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  1. Cervator

    WIP Block Tile Additions

    Wow Uraninite looks sweet! Talc seems like it has a bit of a horizontal brightening by the top/bottom edge across several blocks? Pretty minor Sylvite and Slate has some sharp-ish edges here and there Shale also looks really sweet! (the ones I'm not mentioning also look good!) Selenite has a...
  2. Cervator

    Suggested Physical units

    Nice math, goes beyond what I can parse real quick :D I'm pretty sure the noise type values (0..1, -1..1, etc) are here to stay for internal values (basic world gen, data storage, etc). That's a best practice across many, many systems (far beyond Terasology). But higher level world gen could...
  3. Cervator

    WIP My pixel-art icons

    Very nice! Those look like they would fit in perfectly as hires icons somewhere, like in fancy TTA farming :-) I think the outline on the peach looks just a little off - too thick or bumpy in places? The orange looks fine. Not entirely sure what it is. Mostly in the bottom right.
  4. Cervator

    Internationalisation

    Thanks @Halamix2 :-) I double checked that the key in use should work with Gooey on GitHub, so we should be able to test in any needed repo. Any of you need anything remaining from me? Will be happy to turn everything over and focus on something else :D (Also: Fixed wrong term above, the new...
  5. Cervator

    WIP Block Tile Additions

    We sorted out the issues - new blocks on GitHub, woo! https://github.com/Terasology/Minerals/tree/master/assets/blockTiles/auto Plan is to add the new numbered block variants in each their own dir under "auto" since there are so many. The non-numbered original stays where it is, paired with...
  6. Cervator

    Internationalisation

    Edit: Mixed up my terms, new version supports JSON, old version had us using prop files Okay, shiny new test server running Weblate 2.0 is now online: http://weblate2.terasology.org/ That should support the properties JSON files we discussed in a recent meeting. I promised to get this version...
  7. Cervator

    WIP [LaS] Light and Shadow - Art Discussion

    Bump for great justice! @Josharias all our hopes and dreams live or die with your testing of this one tweaked model. I just wanted to say: Good luck. We're all counting on you. We won't call you Shirley!
  8. Cervator

    Art resources (guides, tutorial videos, contributing info)

    Added a couple procedural texture editors to the top post @Calinou mentioned in one of the recent meetings (still digging through notes, heh) http://neotextureedit.sourceforge.net/ http://www.drpetter.se/project_sfxr.html
  9. Cervator

    Games in our "sphere of interest"

    And while I'm at it I've had a note to look at Trove sometime, but I'll probably never get around to it - maybe somebody else will?
  10. Cervator

    Intro Let physics rule the world

    On runes - I've always wanted to just come up with more of an element-based system. Rather than direct translations from letter-to-letter simply make runes or other glyphs for common/interesting terms. Fire, Earth, Air, Water, that sort of thing. It couldn't describe things super accurately but...
  11. Cervator

    WIP Block Tile Additions

    That is indeed a lot of tiles - dang! Yeah we need to get you set up so you can just send them to GitHub :D Maybe sometime tomorrow catch me or @Skaldarnar to get you further set up in-game?
  12. Cervator

    Games in our "sphere of interest"

    Speaking of siege mechanics - Besiege came up: http://store.steampowered.com/app/346010 o_O
  13. Cervator

    Suggested Physical units

    Well, if we think about the Minerals module specifically, we could just add a prefab for every existing mineral, right? In the same module. With the prefab containing the new attributes in a MineralAttributesComponent. With the right persistence mode they won't get active entities unless...
  14. Cervator

    Intro Let physics rule the world

    Oh, another thing - @Palaxin you might want to look at something like Behavior Driven Development. If your coding skills aren't quite up to speed yet to dive in and you prefer design anyway writing up "stories" might be a good middle option between complex code and distant design. We haven't...
  15. Cervator

    Upcoming dev meeting - Alpha & more

    Quick update: Still working through follow-ups from this. Got a few things out of the way like a Tools thread, other stuff still pending more free time to finish. Interesting stuff happening in RL these days, today I turned in my official resignation at work, never done that before :-) As I've...
  16. Cervator

    Suggested Physical units

    I think this is a natural fit when we have something to take advantage of it :-) Currently mostly 0..1 is used since it maps directly to the noise powering all the procedural fun. I'm not actually sure how or if we'd want to move that to SI units. I imagine it is more likely the engine keeps...
  17. Cervator

    Intro Let physics rule the world

    Oh! LaTeX! That's right, that was a thing. In fact, we even prepared for it! :) The BbCodes addon is even installed, although I think we might also need the Advanced BbCodes Pack for something like this to work: \Large f(x)=\int_{-\infty}^x e^{-t^2}dt As I write this it doesn't, so yeah :(...
  18. Cervator

    Intro Let physics rule the world

    Okay, we might need to find a way to make a prize for "Most impressive entrance" and give it to you, hehe - complex art and an entire book on your goals and motivation? Now that's making a splash! ;) I like the Greek/Latin flair in particular, and your art certainly is on topic :) You cover a...
  19. Cervator

    WIP Block Tile Additions

    You're like a firehose of block tiles @metouto ! I thought mineral variants would keep you busy for a while, but at this rate they'll all have variants in no time :-)
  20. Cervator

    WIP Block Tile Additions

    Nice work @metouto ! Yeah I set him up with a fresh clone from GitHub including Minerals, Soils, and WildAnimals for the fun of it. So it should be doable to use the auto dir in the minerals module, and we push to GitHub straight from there :-) @metouto: Simply put the .pngs at...
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