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  1. Immortius

    The Great Convergence

    Got a little further - integrated some of world generator mod support, liquid tint, fixed a couple of rendering bugs. I've chosen not to integrate the perlin with setup generator for the moment due to concerns over the settings not being stored in the world - so creating a new world will mess...
  2. Immortius

    The Great Convergence

    Except it was "Mode Zero", not module. :p Have you considered using dependency information from module.txt to do recursive fetches? This is probably off topic but some feature in my personal roadmap after GC are: * Overhaul block definitions to be more like prefabs, with a lot of block...
  3. Immortius

    The Great Convergence

    On my end: Making good progress on merging in changes from develop. All commits up to the beginning of June have been reviewed, and features like TeraEd, climbing and the advanced monitor have been merged. Fixed some bugs as well, both with the merge (water works now) and with the new storage...
  4. Immortius

    Resolved Crashes on world generation | Creates no log | Win8 x64

    Cheers. From the look of things, the light and shadow module is active but not its dependencies (specficially, the path finding module). My suggestions would be: 1. Delete the mod directory in the Save Games/Terasology path, if any 2. When creating a new world, try selecting the Mods...
  5. Immortius

    Resolved Crashes on world generation | Creates no log | Win8 x64

    Terasology logs to the standard Windows Saved Games location (typically <user>/Saved Games). This is also where it writes saved games, config and where mods can be installed. I am curious where the "copy into Roaming" solution originates from - is this a Minecraft thing?
  6. Immortius

    Inactive IQM Support

    Oh, I think you'll find uint translates to Unsigned32 (an uint is 4 bytes) (to reply to your stack overflow question).
  7. Immortius

    Inactive IQM Support

    I don't have an experience with either library so I guess just pick one and try it. Perhaps the one that looks better maintained, or at least is in maven central. Edit: I would probably go with javolution in the first instance, although for some reason their latest stable release is a SNAPSHOT...
  8. Immortius

    Tweaking Multiplayer

    I would recommend working from the multiplayer branch, as the asset system has undergone some work there that will simplify things. Essentially you would be looking to create a pair of AssetLoaders, one to load an IQM skeleton file to SkeletalMeshData, the other to load an IQM animation file...
  9. Immortius

    Tweaking Multiplayer

    The core multiplayer is essentially complete - all the remains is some cleanup/refactoring (which I will do after "merging" with the develop branch), rigorous testing, resultant bug fixing and optimisation. So other than the testing there's nothing really suitable for a newcomer to jump into...
  10. Immortius

    Archived Assembly Table - A take on crafting

    My intention is that only the engine module will be active by default. All other modules are selected through gametype selection, mod selection and similar higher level choices. So yes, these features can be split into separate modules to some extent (there are interdependencies to consider)...
  11. Immortius

    Archived Assembly Table - A take on crafting

    Skaldarnar On modding in other crafting styles... I guess this would be a matter of disabling/intercepting the standard system and then substituting their own. Some of this will be aided by an addition I'm planning to make which will allow modules to add additional components to prefabs from...
  12. Immortius

    Archived Assembly Table - A take on crafting

    One feature I've had in mind which isn't mentioned is an inventory view that is filtered based on the crafting station and the current selection to help guide discovery of valid combinations. The other flexibility, that comes from our underlying entity system, is that the "assembly table" can...
  13. Immortius

    The Great Convergence

    The Great Convergence, Day 9: The core of the rendering updates have been merged. There are some rough edges (water isn't looking very good for some reason) and a few features I've skipped over for the moment.
  14. Immortius

    Batch block updates

    The way I would implement those methods is: 1. Obtain a view of the involved chunks. 2. Lock it. 3. Check whether all changes are valid. If not, abort. 4. Apply changes 5. Run a recalcLighting method for the modified Region3i the wipes existing lighting in that area and recalculates it. This...
  15. Immortius

    Defensive programming

    On 2. I definitely agree it should log. Throwing an exception is probably ok, it will get caught at a higher level in most places and the stacktrace will be logged - if it doesn't we need to add better catching (I think exceptions in UI code aren't caught early enough at the moment, which needs...
  16. Immortius

    The Great Convergence

    The Great Convergence, Day 4: I'm lost somewhere in the new rendering code. Send sandwiches.
  17. Immortius

    Defensive programming

    Hmm... Firstly, I would suggest using Guava's Preconditions as it should keep the checks terse. I would want to avoid large amounts of code bloat for this. Secondly, don't log and throw exceptions. Thrown exceptions are always logged anyway, so you'll just end up logging things twice. Log or...
  18. Immortius

    The Great Convergence

    The Great Convergence, Day 2: Achieved a little more, mostly updating the files in the root directory with changes from develop. Part of this was updating build.gradle. I took a little time to fix a few little bothers, and a couple of issues I discovered: Porting the changes to get slick2d...
  19. Immortius

    The Great Convergence

    The Great Convergence, Day 1: Begun moving changes from develop into multiplayer. Updated .gitignore with restructure and cleanup from develop Ported improved character sound system Along the way I dabbled in some other, related improvements: HorizontalCollisionEvent and...
  20. Immortius

    Save Game overhaul

    I am just about finished overhauling the saved game system in the multiplayer branch. I thought I'ld take a moment to explain the new structure. The primary goal of the restructure was to allow the saving and restoring of entities in a chunk along with the chunk. Secondary goals were: Set up...
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