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 Dr. Mackeroth's development log

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Kielaran
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The Schmetterling
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PostSubject: Title....   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 09, 2012 6:19 am

You know, I've made more posts on the Futurecraft Forums than on the Minecraft Forum....
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fr0stbyte124
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 09, 2012 11:25 am

Please don't make the objects too curved. I would still like to keep things low-poly and minecraftish as much as possible. Think B2 bomber...
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Keon
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 09, 2012 11:39 am

Polys are good. Minecraft does not need meshes. Squares are the best.
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The Schmetterling
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 09, 2012 3:56 pm

Keon wrote:
Polys are good. Minecraft does not need meshes. Squares are the best.

No! My meshes!! Don't listen to them, they didn't mean it....


Well, if you insist. I'll be asking a few questions about some of the technicalities, such as how we should do turret rotaion. but that will be later...
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fr0stbyte124
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 09, 2012 5:06 pm

Meshes are great. They have fewer redundant vertices and load faster than the regular tesselator primitives. I would make the whole game use meshes if I could.
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeMon Feb 13, 2012 12:41 pm

Dr. Mackeroth wrote:
CoalMiningAlchemist wrote:
wait, mackeroth, are you using MSpaint?

if you are I find this to be much better

EDIT:This doesn't count as off topic, does it? D:

Never even heard of that program. I'm using Photoshop. It's an older version though, CS3...

oh ok, what I suggested was free and definitely better than paint, lol
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeMon Feb 13, 2012 6:53 pm

And photoshop is way better than either.
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PostSubject: Question about ores.   Dr. Mackeroth's development log - Page 2 Icon_minitimeWed Feb 15, 2012 6:52 pm

I notice when people build ships, it requires thousands of blocks do so. Will there be way to increase the yield blocks from ores mined?(Only so much ore you can place in minecraft.) Or will you guys make so that recipes will yield a lot material required to build these huge ships?
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeWed Feb 15, 2012 6:59 pm

xanex21 wrote:
I notice when people build ships, it requires thousands of blocks do so. Will there be way to increase the yield blocks from ores mined?(Only so much ore you can place in minecraft.) Or will you guys make so that recipes will yield a lot material required to build these huge ships?

Trinnium, made from Nadaqua and Iron. Also promised are other ways to mine.
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 1:07 am

Keon wrote:
xanex21 wrote:
I notice when people build ships, it requires thousands of blocks do so. Will there be way to increase the yield blocks from ores mined?(Only so much ore you can place in minecraft.) Or will you guys make so that recipes will yield a lot material required to build these huge ships?

Trinnium, made from Nadaqua and Iron. Also promised are other ways to mine.

That does not answer my question.It does not answer my question because im asking for scale of blocks not what will create what. What asking is will say 16 blocks of trinnium for every 1 block nadaquada and 4 blocks of iron (Example since you brought it up). I would also like to hear from the developer?
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 1:19 am

Who knows, we've proven its pointless to plan that far ahead because the plans are always changed, so we could very well say ships will be made of cotten candy and gumdrops. The very basis of the mod is overall hardly in a state comparable alpha, suggestions are almost worthless, and questions like that are just time wasting.
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fr0stbyte124
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 1:29 am

So we are going with cotton candy and gumdrops plan now?

Okay. Coding it now.
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 1:33 am

Buggy1997123 wrote:
Who knows, we've proven its pointless to plan that far ahead because the plans are always changed, so we could very well say ships will be made of cotten candy and gumdrops. The very basis of the mod is overall hardly in a state comparable alpha, suggestions are almost worthless, and questions like that are just time wasting.

Then what does that system look like so far? Whats its current state in terms of hull production?

By the way my questions and suggestions aren't worthless or a waste of time because all I'm trying to do is get a feel for what this mod might be or could be.
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fr0stbyte124
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 1:36 am

The current progress on hulls is 0%

Ships don't fly, at least not with the new system, and that's holding a lot of conventional stuff back.
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 4:13 am

fr0stbyte124 wrote:
The current progress on hulls is 0%

Ships don't fly, at least not with the new system, and that's holding a lot of conventional stuff back.

Wait... What?
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 4:34 am

This isn't something new, Doc.
Still dealing with the concurrent worlds (I said it would be huge), and we were waiting until the engine was done before starting the content phase. Or at least I was. I guess we can start doing some of the regular blocks at least.
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 4:41 am

Oh okay.

Wait, what?
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 5:36 am

Okay, let's start from the beginning.

I am fr0stbyte124, I make the ships fly among other things. You are Dr. Mackeroth. You started the Futurecraft project and also do textures and stuff.
Together, with a ragtag band of misfits, we develop a total conversion mod for Minecraft.

blah, blah, blah, spaceship washing simulator, blah, blah, Timith'ag'haloth the Great Undoer, yadda yadda.

Now does everything make sense?
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 2:17 pm

More than you know...
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http://wbcentral.com
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 4:17 pm

It sounds pretty funny when you say it that way.

That makes so much more sense now. I was confused because you said that currently ships aren't flying, which is when I asked myself: what on Earth is the video in the OP about?
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 4:29 pm

Oh yeah, that ship is using the old proxy entity method I drafted up as a proof of concept. It has graphics and collision but no interactivity, and would have become prohibitively difficult to maintain in the long run. The concurrent world system is much more powerful and lets entities and blocks work natively. It's just a beast to code.
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 4:33 pm

wait, there was a video?

there's a blocker on this computer that blocks youtube....
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fr0stbyte124
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 4:35 pm

This one. https://www.youtube.com/watch?v=Y-qrif1tDO4
It's an old video I had showcasing a ship about 600k blocks in size cruising above the clouds. Even I find myself gawking at it from time to time.
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeThu Feb 16, 2012 4:40 pm

affraid

that is.. amazing
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PostSubject: Re: Dr. Mackeroth's development log   Dr. Mackeroth's development log - Page 2 Icon_minitimeFri Feb 17, 2012 2:25 pm

xanex21 wrote:
Buggy1997123 wrote:
Who knows, we've proven its pointless to plan that far ahead because the plans are always changed, so we could very well say ships will be made of cotten candy and gumdrops. The very basis of the mod is overall hardly in a state comparable alpha, suggestions are almost worthless, and questions like that are just time wasting.

Then what does that system look like so far? Whats its current state in terms of hull production?

By the way my questions and suggestions aren't worthless or a waste of time because all I'm trying to do is get a feel for what this mod might be or could be.
Theres no(currently):
space
anything that would be in space
extra planets
interserver travel
items
blocks with custom textures
'proper' ships
or even multiplayer support! And this is a MULTIPLAYER mod!
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