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  1. Immortius

    Archived Pause menu

    He would be accidentally clicking the Respawn button, which sits where you would expect a Back To Game button to be.
  2. Immortius

    Project Modding Arc

    On some systems you can do ridiculous things - I did some tests with 16x16384 textures in the past. Makes it much easier to index tiles :) On the blocks... both the auto-blocks from textures and auto-all-shapes when not specified are possible. There are two side effects - one is the uri for...
  3. Immortius

    Project Modding Arc

    We don't create a block for every material + shape, only the combinations requested through block definitions. Or... are you suggesting ideas around having it simpler to put together those combinations without writing a whole bunch of blocks unnecessarily? Slightly confused, sorry. Assuming...
  4. Immortius

    Project Modding Arc

    I have begun work on this now. Main things that are complete at this time are: Review of block properties. Removed some unused properties, tweaked some of the names, split some properties. Block and Block Families are now identified a Block URI, similar to the Asset URI. A Block Family has the...
  5. Immortius

    Future GUI

    I'm not enthusiastic about supporting multiple languages, I am merely open to the idea. The one thing I am adamant about is supporting Java - everything is going to be doable in Java regardless because the project is open source and all the API is provided through Java. Any other language added...
  6. Immortius

    Future GUI

    You can actually compile Java code from within Java. So we can set things up to skip the extra compile step, which addresses your main complaint (and of course is no different to how Groovy works, since Groovy has to be compiled too). And in both cases you could work on the code in an in-game...
  7. Immortius

    Resolved Console Commands doesn't work right ?

    At the moment it would be giveItem "Chest" (case sensitive). In the future it will be "core:chest" or "engine:chest". This is because what you are actually being given is the chest block, not the prefab, and there is some development to be done around blocks. Likewise giveItem "Plank" and...
  8. Immortius

    Project Modding Arc

    Although I'm tempted to throw away the java hierarchy and add a block template files that specify some values blocks can pick up: // Template { "title" : "plant", "requiresLight" : true, "allowsAttackment" : false } // Actual block { "title" : "rose", "template" ...
  9. Immortius

    Project Modding Arc

    A java tool isn't going to have any advantage in dealing with Java classes. You're expecting a tool to be able to cope with the full complexity of a turing complete programming language and all its features in reading and editing a block? Point still stands - that is making a bunch a work for...
  10. Immortius

    IntelliJ color themes

    Ooooh, I do like the dark background colour schems.
  11. Immortius

    WIP Animals

    I never said materials were blender specific; what I meant is Terasology doesn't really support materials in the sense blender uses them - allowing them to be chucked on objects and displayed in a semi-sensible manner without UV mapping. OpenGL doesn't quite have anything called a material...
  12. Immortius

    WIP Animals

    True enough. Terasology doesn't have any support for blender materials at the moment.
  13. Immortius

    WIP Animals

    UV map is required regardless, because otherwise how can the engine know where to place different parts of the texture on the mesh?
  14. Immortius

    Archived Bug

    Try updating your video drivers (from the ati website)
  15. Immortius

    Skaldarnar

    Certainly an area that needs to be looked into. The main trickiness from the world generation point of view is at any time you are only dealing with the generation of a 16x16 chunk of the world. So whatever algorithm used needs to work with that. Although I imagine you could generate a wider...
  16. Immortius

    Project Modding Arc

    There are three reasons why I would tend towards using straight data files over code files where possible: 1. Tooling. Much easier for tools to be written to work with JSON than to work with Java files. If down the track someone wants to create an external block editor or viewer, in any...
  17. Immortius

    Future GUI

    Looks good. One comment, there shouldn't be any need for the ".png" in the image uri IMO. Ignoring the fact we only support png at the moment, in the case where a user has two images with different the same name and different formats I feel it is worth raising an error in return for untying...
  18. Immortius

    Build #235 - cubic blasphemy!

    Thanks guys. :) There is still a bit of work to go for slopes - Character movement on them is not complete at the moment. In particular the player sort of bounces down slopes which is a bit rough. I've also noticed lighting for the non-cubic blocks is a bit off - the lighting system needs to...
  19. Immortius

    Future GUI

    We already have an asset system that can be used for images/sounds/etc. Assets are given a unique uri based on their type, providing mod/package and name (e.g. "sound:mymod:burp"), although when the type is know it can be shortened (e.g. "mymod:burp"). We could even drop the mod bit if the...
  20. Immortius

    Inactive Real Liquids

    There are some milestones associated with the issue tracker on github. They probably need a bit of a review. The incubator sub forum is the other place these sort of things can go. My personal roadmap is looking something like: physics -> block handling overhaul -> modding -> basic water...
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