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 Some successors to Zeppelin

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Tiel+
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PostSubject: Some successors to Zeppelin   Sun Oct 13, 2013 11:08 pm

Could be useful (apparently works online and uses the whole chunk dealeo, though you can't move around on ships)

This one perhaps even more - it's WiP but so far really realistic weight system and future MP support
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PostSubject: Re: Some successors to Zeppelin   Sun Oct 13, 2013 11:35 pm

Also, this was posted in the FC MCF topic, pretty cool
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PostSubject: Re: Some successors to Zeppelin   Mon Oct 14, 2013 12:13 am

Metaworld has the most potential in my eyes.
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PostSubject: Re: Some successors to Zeppelin   Mon Oct 14, 2013 5:56 pm

I dunno, I feel like Metaworld lacks direction. It seems like it's just 'hey, look at this cool thing I've managed to pull off' and as such probably won't attract the kind of audience it'd need to encourage the author to consistently update it.

The current version is more or less broken, as well, which is kinda sad since it's the one with Forge compatibility. So far I'm really in love with Archimede's ships though, if only he'd make it so you can walk around in flight as per Metaworld or Zeppelin. The big problem with that is apparently calculating collision for multiple players and their ship(s) at once is pretty hard to do.
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PostSubject: Re: Some successors to Zeppelin   Mon Oct 14, 2013 6:01 pm

Wasn't there that haribote/Pyxis thing as well? Smile Though that did crash my game every time I built a ship more than 5 blocks long :/
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PostSubject: Re: Some successors to Zeppelin   Mon Oct 14, 2013 6:39 pm

Metaworld is dropping forge support, though you can hardly hold that against it. Forge isn't built for engine mods.

But I disagree with the idea that it lacks vision.  it's job is to facilitate blocks moving around and not impose restrictions which keep the player from doing what they want to do.  It does this better than the boat mods.
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PostSubject: Re: Some successors to Zeppelin   Mon Oct 14, 2013 6:48 pm

fr0stbyte124 wrote:
Metaworld is dropping forge support, though you can hardly hold that against it.  Forge isn't built for engine mods.

But I disagree with the idea that it lacks vision.  it's job is to facilitate blocks moving around and not impose restrictions which keep the player from doing what they want to do.  It does this better than the boat mods.
I never said it lacked vision. Perhaps 'direction' was the wrong word there, but my perspective is that atm it's just a powdertoy. That's what the maker markets it as, and as a result that's what anyone who's browsing through MC mods is going to treat it as. What I'd like to see is him pick an eye-catching theme so it will catch on. Zeppelin wouldn't have gotten as far as it would have had it been named 'InceptionChunks' or something like that.

If I lost you there, my point is MetaWorld is a great tool for making airships, but the dev isn't capitalizing on that to draw more people in.

The only real thing I have with the whole Forge thing is...well, I haven't been keeping up with Minecraft modding lately, so correct me if I'm wrong, but doesn't that mean no multiplayer?
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PostSubject: Re: Some successors to Zeppelin   Mon Oct 14, 2013 7:01 pm

I may or may not have been skimming the discussion.  Sorry for misreading.

But I don't know that marketing it better really benefits the developer.  The quality of the zeppelin thread dropped sharply after it was showcased on the yogscast, and Blackmajik got into a rut after everyone kept demanding multiplayer.
Bigger audience = more pressure = less fun.  As long as he's having fun, everything else will work out.

And why would you need Forge to do multiplayer?  Forge is designed to keep mods from stepping on one another's feet for basic tasks.  What this is going to hurt is compatibility.  If one really wanted Forge, you could still do it by making a lower layer for the mod which forge rests on, instead of making forge the lowest layer.  This would work so long as nobody else has the same idea.
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PostSubject: Re: Some successors to Zeppelin   Mon Oct 14, 2013 7:23 pm

I mean, that's the thing. I can see where you're coming from - more isn't always merrier, but if you don't have people supporting you, there isn't that much motivation to keep going.
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PostSubject: Re: Some successors to Zeppelin   Mon Oct 14, 2013 10:14 pm

Archimedes isn't nearly as good as Copernicus.
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 2:39 am

Maybe, but then they haven't spent two years on it.
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 5:06 am

The day it gets released in a playable format is the day a comparison can actually be drawn.
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 5:14 am

Tiel+ wrote:
The day it gets released in a playable format is the day a comparison can actually be drawn.
How about before releasing Copernicus, we GET THE DAMN PROPER FORUM BACK
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 5:38 am

Ask fr0st about that.
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 9:20 am

NO! DON'T WANNA!
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 11:31 am


Bcuz I couldn't find a crying raptor jesus :/
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 2:25 pm

Tiel+ wrote:
The day it gets released in a playable format is the day a comparison can actually be drawn.
Tiel, I wasn't actually making a comparison. I was joking about the human scientists Archimedes and Copernicus.
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 4:56 pm

Metaworld Dev wrote:
1. The sub-world keeps whatever velocity and rotations speed it had when you released control. However the motion is just controlled by MotionXYZ and Rotation variables in the SubWorld object. So it's easy to make any custom controls which just need to modify these variables. This could also easily be done by mods built on top of this one.
It's intended as a base. Didn't see that before.

Anyone feel like giving it a go?
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 5:00 pm

What size craft can this meta world thing produce?

If anyone is up for testing that, I have a schematic of my Tormentor class lying around.
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 5:06 pm

Any size.

And don't worry, it's already been tested on more than three occasions and works fine. The question is refinement, which the creator seems to think will come from third party modders.
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 5:14 pm

Any... Size.....

I must try this, I'll believe that when I see it shift the Tormentor.
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 5:21 pm

It's really a question of whether your computer can handle it.
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 5:36 pm

Tiel+ wrote:
It's really a question of whether your computer can handle it.
Probably not.
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PostSubject: Re: Some successors to Zeppelin   Tue Oct 15, 2013 11:41 pm

Prototype wrote:
Tiel+ wrote:
It's really a question of whether your computer can handle it.
Probably not.
http://fraps.com
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PostSubject: Re: Some successors to Zeppelin   Wed Oct 16, 2013 6:06 am

The Ships mod figured out collision



Also, the MetaWorlds dev compiled the mod for the vanilla server, but it's not practical yet since it's so easily abused.
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