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  1. Immortius

    Resolved Air existing as normal block

    Exactly so. Once the 256 ids are used up, the next block is given the id 0, which is air. Then air starts acting like that block. Most blocks are only assigned an id when they are first used, but unfortunately the block inventory menu causes them all to be assigned.
  2. Immortius

    Archived The real "Easiest Modding Ever!" idea.

    Sounds like the suggestion just boils down to us providing some templates for prefabs of different types, which is fair enough. At the moment you can just copy prefab or definition of a similar thing from the engine or existing mods though.
  3. Immortius

    Resolved Air existing as normal block

    It isn't because air is in the block picker. It is because the block ids overflow and the air block gets overwritten. What we need to do is increase the number of ids and add overflow protection. :)
  4. Immortius

    Archived Easiest modding ever!

    I'm not sure what you are suggesting which we don't already have? Everything you describe is already implemented, although some of the details are a little different. You can certainly add either a zip file or a folder, with a mod.txt and whatever assets, into the mods directory and that acts as...
  5. Immortius

    Maintenance TerasologyLauncher - official Terasology Launcher

    Typically this is used to create a launcher that can obtain Java: http://launch4j.sourceforge.net/
  6. Immortius

    Tweaking Multiplayer

    No offence, but I think you're overengineering that change. :P
  7. Immortius

    Tweaking Multiplayer

    I've already integrated the existing chunk work with your new representations and serialization (I grabbed it as soon as I could :) ).
  8. Immortius

    Inactive Leap Motion Controller

    It is just an identifier for the event, typically something like "engine:forwardmovementaxis". It... really isn't used (having specific classes negates the need for it), except perhaps if you ever want to log an event. I think it was intended more for the javascript modding.
  9. Immortius

    Tweaking Multiplayer

    I think I've resolve to handle multiplayer as a fork, and manually merge select changes from singleplayer later, yeah. It isn't great, but I can't really think of a way around it.
  10. Immortius

    Resolved Grass Coloring

    Hmm, the problem is probably that the effects is loaded before a world is loaded (and thus before modules + overrides are available), due to being used by a shader using the old shader system. And whichever version is loaded first sticks because asset unloading isn't implemented yet.
  11. Immortius

    Inactive Leap Motion Controller

    Well, this is very interesting. I would suggest either in the RegisterInputSystem load process, or in TerasologyEngine (initControls() or similar). The former is more about configuring input for the current world (taking into account module binds), the latter doing initialisation of the input...
  12. Immortius

    Resolved Grass Coloring

    It should work for all assets. Including prefabs too, probably.
  13. Immortius

    Block Definition

    If your interest is in having individual blocks with different sizes, then I would suggest looking at how we have done doors - they are actually composed of two blocks but act as a single unit, so you place and remove them together. There are two underlying assumptions to our world...
  14. Immortius

    Tweaking Stackable Chunks

    I guess I really meant to say stacking should just work with the tessellator, the size changes are another story. Sorry if that caused confusion. :/
  15. Immortius

    Cartoony Look

    I like the clean, sharp look of it. It may not fit everyone's gametypes admittedly.
  16. Immortius

    mouse button behavior

    At the moment we have three interactions - attack, use and frob (use object in world, such as a chest). If the first two were combined and context sensitive, then the last might be a right-click? This can cover a number of use cases, such as using an item on another player, popping up a menu...
  17. Immortius

    Cervator's work thread

    We used single-player connecting to a local server in Footbrawl Quest, it is messy and I wouldn't want to do that in general. It is particularly unfriendly when multiple copies are running due to port conflicts, and you would essentially use double the memory with the server and client having...
  18. Immortius

    Inactive Miniion

    The entity system is not thread safe, I would advice against putting anything that manipulates entities in a background thread at this stage. This may be fixed at some point when the entity system is changed to defensively copy components on request, and to keep a version number for each to...
  19. Immortius

    Tweaking Multiplayer

    Character movement is now using a server-authoritative, client-predictive system as above. When a player uses an item or attacks, characters are rewound to their positions at the time of the user's action (theoretically to allow interaction, although attacking does nothing yet). Some tweaking is...
  20. Immortius

    Resolved Water error...?

    It looks like the block id overflow issue.
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