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  1. Cervator

    Tweaking Pathfinding

    Alright! Am able to run it and see it work now, very cool. Last time we just had mushroom blocks (or torches? Forgot) marking a path, this time we have numbered steps, neato :) I did manage to find a way to lag it out for some odd reason, but that's to be expected I figure. Keep it up! Did...
  2. Cervator

    Tweaking Pathfinding

    Grabbed code to test - realized it used a couple Java 7 features when it didn't run on my piddly old 1.6 install :-) That's not really a bad thing since multiplayer is on 1.7 anyway so we need to update sometime. Too late for tonight though! Will have to check again soon.
  3. Cervator

    Tweaking Pathfinding

    Awesome! Have a contributor badge :-) Code looks great, and it is in a nice module. Will have to test this when I get a chance. Rather than leave this in the dev portal want us to move it to the Incubator as a feature thread? We need a pathfinding incubator sooner or later and this is the...
  4. Cervator

    WIP [LaS] Light and Shadow - Art Discussion

    SuperSnark - do you mean grass blocks or billboards (waving grass) ? If that matters, you probably mean both :) Love the idea of little flowers with card icons on there.
  5. Cervator

    Inactive Liquid Simulation

    I'm all for leaving the liquids mixing with blocks as a "WOULD LIKE TO" - I wasn't hoping for a soon-ish implementation of that part at all, but wanted to bring the topic up for discussion as it has a fundamental impact on architecture for earlier requirements / goals :) I wonder if it would...
  6. Cervator

    Inactive Liquid Simulation

    As a small addendum - better up to date example than digging through the messy old threads. This is getting dangerously close to derailing the thread so if a big non-liquid discussion takes place it is probably better to do over in the block storage thread - but liquid is a critical part of it...
  7. Cervator

    Hello everyone

    Nice to be able to officially welcome you. So: Welcome! :-) Looking forward to seeing the Questing module take shape.
  8. Cervator

    Alpha Status

    Hello Raphahell ! Your main questions are already accurately answered. A possibly more intriguing question is when we'll actually get into Alpha in the first place. For that answer I'd like to think before the year is over, but that may still be optimistic now that we're about half-way...
  9. Cervator

    Inactive Liquid Simulation

    Good first attempt requirements! :) Of of my main things to ponder is exactly how to handle the per-block extra data, and whether it really is per-block data. I'm not sure from current descriptions whether the extra data is handled per block (like with a TeraArray, which I don't think is the...
  10. Cervator

    Maintenance Signalling

    Good notes, UberWaffe :) And good news, I do believe we support master-slave type setups already. In some of the portals / holdings work I've done with Stuthulhu we play with the idea of GelCubes, Oreons, or whatever being bound to the entity that spawned it and making decisions based on that...
  11. Cervator

    Art resources (guides, tutorial videos, contributing info)

    Figured we really should have one of these as a sticky - primarily meant for links to other things. Making a few of our artists moderators in this forum so they can edit this post and add more (let me know if you think you should have moderator rights so you can edit) @Kazimir3701 - Bulk...
  12. Cervator

    jeu ne demarrant pas

    Moved to brand new French forum :) glasz may be able to help with translation stuff if needed More logs and details would be good :) (Google Translate) : Voyez-vous un fichier journal sous / logs? Qu'est-ce qui se passe exactement quand vous commencez le jeu? Est-ce que n'importe quel...
  13. Cervator

    Inactive Liquid Simulation

    "Howevers"s and "but"s are quite common around here, no worries! Well, we've had lots of discussion in the past, but DizzyDragon is the first to begin an implementation - so we're breaking new ground here :-) Liquid sim is a very deep topic so I'd like to think there's enough space for...
  14. Cervator

    WIP [LaS] Light and Shadow - Art Discussion

    Nice king! Very glossy, I'm guessing that's some sort of display highlight feature? For some reason I see the side view and almost expect his head to pop open revealing some Pez candy :D Sorry to hear about the time trouble! I hope RL clears up / gets better :-)
  15. Cervator

    WIP Awesome New Blocks/Block shapes Production Thread!

    Cool :-) I have a vague recollection the cable shapes already came up on IRC. Janred is going nuts on shapes and models these days, wonder if he might be working on them already. I usually keep better track but missed this one.
  16. Cervator

    Inactive Liquid Simulation

    Hello UberWaffe and thanks, good stuff! Yeah, I'm thinking that's the same MC mod that was mentioned in this older liquids thread and it is indeed neat. Pity it is so hard to keep mods maintained to the latest level of MC - which is then part reason we're here :-) Are you interested in helping...
  17. Cervator

    WIP [LaS] Light and Shadow - Art Discussion

    Thanks glasz :-) I've posted this to our social outlets and lots there are also noting the music causing it to be blocked in Germany. Maybe we should stick to using the Terasology soundtrack pieces for videos? I'd like to think that wouldn't get blocked :-)
  18. Cervator

    Maintenance Signalling

    Oh, yeah, I wasn't thinking about pulses at all. If turret powered then it shoots as per its design :-) There'll be some TurretComponent with the info like RoF, which could be upgraded by in-game actions to improve your defenses and fun stuff like that. With your wireless suggestion you...
  19. Cervator

    Maintenance Signalling

    Good stuff :-) Suggestion: Block that receives signal input and as a result physically ejects output (so of a different kind). So like a dispenser, or turret (with combat!). Though I'm not sure if that's framework-level or actual implementation.
  20. Cervator

    Inactive Liquid Simulation

    Yay progress! Thanks for the update :-) I tested your branch and can see CAB10 work briefly, spreading out into lower blocks, but then the game crashes. Every time, same error. Lower blocks do not spread at all, unless I "trigger" them with a CAB10 (which then still crashes). Error...
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