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  1. Immortius

    Inactive Miniion

    A* doesn't typically mark nodes unavailable as such. When processing a node, you just ignore all nodes which are not connected (don't add them to the queue or mark them as open or closed or anything). Then if you later end up processing a node from which it is connected you can add it. If you...
  2. Immortius

    Inactive Potions

    Yeah, this is a result of the changes I made to how items are invoked. Previously when you used an item set to usage: OnUser, both the instigator and target of the dispatched ActivateEvent were the Player entity, so you could use either. Because I ripped out the layer that generated different...
  3. Immortius

    World Generation

    Someone linked me to another article on the same blog (the one on cheating by abusing directx interception), and I browsed around to see what else was on there.
  4. Immortius

    World Generation

    Interesting article: The difficulties of an infinite video game world
  5. Immortius

    Inactive Crafting

    There are three levels of things being talked about here: 1. Terasology's engine/foundation. This should be reasonably flexible, extendable, moddable, etc, to a point. It won't do everything, otherwise it would be no different from any of the other available engines - it is specialized to...
  6. Immortius

    Inactive Potions

    Re: Status Effects [CRASH ISSUE] @ReceiveEvent(components = {SpeedBoostComponent.class}) public void onActivate(ActivateEvent event, BoostSpeedEvent boostevent, EntityRef entity, SpeedBoostComponent speedEffect) { should be @ReceiveEvent(components = {SpeedBoostComponent.class})...
  7. Immortius

    World Generation

    Actually, a clever way of handling north/south is to link it to the same edge, but half way around the world. That is, if you walk off of the north edge, you end up heading south on the other side of the world.
  8. Immortius

    Inactive Books

    Looks good. :) Comments: //TODO: Any chance to catch the wrong stack if the source inventory has multiple alike items? int matchedSlot = sourceInventory.itemSlots.indexOf(event.getItem()); This isn't a concern, because what is being search for is the specific item EntityRef - which is unique...
  9. Immortius

    Inactive Books

    Ok, I'll give a rundown of how Chests work as an example. I've started working on some documentation in the wiki, but starting with the advanced user side rather than the how-to-mod side as things are still developing for that end. Chest Block block { version = 1 // Graphics faces...
  10. Immortius

    World Generation

    There is a very basic demo I created here of a spherical voxel world: http://home.netspeed.com.au/p.brooker/G ... eoMod.html This was created by having 6 "sides" of blocks, each 128x128x? (maybe 32 deep?), arranging them as a cube and then pushing them out to form a sphere. The most obvious...
  11. Immortius

    World Generation

    I'm pretty sure we'ld fudge it regardless - making the world actually round while using blocks is not something I'ld be inclined to do. Well, not again anyway. It unavoidably warps blocks in an unsettling manner. The tricky bit is dealing with the implications, which will be pretty core to the...
  12. Immortius

    Inactive Crafting

    This reminds me of a Business Process' course I went to for work, where a process diagram called an IGOE diagram was introduced. Specifically this diagram was about showing that surrounding a process are Inputs (which are consumed/converted to something new), Outputs (what is produced)...
  13. Immortius

    World Theme and Backstory

    I tend to shy away from traditional fantasy races somewhat. In particular dwarves are completely oversaturated at the moment (with ale), at least as the PC race.
  14. Immortius

    World Theme and Backstory

    My understanding is the goal is certainly a game - it is stated right in the project description. I do feel we need something a bit more concrete and in depth describing the intended gameplay, to help focus discussion and then work. I might start putting something together over the weekend...
  15. Immortius

    Archived Dual Wielding

    How about something like this: Two hand slots - primary, and offhand. Two-handed items deactivate the offhand slot (although the offhand item remains in it ?). Left click - uses item in primary slot, if usable. Otherwise attacks world. Right click - Attacks world. Item in offhand is not...
  16. Immortius

    WIP models / concept art / creature system

    Monkey head demon slimes. Have some basic obj mesh importing working.
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