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cascaid
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PostSubject: Re: Programmer   Tue Mar 13, 2012 6:16 pm

Ok, ignore my question about the current implementation, spent the evening flying chunks around a superflat world ^^
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Laibach
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PostSubject: Re: Programmer   Tue Mar 13, 2012 6:25 pm

yay! Very Happy
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Danice123
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PostSubject: Re: Programmer   Tue Mar 13, 2012 9:51 pm

cascaid wrote:

My reason for thinking this, is at it's current point, it feels like there's not much that I can do to help.
It feels like the mod is in a waiting state, and I am just wondering if there is any way to get things rolling.
At a risk of using phrases people won't understand, it feels a more agile development method would be suitable here.

This is exactly what I am feeling at the moment. I am still working on my power/data system off and on, but it's hard to work on something that is geared so much towards flying ships without having any ships to test it with and integrate it into. One of the biggest parts of the power system, the engines, is totally theoretical because I have no idea how they are to be implemented yet. So I build SoaSE ships in minecraft Smile.
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Laibach
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PostSubject: Re: Programmer   Tue Mar 13, 2012 10:12 pm

Wait, so did you use frostbytes ship demo? or did you implement your floating chunks idea thing
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fr0stbyte124
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PostSubject: Re: Programmer   Wed Mar 14, 2012 12:07 am

I left an old build of my ships source from 1.7.3 in Area 51. I think it was the latest version I worked on before abandoning that method, but I'm not positive. The dimension settings are constants, in chunk offsets from the control block.

As for what to be doing, I'm sure you can work on any part of the mod, even stuff waiting on ships. It didn't make any sense before when I was the only one working on all of that, because ships were first priority. But with two people, we've got some flexibility.

I will say, though, hold off on planet specific stuff, because it's going to be influenced non-trivially by the new render engine.
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PostSubject: Re: Programmer   Wed Mar 14, 2012 11:17 pm

One thing people could do that would really appease the masses would be get some of the weapons done. I mean, a MAC cannon is still epic if you don't have a ship to fire it from. Then when Copernicus comes out, it won't be too much of a shift.
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cascaid
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PostSubject: Re: Programmer   Thu Mar 15, 2012 4:36 am

What's the general idea for weapons?

Are we thinking simple, like the Fireballs loaded into dispensers (item fired from block)
http://www.minecraftwiki.net/images/thumb/e/ed/2012-01-26_19.49.35.png/800px-2012-01-26_19.49.35.png

Or are we going super ambitious..
http://www.strangecosmos.com/images/content/147392.jpg + http://www.geekologie.com/2010/09/08/watermelon-of-pain.gif

(based on what I've read, I think I know the answer...)
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PostSubject: Re: Programmer   Thu Mar 15, 2012 10:52 am

The project is super ambitious already ... To make so many blocks move at once without crashing the server ...
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PostSubject: Re: Programmer   Tue Apr 10, 2012 12:11 pm

So, any updates?
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Formedoubly
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PostSubject: Re: Programmer   Tue Apr 10, 2012 4:04 pm

NECRO POSTER!!!
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Tiel+
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PostSubject: Re: Programmer   Tue Apr 10, 2012 4:17 pm

Cascaid was on earlier but he posted nothing.

Lukers gonna lurk confused
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The Schmetterling
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PostSubject: Re: Programmer   Tue Apr 10, 2012 5:06 pm

Legion wrote:
Cascaid was on earlier but he posted nothing.

Lukers gonna lurk confused

Sad. We really would've used his help.

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Laibach
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PostSubject: Re: Programmer   Tue Apr 10, 2012 6:13 pm

Lord Mackeroth wrote:
Legion wrote:
Cascaid was on earlier but he posted nothing.

Lukers gonna lurk confused

Sad. We really could've used his help.

Is he in area 51?

not that it exists >_>
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fr0stbyte124
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PostSubject: Re: Programmer   Tue Apr 10, 2012 11:17 pm

Hasn't been lately. Might be my fault a little. I was supposed to help him with the Entity handling last week but I've been busy with my not-futurecraft projects, and haven't had a chance yet.
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PostSubject: Re: Programmer   Wed Apr 11, 2012 12:41 am

So how's it going ? He should make a dev log O.o .
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Grand Imperial Thunder
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PostSubject: Re: Programmer   Fri Apr 13, 2012 9:22 pm

Legion wrote:
Well, now that mister Thunder has informed me of things, I have to say what the buck is wrong with you in creating these useless posts of images.
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ACH0225
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PostSubject: Re: Programmer   Sat Apr 14, 2012 8:12 pm

Legion vowed to post one of those in each subforum. I am bidding on an occultic religion.
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The Schmetterling
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PostSubject: Re: Programmer   Sun Apr 15, 2012 3:08 am

ACH0225 wrote:
Legion vowed to post one of those in each subforum. I am bidding on an occultic religion.

