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 Buggy's Musical Dev. Log(and other stuff too)

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Buggy1997123
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PostSubject: Buggy's Musical Dev. Log(and other stuff too)   Sat Nov 12, 2011 5:51 pm

As almost everyone here knows, I've been wanting to join the team for a while but could never find anything to do; Recently though Shiva decided that my surprisingly excellent skills at finding new mods and developers for the team are enough to count as a dev, so here I am.

I will mostly just be listing any mods or potential developers I find here, though I'll probably also be posting about any other projects I attempt(like making a script for a trailer).

Heres the list of mods and authors I found recently(aka after or on the same day I made this blog):


Dynamic Lights.
http://www.minecraftforum.net/topic/184426-v19-pre5-dynamic-lights/

Not too useful per say, but it lets items like torches emit light if your holding it or if its on the ground as a item, and it also has support for armor emitting light as well. It will try to reduce the lighting updates as well if you overdo it, and it has configurations for how long a item can shine for and if it can shine in water, and theres also a toggle that you can use while a world is loaded.

Main uses could be used for anything that lights up and isn't a block, but I have no clue what those things could be considering theres no concrete plan for what the items will be yet.


Another mod that adds more buildcraft pipes.
http://www.minecraftforum.net/topic/653775-mc181bc222-224rev29-buildcraft-teleport-pipes-now-called-additionalpipes/

Also not exactly anything huge, but his mod has a craftable chunkloader block that forces chunks to stay loaded, im pretty sure it also loads it when you leave and reopen the world.


Jamioflan's Mods.
http://www.minecraftforum.net/topic/182918-181-19pre5smp-flans-mods-planes-ww2-guns-vehicles-playerapi-moods-mputils-teams/

I'm pretty sure some people here already know about this guy to some extent, but he has lots of experence with projectile based-ammo using guns and various forms of entity based vehicles, so not only could his mods be useful if we take a look at them, but he could also help with the smaller, crafted craft and the troop weapons.


x3n0ph0b3's Equivalent Exchange.
http://www.minecraftforum.net/topic/364525-181-equivalent-exchange-v544/

Nothing too revolutionary here about the mod here, but its still a very big and complex mod that he did mostly by himself, so he could be another content developer seeing as he has pretty good ideas for items and blocks anyway. I think Mackeroth and Frostbyte heard about this before.

And heres the list of things I found or helped find(like cc, rob knew about it but couldn't find it) before I made the blog(Also includes a few things that are already known about that im just posting so that people kinda know whats going on with them):

Frostbyte and his Copernicus mod.

To anyone who doesn't exactly what Copernicus does, its the framework that he is working on that allows manipulation of World Renderers(yes, thats their name) and collision between the blocks displayed by these WRs and the player, blocks, and other WRs.

Cubic Chunks.
http://www.minecraftforum.net/topic/310298-181robintons-mods/

Turns chunks into 16x16 cubes for easier loading and stacking of chunks, increases heightlimit to 65504 and could potentally increase it to over 3 million if the heightmap was recoded. Planned for use in space. Mackeroth knew about this for a long time but couldn't find it untill I gave him a link.

Albaka's Industrialcraft 2.
http://www.industrial-craft.net/

A VERY big mod, it even has its own website. It has several things that would be incredibly useful on ships, like the energy circuits system or his work in progress Electronics, which is basically a miniture computer that you can program. There are lots of other things too that could useful, his Nuclear reactor system, his specially modified armor code that allows for more advanced armor behavour, and more. Sadly though, his entire mod uses MCForge, which Frostbyte doesn't want to bother with untill it's absolutely needed. Albaka probably wouldn't want to work on this mod either, seeing as he is still working on IC2 as we speak and most likely wouldn't want to split his work up too much between two mods. Im pretty sure at least Mackeroth knew about this before.


Eloraam's Mods.
http://www.minecraftforum.net/topic/365357-181-173-eloraams-mods-rp2pr3-redpower-v171-integrated-redstone-now-redpower-logic-redstone-pipe/
Part of her mod is redwire, which is very detailed in the way it can attach to blocks, such a system could be used for things like wires and control lines. She's also working on a rather complex sort of processing unit that you can program, sorta like what Albaka is doing but far more complex. She sadly also uses forge. Eloraam MIGHT want to help work on Futurecraft, but she's also pretty involved in her mod and might not want to split up her work to two different mods. I think some of the people here knew about this as well.



