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    Implementation gestalt-entity-system

    In a lot of cases components are only obtained for reading data. That might be also a point where a optimization could be added. Hmm, seems to me like a corner case that doesn't make any difference in common scenarios. While on the other hand I thought the optimization to filter out relevant...
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    Implementation gestalt-entity-system

    Gratulations then for reaching this milestone. Do you plan on adding something that prevents big entities to being copied unnecessary each time you look at them? Also what is with entities with a lot of data, that have very frequently some of it's small components modified. e.g. a character...
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    Implementation Gooey's Quests

    I worked mostly on creating some tools that assist at the creation of structure templates. Change Log: It is now possible to create items that spawn structures. For example you could create a item that spawns a part of a wall and then use it over and over again to spawn a complete wall: How...
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    Implementation Gooey's Quests

    @Rostyslav Zatserkovnyi Nice to hear that you like it. I pushed a new version up, that contains however mostly internal changes: When a dungeon gets spawned particles are shown at the entrance (as suggested by @Cervator) The rooms (entrance door & cooridor) are now defined in prefabs. This...
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    Implementation Gooey's Quests

    Nice idea with the particles at the dungeon spawning. I will probably add that at some point. I pushed a new version where it will take a bit longer to get to the end of the corridor. More I won't spoil :)
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    Implementation Gooey's Quests

    @Cervator: Thanks for testing it out. As tipp for finding the dungeon: "Only the morning sun shines into the dungeon." I pushed some new changes to the git repository. Change log: When gooey spawns he greets you now with a quest specific message (although it is just 1 since there is just 1...
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    Looking into Issue #2058, Need a little kickstart

    Hello codesavory, The UI file specifies which java class it is liked to via the first "type" attribute. The VideoMenuScreen.ui asset file gets referenced via <module>:<className> uri. e.g. e.g. via the following line in SettingsMenuScreen: WidgetUtil.trySubscribe(this, "video", button ->...
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    Implementation Gooey's Quests

    I pushed some new changes to the git repository: Change log: Gooey now only spawns, when it can offer you a quest New work in progress quest spawns now a "dungeon entrance" (See screenshot) (click to enlarge) Gooey respawn command has been removed, as he spawns now only when it he has a...
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    Intro GSoC Intro: Character and Gear Customization

    Sounds to me like the game runs out of memory and starts doing tons of garbadage collections. Try increasing the memory limit (e.g. change VM option -Xmx1024m to -Xmx2048m)
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    Implementation Gooey's Quests

    I just pushed some new changes to the git repository. Change log: Gooey spawns now automatically and does not need to be cheated in. A debug command called respawnGooey has been added. The command is not instant, but will cause the game to look out for an opportunity to spawn gooey in such a...
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    Suggested Animation assets (Animated properties sets)

    *Current situation* Currently terasology has md5 animation assets that can be used to animate the location and rotation of skeltal mesh bones. Skeletal mesh animations also always effect all bones, it is not possible to have 2 animations animate the same skeltal mesh. The MD5 animations have...
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    Blender to md5 Howto

    @glasz thanks for the fix
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    Implementation Gooey's Quests

    I just pushed some new changes to the git repository. Change log: Fixed strange movement artifacts whenever the AI is not trying to move. When you order gooey to follow you, it will no longer try to move to your position, but will instead stop about 3 blocks away. Gooey stops now immidatly...
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    Intro Hello from the other side of the world

    Terasology has already a complex and extendable framework for world generation. Did you have a look at it already? A really nice existing world generator is PolyWorld made by @msteiger: https://github.com/Terasology/PolyWorld Maybe implementing some small new feature for an existing world...
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    Source Introduction

    I like that you suggest in your proposal to add a new human character model. I personally find the aspect of where the character got hit not so important. Alone the character animation offers some challanges. Currently terasology supports MD5 animations. Those animate the whole mesh of an...
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    Contributor Hello from GSOC

    Hi, welcome in the terasology community. That rails editor screenshots reminds me of this (now abandoned) terasology mod: Please be aware that there is a lot of competition in this project, as we probably will get just about 2 slots and have a lot of students that want to apply. So if you...
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    Intro Hey guys!

    Hi, welcome in the terasology community. For a quick start have a look at: https://github.com/MovingBlocks/Terasology/wiki/Dev-Setup
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    Intro Hi Terasology!

    Hi Daniil, welcome in the terasology community.
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    Intro Hello World! From southern Germany :) (GSOC'16)

    Hello Micha, welcome in the terasology community. Please be aware that there is a lot of competition in this project, as we probably will get just about 2 slots and have a lot of students that want to apply. So if you are mainly interested in a gsoc project, you may also want to apply at...
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    Implementation Gooey's Quests

    No, please add it to the lineup. That makes it easier for other players to try it out. I worked further on the module: Gooey is now much easier to click (The invisible physics representation was way to small) Gooey can now be ordered to follow you Gooey can now be ordered to stay where he is...
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