He tries my patience.

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Mackeroth est abiit. Hinc abiit, et misit me in profundum subconscious!
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PostSubject: Re: Programmer   Mon Apr 23, 2012 3:47 am

fr0stbyte124 wrote:

Ship segmentation.
Different sections of ships will have different roles, as well as sectional hitpoints. There aren't many limitations to how a ship is designed, so the question remains, how do we assign these things properly?
Not saying i could or would even want to at the moment, but I would be interested in tackling that issue. I was thinking sort of a worldedit-like selection system, using a special tool to define areas, and then wrapping it up with a nice GUI like worldeditCUI. That would only be for assigning, so i would have to define a system for breakdowns and hitpoints and power units and the like. I am currently browsing through the worldedit code to find how they did that.
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The Schmetterling
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PostSubject: Re: Programmer   Mon Apr 23, 2012 7:35 am

hello2u08 wrote:
fr0stbyte124 wrote:

Ship segmentation.
Different sections of ships will have different roles, as well as sectional hitpoints. There aren't many limitations to how a ship is designed, so the question remains, how do we assign these things properly?
Not saying i could or would even want to at the moment, but I would be interested in tackling that issue. I was thinking sort of a worldedit-like selection system, using a special tool to define areas, and then wrapping it up with a nice GUI like worldeditCUI. That would only be for assigning, so i would have to define a system for breakdowns and hitpoints and power units and the like. I am currently browsing through the worldedit code to find how they did that.

What? I mean, I know what you are trying to say and do, but just... what?

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hello2u08
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PostSubject: Re: Programmer   Mon Apr 23, 2012 9:31 pm

Lord Mackeroth wrote:


What? I mean, I know what you are trying to say and do, but just... what?
I don't understand the question? Are you asking why that was so segmented and weird? It was probably because i posted that at one in the morning, so it it probably looked like it was wirtten by a drunken monkey. To clarify:
I was thinking using a worldedit like selection system that could be wrapped up wtih a GUI like the CUI for worldedit. This would be done with a special tool, but I realized an interesting problem inbetween this and my last posts. How would we preserve the different sections when the ship actually became an entity? That would be a difficult issue, and to solve it, I was thinking of making each section a seperate entity that all moved as a single entity. This would also allow better Power Unit and Hitpoint storage.
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Danice123
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PostSubject: Re: Programmer   Mon Apr 23, 2012 9:33 pm

If you can actually do this, by all means code it up and you will probably be inducted into our team. Otherwise...
Cool story bro.
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hello2u08
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PostSubject: Re: Programmer   Tue Apr 24, 2012 6:13 pm

Danice123 wrote:
If you can actually do this, by all means code it up and you will probably be inducted into our team. Otherwise...
Cool story bro.
Haha, i will at least attempt to code it, I wasn't just putting stupid stuff out there. Anyways, even if i don't end up doing that, i would like to contirbute in some way, even if it were extremely minor. Adding a new crafting table that allows for better toolsets perhaps?
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The Schmetterling
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PostSubject: Re: Programmer   Wed Apr 25, 2012 7:00 am

hello2u08 wrote:
Lord Mackeroth wrote:


What? I mean, I know what you are trying to say and do, but just... what?
I don't understand the question? Are you asking why that was so segmented and weird? It was probably because i posted that at one in the morning, so it it probably looked like it was wirtten by a drunken monkey. To clarify:
I was thinking using a worldedit like selection system that could be wrapped up wtih a GUI like the CUI for worldedit. This would be done with a special tool, but I realized an interesting problem inbetween this and my last posts. How would we preserve the different sections when the ship actually became an entity? That would be a difficult issue, and to solve it, I was thinking of making each section a seperate entity that all moved as a single entity. This would also allow better Power Unit and Hitpoint storage.

Okay, so we will have sections on ships to allow for better power unit (which needs to be used all over the ship as a whole), and hitpoint (which ships don't have).

I can understand what you are trying to do, but I don't think we need it.

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Mackeroth est abiit. Hinc abiit, et misit me in profundum subconscious!
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hyperlite
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PostSubject: Re: Programmer   Sat May 05, 2012 1:44 pm

Is cascaide still here? I looked at the members part and his last visit was on May 2nd. That is not too long. He never really posted anything, but I am not sure what he has been working on, or working on anything at all.
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