Other projects:

Trailer script:

Base music canidiates:

Evochron: Main Menu(this one is my favorate)
http://www.richdouglas.net/projects/evochron.php

1:26 in length, this little gem is the main menu theme for a sci-fi freeform space combat / trading simulator, its personally my favorate, though it is a little short. The beat would also be rather easy to synchronize events with.

Evochron: Overture
http://www.richdouglas.net/projects/evochron.php

Another track from this diamond of a game, Overture is the music used in the trailer and is longer than the main menu theme, the beat is harder to synchronize events to however. At 3:06 in length this track is best suited to a medium-length trailer.

Evochron: No Warp
http://www.richdouglas.net/projects/evochron.php

Yes another one, this track is the middle man of the three songs, at 2:32 in length it's best suited to a medium-short trailer. The beat is as easily syncronizable as the main menu theme.

(List WIP)




Sounds:

If anyone needs sounds for something just ask me, I have dozens of different places where I can find sounds we can use freely, so long as we give credit to the original author and don't make a profit. Just tell me what the thing you need the sound for and il look for something that matches.


Last edited by Buggy1997123 on Sun Apr 22, 2012 7:56 pm; edited 7 times in total
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Sat Nov 12, 2011 6:12 pm

As of now, we are in something of a collaboration with the developers of Mine Up! and Gravity Craft.
Should let us do some interesting stuff with artificial gravity.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Sat Nov 12, 2011 6:24 pm

fr0stbyte124 wrote:
As of now, we are in something of a collaboration with the developers of Mine Up! and Gravity Craft.
Should let us do some interesting stuff with artificial gravity.

Yeah I saw that earlier, but I'm only adding things that I myself found(or assisted in finding) so I don't accidently take credit for anything that I don't deserve it for. Theres a few things I added that some of the older devs(like you) know about but the newer team members don't, so im posting those too(I mentioned that in the post though, so im pretty sure it doesn't sound like im taking credit for finding those).
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Sun Nov 20, 2011 12:34 pm

Good news, I just scored us some amazing sounds! I'll post them later.


Just finished uploading them:

http://soundcloud.com/buggy-5/

If your wondering where I got these from, there from a long-dead gamemode called Mcbuild for garrysmod. I still had the files for the gamemode stored on my harddrive, so I just got the wav files from there.

And thats not even all, I can't even count all of the sounds, thats not even FRACTION of all of them! Once I finish uploading them all, we will be completely set as far as sounds go.

Edit: over 70 different sounds and im not even half way done....

Edit2: Stil uploading, a lot of these are stargate themed, including a multitude of sounds for the stargate itself, so this will be INCREDIBLY usefull.

Edit3: I couldn't upload them all yet, il try again tommorow.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Mon Nov 21, 2011 6:14 pm

Do you know, by any chance, under what license they were published? silent

I don't want to nag, but I wouldn't use them if they're not under CC or a similar license. Especially the more Stargatesounding things sound like cut directly from the movies, and that's always a bad thing. Just saying. Not sure what's the general opinion on licensing and stuff like that silent

Besides that, great sounsd Very Happy Now I can focus entirely on the soundtrack, and I like that!

-MonsterTeddy
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Mon Nov 21, 2011 6:36 pm

MonsterTeddy wrote:
Do you know, by any chance, under what license they were published? silent

I don't want to nag, but I wouldn't use them if they're not under CC or a similar license. Especially the more Stargatesounding things sound like cut directly from the movies, and that's always a bad thing. Just saying. Not sure what's the general opinion on licensing and stuff like that silent

Besides that, great sounsd Very Happy Now I can focus entirely on the soundtrack, and I like that!

-MonsterTeddy

I'll go check, but yeah, theres a sound for basically everything in there, weapons, general items, everything. Except soundtracks.


At least some of the sounds are licensed under http://creativecommons.org/licenses/by-nc-nd/3.0/.

Basicly it says that so long as the mod is free and we credit the original authors we're fine.

One of the sources of the sounds is http://www.facepunch.com/threads/1036286. The rest of the sources i'v found so far are unlicensed.

It should also be noted that I'm STILL not done uploading the sounds, theres just SO many.


Edit: On second thought....(look at the OP)
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Wed Dec 14, 2011 6:32 pm

I have a few more mods here, Atomicstryker's Magic Yarn:
http://www.minecraftforum.net/topic/849384-100-atomicstrykers-magic-yarn/

Which has a advanced, threaded, pathfinder with optional waypoints, a possible use of the system if he agrees to let us use it could be for ai-crewmembers.

And LewisCrouch's Super Entity Class:
http://www.minecraftforum.net/topic/865588-api-cozmics-super-entity-class-v10/page__pid__11105809

Which is a class designed to make designing mobs easier.


