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  1. Immortius

    Entity Contribution

    It would only be an export format, not a format you would load and or use while editing, so it doesn't seem like it would affect the capabilities of your editor to me. That said I don't see an issue supporting .mclmdl on our end (we'ld probably pre-calculate the frames on load so as to use our...
  2. Immortius

    Archived Mining

    You can mine minerals, but minerals don't spawn in the world. So effectively no.
  3. Immortius

    Advanced Monitoring Tool

    If this is a replacement for the existing performance monitoring code, can you remove that at the same time?
  4. Immortius

    Tweaking Multiplayer

    More work on the chunk handling. Block updates is now properly supported - I made a variety of tweaks to the chunk generation pipeline and chunks themselves along the way. Renamed WorldView to ChunkView and tightened up on chunk view generation. Server upstream bandwidth is now configurable...
  5. Immortius

    Inactive Three Tier AI

    Ok, my thoughts: Don't overengineer towards extensibility, especially when you are unsure how things should work. You will likely get it wrong, or end up with a system too unwieldy for anyone to use. Components and Entities are your data model for describing the world. You should design these...
  6. Immortius

    Inactive Three Tier AI

    I'll reply in more detail on the weekend, I need to think it through. However, some immediate thoughts: Events are great for situations where the sender doesn't care about what happens and the effects are dependent on the receiver - DamageEvent for instance can be send to blocks, creatures...
  7. Immortius

    Inactive world converter/updater?

    We sort of have a system for making mods as is - the terasology project off of github. The gradle build script has a number of tasks that can be run to generate the skeleton of a mod, and to build it into the final distributable. It also can generate an Eclipse or IntelliJ project to do the mod...
  8. Immortius

    Inactive world converter/updater?

    It is certainly my desire that the world and all our data be stored in a well described format that can be manipulated by tools in other languages. Unfortunately the world data is still being wrapped in a java class which is serialized using Java serialization. This should be pretty easy to...
  9. Immortius

    Tweaking Multiplayer

    I've been focusing on getting some of the chunk handling sorted out, particularly around flow control. To explain a bit, lets say we want a 512kbps upstream connection to support 4 remote players to start with (that is a fairly small number of players, but if gametypes are more focused on having...
  10. Immortius

    Inactive Combat

    Probably a custom file format. Or an extension to MD5 or IQM. Which would require a custom blender exporter. The problem with MD5 as is, is how can you tell what type of collision volume to create for each bone? All MD5 gives you are vertices, which is useless. You could possibly generate a...
  11. Immortius

    Inactive Combat

    I don't think a second md5 would help, because it would be better to use simple collision shapes rather than meshes/models - and md5 has no support for that. Would probably need a separate file format. Or using a different skeleton file, since modellers would presumably want to create the...
  12. Immortius

    Terasology Code Style Conventions

    Go with 120.
  13. Immortius

    Tweaking Multiplayer

    Things changed a bit, but inventories and chests now work in multiplayer. Took a couple of iterations to get it working nicely and had tear into the inventory GUI pretty heavily as well but it is now set up with a predictive model. When you move an item its new position is predicted while the...
  14. Immortius

    Archived Forum section for showing off?

    I wonder what the legals are around screenshots. They probably count as derived works (of the game), so I'm not even sure we technically need to be given permission to use them (same logic that lets Ubisoft take down youtube videos of people playing their games). The forum terms and conditions...
  15. Immortius

    Maintenance TerasologyLauncher - official Terasology Launcher

    Browsing mod repositories and downloading mods, as well as updating mods all makes a lot of sense to me in the launcher, since it handles other updating activity. I would note some care needs to be taken around security whenever mods are downloaded. Launching a dedicated server from the...
  16. Immortius

    Maintenance TerasologyLauncher - official Terasology Launcher

    I'm curious what "Mod management" and "Multiplayer support" are intended to encompass?
  17. Immortius

    Archived autosave?

    Would be nice if some of these crashes were reported too. :) I guess I would suggest that autosaves would go in an autosave subdirectory of the main save, and when loading it would check whether an autosave is more recent than the actual save and offer to restore from the autosave instead. An...
  18. Immortius

    Inactive Combat

    I'ld say basing it on the multiplayer branch would be a bit premature.
  19. Immortius

    Inactive Liquid Simulation

    On velocity, depending on what you need in that space you can use a byte or less. If you only allow movement in axis directions, that's 6 directions plus not moving for 7 different values - 3 bits. If you allow diagonal combinations, that's 27 values. If you want integer speeds in x/y/z axis you...
  20. Immortius

    Maintenance TerasologyLauncher - official Terasology Launcher

    The language level setting only controls the use of language constructs (like generics, and multiple exception handling). It doesn't protect against using new API methods/classes/etc, if you are otherwise developing against Java 7.
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