingButton event, EntityRef player, CharacterComponent...
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    Tweaking Ore Generation

    Wouldn't that still encourage branch mining at that depths?
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    Tweaking Ore Generation

    It would be cool if it were possible to have ore generate mainly in cave walls. That way palayers don't have to do branch mining to get efficiently to ores. Instead it would encourage them to explore caves.
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    Maintenance Interaction Screens

    Tutorial available in the GitHub wiki For some blocks or entities, an screen is necessary for the user to interact with it. For example a NPC could have a trade menu or a furnace a dialog where you can put materials in and out fo the furnace. The core module already contains such a dialog...
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    Tweaking Continous saving of the game

    Currently the game only saves when it terminates properly. If the game crashes you loose all your work of your current game session. My goal is to change this by making the game save continously, so that you loose only the very recent work when the game does indeed crash. This also helps with...
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    Targetted Java Version

    Hi, I think both switching to Java 8 and bundling a JRE are a good idea.
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    Documentation created: Events and Systems

    Hi, I created a bit of documentation about events and systems: https://github.com/MovingBlocks/Terasology/wiki/Events-and-systems Feel free to improve and extend it :). If you think there open questions about events and systems, please ask them here so that we can figure them out together.
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    Store Biome Per Block

    When I first read this thread I found it quite confincing. However thinking about it a bit more I don't think we should introduce biomes per block. One of your arguments for biomes per block is, that you can then The world generator has all knowledge about the chunk it generates. It can...
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    Tweaking Worldly Tooltip

    There are two developments in a similar direction going on currently too: Gimpanse and myself started independently on working on a "player tags" feature. Gimpanse took the approach of placing standard UI components at a 2D position in such a way, that they appear to be at the correct 3d...
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