As for development tools, theres Nikc-Nack's McModGen:
http://www.minecraftforum.net/topic/592631-100-mcmodgen-05/


Which is a gui that allows for far easier creation of blocks, items, and more, including adding blocks to world generation. It does not require knowlage of java to use and can be used to add simple blocks without any extra functionality easily.


Ryand1034's GlobalCraft:
http://www.minecraftforum.net/topic/620979-tool400-downloadsupdated-121411-globalcraft-redefining-minecraft-file-sharing/

A sort of universal file manager, its got a server list, mod manager and installer, seed sharer, you name it. Im not sure how they generate their server list, but it could be worth taking a look at.


Mickez's TextureCraft:
http://www.minecraftforum.net/topic/592021-tool-texturecraft-v10a-updated-28th-of-november-minecraft-10-support/

A texturepack editor that supports 16x-256x texturepacks, and im pretty sure it can edit the textures themselves too.


Nostromo2's MTE:
http://www.minecraftforum.net/topic/515302-pc-mte-minecraft-texturepack-editor/

A advanced, 3d texture editing program that lets you edit and see block, player, and more textures in realtime.



I'm also in the process of solving a name conflict with MightyPork's Future Craft:
http://www.minecraftforum.net/topic/842589-100-future-craft-automate-your-worlds-new-patch-12b/
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Wed Dec 14, 2011 8:14 pm

Quote :
I'm also in the process of solving a name conflict with MightyPork's Future Craft

humm. Well his mod sucks. I think if we can prove we had our post up first, we can claim rights to the name, otherwise it'll just be a QQ fest. Guess it depends on how this guy feels about it... cuz honestly, automated mining and crap isn't "future" stuff.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Thu Dec 15, 2011 12:08 pm

ectrimble20 wrote:
Quote :
I'm also in the process of solving a name conflict with MightyPork's Future Craft

humm. Well his mod sucks. I think if we can prove we had our post up first, we can claim rights to the name, otherwise it'll just be a QQ fest. Guess it depends on how this guy feels about it... cuz honestly, automated mining and crap isn't "future" stuff.
Yeah, its actually not that future-ie, but its still a good mod. He was more than willing to change it and im waiting to see what he thinks of the name I suggested. It was just a name, no need to get so worked up about it. Anyway, what did you think of the various tools I found?
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Thu Dec 15, 2011 5:48 pm

Well, I didn't mean his mod itself sucked, just the fact that he had our name lol.

As for the tools, I don't do much with graphics and I code using Eclipse.... so.... I unfortunately cannot give you a good opinion on things I do not use Smile
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Thu Dec 15, 2011 6:26 pm

Buggy1997123 wrote:

Yeah, its actually not that future-ie, but its still a good mod. He was more than willing to change it and im waiting to see what he thinks of the name I suggested. It was just a name, no need to get so worked up about it. Anyway, what did you think of the various tools I found?

What name did you suggest?
When I told MightyPork of the conflict, he just ignored me. That was his first mistake. And believe me, it will be his last.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Thu Dec 15, 2011 8:04 pm

Dr. Mackeroth wrote:
Buggy1997123 wrote:

Yeah, its actually not that future-ie, but its still a good mod. He was more than willing to change it and im waiting to see what he thinks of the name I suggested. It was just a name, no need to get so worked up about it. Anyway, what did you think of the various tools I found?

What name did you suggest?
When I told MightyPork of the conflict, he just ignored me. That was his first mistake. And believe me, it will be his last.

Function Craft.

And Mackeroth, what happened to that summary of Futurecraft thing? I have a few suggestions but im holding off untill I see it.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Thu Dec 15, 2011 9:51 pm

Dr. Mackeroth wrote:
Buggy1997123 wrote:

Yeah, its actually not that future-ie, but its still a good mod. He was more than willing to change it and im waiting to see what he thinks of the name I suggested. It was just a name, no need to get so worked up about it. Anyway, what did you think of the various tools I found?

What name did you suggest?
When I told MightyPork of the conflict, he just ignored me. That was his first mistake. And believe me, it will be his last.

I might have sorta maybe told him we weren't going to get ugly about this.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Fri Dec 16, 2011 5:58 am

Buggy1997123 wrote:

Function Craft.

And Mackeroth, what happened to that summary of Futurecraft thing? I have a few suggestions but im holding off untill I see it.

