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  1. Immortius

    Im bored

    There are tons of reasons people would want to mess with the game state (and thus fake their checksums) if that game state is authoritative on their machine. Flying, walking through walls, invunerability. Especially if someone makes a PvP mod, but the fact that you interact with other players is...
  2. Immortius

    Archived Game Crashes and more!!

    I've been occasionally experiencing crashes using the railgun - jbullet infinitely recurses and crashes. Will need a better description of the glitchy movement. Framerate is typically low for the first few seconds, so I'm wondering if it is actually a movement problem, or just stutter from low...
  3. Immortius

    Procedurally varying fog

    Investigating the smeared blocks, isolated it to this block of code: /* APPLY OVERALL BIOME COLOR OFFSET */ if (!(texCoord.x >= grassCoordinate.x && texCoord.x < grassCoordinate.x + TEXTURE_OFFSET && texCoord.y >= grassCoordinate.y && texCoord.y < grassCoordinate.y + TEXTURE_OFFSET)) {...
  4. Immortius

    Procedurally varying fog

    And now it is "tonight". At least some of the problem you are encountering is because the original shader system is reading the global includes from the shaders directory, while the new shader/material system reads it from the global includes in "org/terasology/include/" - this is simply...
  5. Immortius

    Changes with build 192 & friends (Immortius merge)

    The liquids simulation is probably not as good as the old one (I'm afraid I couldn't work out exactly what it was doing, and simply copying it was resulting in the world being filled with liquid, probably due to it not being deterministic and the changes to how simulations were handled in...
  6. Immortius

    Procedurally varying fog

    It is only the global functions that are stored in two places, isn't it? I'll explain it better tonight, but I added a material system that combines a shader + settings from user defined files to allow people to specify materials to apply to creatures (shader + texture). Didn't quite get...
  7. Immortius

    Procedurally varying fog

    I get fog, but non-grass blocks are messed up in a variety of ways. Billboards are tinted green (including flowers), and dirt + water are noisy as shown above.
  8. Immortius

    Changes with build 192 & friends (Immortius merge)

    The rule I'm going by now is I'm only put stuff in my develop branch if it is safe for consumption. There is a little bit of multiplayer stuff in there which probably needn't be, but it isn't hooked up to anything so it isn't a problem. It is a big change though - it invalidates existing...
  9. Immortius

    Changes with build 192 & friends (Immortius merge)

    The negative block ids should work in my develop branch - I removed some checks that were breaking it as part of my world refactoring. Basically Chunk was rejecting negative ids.
  10. Immortius

    Im bored

    I'm going to need more detail. I think I know what you are getting at, but I don't think it is quite as exciting as you think, and I may be mistaken. Checksum based checks are easy to circumvent, you just keep both states and reply to checksum requests with the expected state. In fact, the...
  11. Immortius

    unified graphic style

    Another style worth mentioning may be that of Eskil's Love: http://www.eurogamer.net/videos/love_trailer
  12. Immortius

    Sub-block billboard plants

    Yeah. My rather undeveloped thought on the angulons was that they would be blocky but more of an emphasis on slopes/pyramids than cubes. They would otherwise be textured similarly. I do agree that highly detailed plants would look out of place.
  13. Immortius

    Im bored

    What I was thinking of doing for Terasology to start with was using Netty to send protobuf messages across TCP, maybe switching to UDP down the track if required for performance. This would probably make use of the existing Terasology protobuf messages that are used for persistence, as well as...
  14. Immortius

    Issues with Obj Importing

    Make sure you enable normals for export too. Correct blender settings are materials off and normals on, basically. I also think the model looks better with the shading set to flat rather than smooth - otherwise lighting looks messed up. On the tutorial, tuttest.prefab, could also be done...
  15. Immortius

    Issues with Obj Importing

    Ok, the whitespace was an issue. There was also any issue with the use of UVW coords for textures (previously only supported UV, as per what Blender exports). I've "fixed" this by dropping the extra coordinate for the moment, will need to look into whether it is needed - initial impression is...
  16. Immortius

    Inactive GUI Layout

    Seems a bit busy having toolbars above and below the screen. Do we even need a minion toolbar? Or ultimately would we just select them in the world, in which case we may need a simple "currently selected minion" display at most? Could have that anyway and just have a couple of keys to cycle...
  17. Immortius

    Issues with Obj Importing

    Suspect it is the double space between v and the first number, will modify the obj loader to handle white space better.
  18. Immortius

    Request Art request - mascot, logo, badges

    Everything is copyrighted (unless it is older than Mickey). Some things just have a license applied to allow use.
  19. Immortius

    New input system integrated and ready for pull

    New input system integrated and ready for pull
  20. Immortius

    ideaTorrent playground set up

    Maybe I'm just missing how to do it then. I'm not seeing any admin controls appearing. I'll investigate. Edit: Ah, the super moderator thing you mentioned earlier.
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