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  1. Immortius

    WIP Awesome New Blocks/Block shapes Production Thread!

    Oh, and thank you Adeon for working through the creation of the new BlockFamily for fences. :)
  2. Immortius

    Maintenance TerasologyLauncher - official Terasology Launcher

    For clarification, we're currently sticking with Java 6 until LWJGL has been updated to work on OSX under Java 7. Once that is done we will most likely make the switch.
  3. Immortius

    WIP Awesome New Blocks/Block shapes Production Thread!

    That is true, and is laziness on my part - if a shape doesn't define any collision it uses the default cube collision and is marked as having symmetric collision.
  4. Immortius

    WIP Awesome New Blocks/Block shapes Production Thread!

    This should be fixed in develop now - was caused by the ambient occlusion code in the chunk generator and floating point errors from rotation. The fact those half-blocks are being rotated at all is another bug though - those shapes should be marked as having symmetric collision, which would mean...
  5. Immortius

    mouse button behavior

    Hmm. Unfortunately I've been doing this like crazy while developing multiplayer (need to have two windows open and switch between them constantly for testing) without experiencing this. So I guess it might system dependent in some way. Then again, one big difference between a multiplayer...
  6. Immortius

    WIP Awesome New Blocks/Block shapes Production Thread!

    I wonder if the normals on the horizontal plane block shape are correct. If they are not vertical that would explain the lighting variations. The normals should be up vectors.
  7. Immortius

    mouse button behavior

    We're already running with the latest version of lwjgl. For future knowledge, the update can be done by updating the version number in build.gradle's dependencies list, and updating index.html for the applet (if it ever works again). The actual problem I was referring to was caused by holding...
  8. Immortius

    mouse button behavior

    You probably don't actually need core, I added to test whether multiple dependencies was an issue (since I have no idea what your actual dependencies are :P) Good to hear you got it working though.
  9. Immortius

    mouse button behavior

    Hmm, I have replicated the issue, but only when the case of the dependency doesn't match the case of the mod declaration in settings.gradle (id isn't used by the build), e.g. { "id" : "miniion", "displayName" : "Miniions", "description" : "A prototype of summonable, commandable...
  10. Immortius

    Inactive Game mode: Scenario

    I don't think a scenario would necessarily need to be linked to a specific gametype. The way I'm thinking we would have (names open to suggestion): * Modules, which are low level and probably not selected by players at all eventually. These contain all content and code. * Game types, which can...
  11. Immortius

    mouse button behavior

    I will look into this. Does "gradlew idea" similarly fail? One thing that comes to mind is the build script currently expects the mod ids used in mod.txt, in settings.gradle and the directories of each mod to be the same, probably including case. So you might try fiddling with that.
  12. Immortius

    mouse button behavior

    I would prefer not to. For modules with no java code, it just seems inconvenient and confusing, and I'ld like to keep the layout for mods with java code consistent with those that do not. The only reason I've kept the maven directory structure at all is to allow for non-java modules (you could...
  13. Immortius

    Inactive Game mode: Scenario

    Hmm.. Basically a scenario is just a saved game, except that when you start it a copy is created. Saved worlds already keep track of the modules they need, but some messages warning about missing moduels would be needed. So I guess what you would have is a button similar to Create New World but...
  14. Immortius

    mouse button behavior

    Alright, committed :) So you can now include a list of dependencies in mod.txt like so: { "id" : "OreoMinions", "displayName" : "OreoMinions", "author" : "Maternal Mathes.Wenzel@googlemail.com", "description" : "Oreo Invasion for Terasology", "dependencies" : ["miniion"] }...
  15. Immortius

    mouse button behavior

    Sorry, I couldn't resist. I actually have dependencies listed in mod.txt working already. :) Only took a few lines thanks to JsonSlurper. I'm just looking at getting a couple of related features working and then I'll commit.
  16. Immortius

    mouse button behavior

    My intention was to have a dependencies list in mod.txt, and have the gradle script parse mod.txt and apply those dependencies as it is dynamically adding in the mods as subprojects. Or something similar to this - might need to change mod.txt to a different format or something. The dependency...
  17. Immortius

    Tweaking Multiplayer

    Progress report: Breaking blocks, picking up dropped blocks and placing blocks are all working in multiplayer now. I plan further tweaks to the way this works (mainly keeping a concept of "held item" on the server, which could be propagated to clients to render it attached to each player's...
  18. Immortius

    Maintenance TerasologyLauncher - official Terasology Launcher

    I'm not aware of an equivalent for those. I guess the best option is to use a launch4j launcher wrapped around your launcher for windows, and your launcher directly on other platforms.
  19. Immortius

    Maintenance TerasologyLauncher - official Terasology Launcher

    I used Lauch4J for Footbrawl Quest, and it worked well there. There are a couple of different ways of setting it up though. Our current exe is actually a Launch4J launcher.
  20. Immortius

    Archived I'm back... with 3D and music

    I would suggest the mouth could be improved by changing it to one box stretched out instead of four overlapping cubes.
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