I have actually been putting a lot of work into it. I have a lot of issues regarding what is feasible and what makes all the technology balanced. I have already written over 2 000 words of new information, including the forms of inter-server travel, all weapons, and balancing issues regarding ships and planetary weapons.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Fri Dec 16, 2011 6:40 am

fr0stbyte124 wrote:

I might have sorta maybe told him we weren't going to get ugly about this.

Yes...
In the future, it will probably be best that we have some form of communication between ourselves when dealing with problems like this, so we don't end up with scenarios like this. Namely:

We have Buggy trying to make a diplomatic decision, me coming in all guns blazing, and Fr0stbyte trying to make peace and reassure Mighty-Pork.

I know that if I had three separate senior members from a mod all come in and expect different things, I would be a little overwhelmed.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Fri Dec 16, 2011 1:46 pm

Dr. Mackeroth wrote:
Buggy1997123 wrote:

Function Craft.

And Mackeroth, what happened to that summary of Futurecraft thing? I have a few suggestions but im holding off untill I see it.

I have actually been putting a lot of work into it. I have a lot of issues regarding what is feasible and what makes all the technology balanced. I have already written over 2 000 words of new information, including the forms of inter-server travel, all weapons, and balancing issues regarding ships and planetary weapons.
I look foward to seeing it, good luck on finishing it!


Dr. Mackeroth wrote:
fr0stbyte124 wrote:

I might have sorta maybe told him we weren't going to get ugly about this.

Yes...
In the future, it will probably be best that we have some form of communication between ourselves when dealing with problems like this, so we don't end up with scenarios like this. Namely:

We have Buggy trying to make a diplomatic decision, me coming in all guns blazing, and Fr0stbyte trying to make peace and reassure Mighty-Pork.

I know that if I had three separate senior members from a mod all come in and expect different things, I would be a little overwhelmed.

I would too, il inform him that there's been a mixup and we didn't inform eachother that we were each individually dealing with the problem.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Fri Dec 16, 2011 7:44 pm

Maybe "Autocraft?"
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Sun Jan 01, 2012 1:17 pm

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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Sun Jan 01, 2012 2:52 pm

tonyri wrote:
Whelp, this is pretty darn amazing.

http://www.minecraftforum.net/topic/892282-100-computercraft-11/

wow... dude build a linux system into the game, impressive.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Sun Jan 01, 2012 5:56 pm

ectrimble20 wrote:
tonyri wrote:
Whelp, this is pretty darn amazing.

http://www.minecraftforum.net/topic/892282-100-computercraft-11/

wow... dude build a linux system into the game, impressive.
Actually its lua, which could very well be what linux is programmed in, idk I have about 0 knowlage of what linux is other than that it is a operating system.

And Eloraam is working on a computer system too, virtual cpu and everything. It runs assembly and FORTH(whatever that is).
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Sun Jan 01, 2012 6:02 pm

Well yeah, LUA isn't linux, LUA is a scripting language, but the syntax they have (mkdir, cd /dir etc) is linux like for their file systems. Still quite impressive however they modeled it.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Fri Jan 27, 2012 2:14 pm

http://www.minecraftforum.net/topic/798815-100-nightsky-v01-1-expand-your-universe/

A rather interesting mod, the aesthetic version adds planets that you can see in the night sky, which are seed based(so that their the same on the same seeds), nothern lights in snow biomes, and shooting stars.
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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Sat Jan 28, 2012 5:05 am

You shoud check out Direwolf20 on youtube, he has a lot of Mod Spotlight videos,he gets pre-releases from alot of mod makers.

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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Sat Feb 11, 2012 8:23 pm

Found a new little gem, this one is really worth taking a look at. Its called Better Sounds, it(currently) adds reverberation(echos) and sound dampening(stuff sounds like its being heard through a block if it IS being heard through a solid block). Currently it supports enviroment-based reverberation(as in you can hear echos in large rooms), but afaik it is currently disabled.

Theres a lot of potental too, heres a quote from the thread

Draake wrote:

Right now LWJGL only supports lowpass filtering and reverberation and I plan to do as much as I can with these two effects.

Utilizing context sensitive attributes like weather is also completely doable. Other doable things include moving sound sources (bonus: the doppler effect), and directional sound sources (zombies sound quieter when facing away from you, etc).

Heres some videos:


http://www.minecraftforum.net/topic/355416-11sspsmp-better-sound-mod-bsm-alpha-v002/


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PostSubject: Re: Buggy's Musical Dev. Log(and other stuff too)   Sat Feb 11, 2012 11:06 pm

I will never go to the nether with that mod installed. Save Cthulu, that would be the thing most likely to drive me insane.
(Epic mod, btw)
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