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  1. Cervator

    Happy / Safe 4th :)

    You too! A tad belated now :D We have a little neighborhood park area where the homeowner association sets up a nice fireworks show, Handled professionally on a little barge in a little lake, so nice and safe. We just get to hang out and eat free burgers and hot dogs, then enjoy the show!
  2. Cervator

    Resolved Crash as soon as I use the pickaxe on anything

    Hmm, still nothing good in the game log, but this is reminding me of similar behavior in the past. At least I think we've heard of similar situations on Linux. Right now the closest thing I can find is https://github.com/MovingBlocks/Terasology/issues/699 but that's about mouse behavior (and...
  3. Cervator

    Resolved Crash as soon as I use the pickaxe on anything

    Hi heavp :) We do not actually maintain the Terasology entry in the AUR repo, although it looks like it is pretty recent right now. I don't know if the game being packaged differently can contribute to the problem though. It looks like you've got build 1092, I just tried the latest 1095 and it...
  4. Cervator

    Office Hours (#terasology on Freenode IRC)

    Informal sessions have continued, nothing major lately, been quiet. Bit of content talk and some world gen. I'll miss tomorrow's early session as I'm helping a friend move. Am a sucker like that :)
  5. Cervator

    You never know until you try!

    By chance I noticed a "graphics porn" (high-end game screenshots) article what feels like months ago asking for submissions and thought hey, why not, I just took a bunch of screenies for a gallery anyway so I had some handy. Didn't expect anything to happen and never heard back - then just saw...
  6. Cervator

    Chris' Music Showcase

    You know I'll like it, probably more fun to hear somebody more unusual comment :D I like the groove it gets into, the beginning seems a little too arbitrary for me, especially the engine starting sound. I get what it is trying to do, sort of a slow wind-up, and I imagine that could work, maybe...
  7. Cervator

    Build A World

    To me it seemed like the main blocks are about the same size, while there might be specialized shaped blocks used in places to arrive at a better overall level of detail. We have some shaped blocks like that too they just aren't really in use :) Comes down to perspective some too
  8. Cervator

    Tweaking Module categories

    Small addition: Got to thinking about a future where the user no longer selects modules directly. Gameplay modules clearly would be available, and might be compared to MC "mod packs", while Augmentation modules could be comparable with normal "mods" and thus should be available too. The others...
  9. Cervator

    Tweaking Module categories

    Goal: Core Project - new engine feature (or gestalt-module - Immortius ?) Brief description: Add a category field to module.txt and make the New Game / Modules screen decorate them accordingly (and allow only selection of one "Gameplay Module") Meant to be useful for: Distinguishing modules...
  10. Cervator

    Suggested The night is dark and full of terrors

    I mentioned this design a while ago and have wanted to post it. Also getting to play a bit with the structure of a solid proposal here meant to eventually produce multiple modules. Primary module name: NightTerrors Brief description: Adds things that go bump in the night and might try to eat...
  11. Cervator

    Archived Can't find light settings

    I think this is #957, #667, and/or #899 - the bloom / torchlight effects can be overwhelming on some systems / some settings and stack up. I don't think it is something we have any real settings for currently, unless the bloom effect gets toned down on lower graphic quality settings. We need...
  12. Cervator

    Stable build 38 out - moar modules !

    Added, thanks! :-)
  13. Cervator

    EVE Online

    So it is no big surprise I play EVE. Although by "Play EVE" I really mean "log on occasionally to build ships for people and rarely ever undock to actually shoot at people" :-) I came across a very nice article I wanted to share...
  14. Cervator

    Stable build 38 out - moar modules !

    Been slowly building up engine changes for a bit but there might be more module work in this release than engine. Available as always via Launcher, on GitHub, or from Jenkins Engine work: msteiger added CrashReporter - if the game crashes now this should pop up with easy access to the game...
  15. Cervator

    Office Hours (#terasology on Freenode IRC)

    Update - May 31st had no pressing topics and not a lot of content people made it so it was a quiet day. No set topics for June 7th either, although there had been good IRC discussion at other times like on a humorous new game type suggestion (the Glurm must flow!) - will again default toward...
  16. Cervator

    Maintenance Signalling

    I went ahead and gave Adeon access to the signalling repo, as he had worked out a fix. The commits got a little messy (gradlew createModule vs fetchModule) but it should all be there and looks to be working :-)
  17. Cervator

    Design Wild West World (WWW) - module idea

    We talked about this some on IRC and I like the idea, especially with reference potential to Futurama (they're whalers on the moon! But really in the desert and they're robot bandits) and Idiocracy (behold the successor of BRAWNDO: Glurm, milked from the herds of Buggalo-like Gooeys - it has...
  18. Cervator

    Project Logistics Arc

    Update - although one without tweaking the top mega-post with completed items, too late at night for that right now :) I'm tinkering with Jenkins and have successfully added job (build) dependencies programmatically, opening the way for module builds dynamically updating their job dependencies...
  19. Cervator

    WIP Player/NPCs models

    Well, a highly detailed model should probably go with a highly detailed world :-) Low detail world (blocky, low resolution) normally goes with low detail models That might just be me being weird and not very artistic though :D
  20. Cervator

    WIP Player/NPCs models

    Very impressive concept art! Also very detailed for a voxel world :-) I imagine different game types will have different player characters. This almost seems like it would be some sort of more realistic looking / less blocky setup?
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