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  1. Cervator

    WIP models / concept art / creature system

    Yeah that's pretty much been the story for most of us for about a month or so now. Good to hear you're still around!
  2. Cervator

    Resolved Terasology fails to launch

    Not at all, I cheated and purely read the linked forum thread :D By the way, there are more tree houses now! viewtopic.php?f=4&t=250
  3. Cervator

    Resolved Terasology fails to launch

    Very nice catch, that thread does seem to describe your problem pretty nicely! Yes, trying to replace the native lwjgl files as detailed in that thread might do the trick. If a newer version works we might be able to upgrade the bundled natives to let OSX 10.5 work Might also give the applet a...
  4. Cervator

    Resolved Terasology fails to launch

    Oohhh, "GRAVE", I like that as a log level! Much better than boring old "SEVERE" :geek: Progress has been made, your Java situation is fixed and a-okay now. That issue sounds like it relates to OpenGL not finding some dependency on your OS, which is a first for me but Begla might have a clue...
  5. Cervator

    Resolved Terasology fails to launch

    Hello Air / Empty block byte ID! :-) Failed lunches are nothing to worry about, as far as your computer goes. That error sounds like your system picks up a Java default that won't work with Terasology, like that 1.4.2 one. Try editing run_macosx.command and placing the full path to a Java bin...
  6. Cervator

    Archived Dual Wielding

    I think MC technically had stuff that appeared to be two-handed (maps, if memory serves?), but the underlying issue is that only one item was ever active at a time. One-handed vs two-handed builds on that. Currently we also only ever have a single item active, tho that may change at some point...
  7. Cervator

    WIP models / concept art / creature system

    Interesting - hadn't thought about the animation angle. And that's why I'm not an artist... :-) I'm glad to see stuff is moving forward!
  8. Cervator

    WIP models / concept art / creature system

    Neat! Many thanks for the write-up, very informative. Especially the wrapping really helps understand the texture. "Entity" could be just about anything since we have an Entity System popping up, not sure what an ideal word is. Floating appendages - I think I'd agree on it being tricky to set...
  9. Cervator

    Block Dynamics

    So this design piece is way overdue, but finally a comprehensive view of what I have in mind along with references to related stuff out there In short, as opposed to meta blocks that are "fancy" blocks with bigger concepts attached to them (like Portals or simple Doors) Block Dynamics are...
  10. Cervator

    Per-block data storage

    Bumping this as I'm posting Block Dynamics stuff. At first to support that it will be easiest to use the existing data structures (TeraArray + TeraSmartArray), tho I do believe protobuf has popped up elsewhere - might be good with a refresher here on what we're starting to use it for and how it...
  11. Cervator

    Archived Ingame Map Ideas

    Adding this to http://wiki.movingblocks.net/Main/CommunitySuggestions as I should be doing when these suggestions pop up - don't want to put too much stuff right into the issue tracker, going to drown the "here and now" type stuff :-)
  12. Cervator

    WIP models / concept art / creature system

    Nice. I like that death angel in particular. All follow that distinct "disconnected" style :-)
  13. Cervator

    Inactive Organic Growth Simulator

    Wow! That looks amazing! Thank you so much for getting so far along with it, no problem on the Python parts etc, I'm hugely looking forward to consuming that and seeing it get into Java :-) Had begun worrying about you a bit, glad to see you're still around! Appreciate you going above and...
  14. Cervator

    SFX Factory - Other Side: Complete

    Hmm, wonder if the best option is to just go with a single nice piece for the menu and game start, then leave in small teasers for other pieces at most and just make a really obvious option in the menu to enable the full music package? In addition of course to a "full" download package in the...
  15. Cervator

    WIP models / concept art / creature system

    Poked about this topic a little on IRC again, but just to get something in the thread - yeah, I figured it'd be too easy to just get at a poly count etc, alas :-) AW - would you mind posting your full "design sheet" to see if others like it / can agree with it / tweak it? Beyond that, I...
  16. Cervator

    WIP models / concept art / creature system

    Okay, bigger post time! :geek: First a giant disclaimer: I don't know a thing about art or artists I'm realizing I need to highlight that more as otherwise I'll totally miss stuff and end up making somebody feel bad or something :-) I really like both dwarves posted so far, and especially...
  17. Cervator

    WIP models / concept art / creature system

    They're actually two different ones, glasz with the initial lower poly model without textures (the one I've named Jake), and A'nW's higher poly textured dwarf - I'm curious what's the poly stuff on that dwarf, A'nW? And really curious to see the lower poly model textured :-) Oh, now I suddenly...
  18. Cervator

    WIP models / concept art / creature system

    Cool! Very nice looking dwarf, especially with the texturing also done. I wonder how Jake the Dwarf would look with full texturing :-) Still curious how we would go beyond that with animation and modular "model anatomy" if that makes sense. But we probably need to evolve the game itself a...
  19. Cervator

    Archived Help

    Honestly, you're not going to get a lot more performance out of your existing machine. Your two main options (that may help): 1) More ram - 1 more GB may help a good amount. Depends on how many more ram sticks you can fit on your motherboard, and what type they are. Old enough ram may be tricky...
  20. Cervator

    SFX Factory - Other Side: Complete

    Hey! Nice to see you pop up again I might need to poke at begla or the others to see if we can easily trigger onImpact or something, a brief "thunk" there is what I'd love to hear :-) In the meantime I spun up a new GitHub repo to use as storage for misc stuff we don't know where to put yet...
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