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  1. Cervator

    512x New animated Tiles: Fire and Portal (30Frames)

    Yeah no weather yet but I suspect that'll be some fancy shader magic eventually or something other than block-based animations either way :-) Java might not be the fastest but it is nice and easy. I suspect we'll keep use of native code to a minimum where there's no reasonable alternative in...
  2. Cervator

    WIP [LaS] Light and Shadow - Art Discussion

    Woohoo! WB basilix ! And nice work :-) glasz - sounds reasonable to me to do a split like that. SuperSnark earlier was talking about making the black team less symmetrical, which might go fine with that as well. In other news: Black team flies Caldari :D
  3. Cervator

    Some 64X64 Textures

    Hey LuegNich - thanks for keeping an eye out for when hi-res support was added! Those textures do look really nice in-game :-) Now we're going to have to keep an eye out for better support to pull in third party modules we can't host ourselves due to licensing issues. Will improve sooner or later!
  4. Cervator

    Resolved Problems with newer versions of Terasology

    Bump - we've potentially fixed this via #495 so I'm tentatively considering this fixed unless it gets re-reported :-)
  5. Cervator

    Inactive Android / OUYA

    Thanks for that RoboVM note, MrBarsack that would be pretty cool to see integrated with LibGDX, and makes the case even better to adopt support for that. I suspect it might be tricky to have all our fancy Java magic translate right, but hey, here's for hoping :-) Full agreement to use a later...
  6. Cervator

    512x New animated Tiles: Fire and Portal (30Frames)

    begla would be your point of contact with anything involving water. I know we've talked about foam in the past but I'm not sure if it would be texture-based or some sort of shader magic :-) Could you try re-rendering a lower res version of the portal? Like 64x64 to see how it looks? Or...
  7. Cervator

    Modding: per-block-storage extensions

    Happy to see this get posted, have been seeing the commits on GitHub and eagerly awaiting news :-) Want this moved to the Incubator by the way? Big question I have: Do you have an idea of how many blocks in a chunk should have unique data stored with this system before it is worth using it...
  8. Cervator

    Inactive Firmament & Reflux Magic system

    Bwahahaha. Totally need to make that one of the gestures :D And +1 for player limit over game limit :-)
  9. Cervator

    512x New animated Tiles: Fire and Portal (30Frames)

    Grabbed the new fire block set - also very nice, cool stuff HeartOfGermany :-) Now we just need actual generic support for animated blocks :geek:
  10. Cervator

    OreGeneration

    Been looking a bit more at the wiki and thread now, also grabbed the source zip. Looks good, not too overwhelming, good structure and great comments both JavaDoc and normal. Nicely done, JRoush :-) And yep, the algorithms certainly will be useful. I wonder if we can use more of that, like if...
  11. Cervator

    WIP [LaS] Light and Shadow - Art Discussion

    Quick notes from IRC with nh_99 and SuperSnark from IM: Block shape for the glyphs with shiny new hi-res textures on there OR obelisk-sized slabs instead (multi-block? full model?). Possible alternative L&S victory condition - find all the slabs and put them in the home keep (and steal the...
  12. Cervator

    WIP [LaS] Light and Shadow - Art Discussion

    Looks cool. It doesn't really look heavily gender-specific to me? Really only the King and Queen do.
  13. Cervator

    Project Mapgeneration for L&S

    Yeah MPratt may already be working on the limited height map chunk gen we need for the raw world (and . I like the first test version goal, then we can get fancy with islands and nice ore etc :-) Tuxacker might also be involved some at least with the beginning flora gen
  14. Cervator

    OreGeneration

    Cool find UberWaffe and welcome JRoush ! Have a Contributor badge for sharing your code :) Code I can't look at yet because I'm at work :cry: I'll take a look later, but it sounds promising. While I would like to do plate tectonics and natural geology I consider that a long-term goal, an...
  15. Cervator

    512x New animated Tiles: Fire and Portal (30Frames)

    Yeah I poked begla earlier about needing a way to add in new animated textures - water and lava are hard coded :-( Still, if I scroll through the portal frames in my image viewer it looks awesome :D Maybe 512x512 is still a tad big for a single block, but maybe a 2x2 ? Either way, yeah, we...
  16. Cervator

    Implementation Light & Shadow

    Marcin Sciesinski - made #603 for that then :) Maybe that'll sort of collapse together my idea for milestones 1 + 2 and give a better chance for playable, if kinda goofy? Previously the low amount of actual coding was on purpose to keep it minimal. As for the two threads - I was sort of...
  17. Cervator

    Tuxerr

    Welcome! There's some initial feedback from Immortius on GitHub on the flora bit if you would like to play with that to begin with :-) Marcin Sciesinski is working on some multi-block stuff based on the multiplayer branch, which is further along with the entity system than our current develop...
  18. Cervator

    512x New animated Tiles: Fire and Portal (30Frames)

    Hi HeartOfGermany - thanks for posting those here, little easier than dealing with Facebook :-) Hi-res support sure came out of nowhere, but cool, now we can actually support this sort of stuff in-game. I'm not sure if we could support 512x512 for world textures and still have the game run at...
  19. Cervator

    WIP [LaS] Light and Shadow - Art Discussion

    On combat I don't think we'll have anything as fancy as what aherber was working on for a while but we could have a more basic form of combat. Some of the GelCubes do actually kill the player in the current Portals module, so there's precedent for super-basic combat. It just isn't very pretty...
  20. Cervator

    Light & Shadow - Go Implementation Go!

    All sounds fine to me and we talked some on IRC as well. Not sure why the fancy XF rating buttons don't show up on announcements and why they look different in general :-) We can take some of the art assets out of milestone 1, I thought of them as fairly easy and flexible in pushing them back...
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