Subject: Re: ectrimble dev log Tue Jan 03, 2012 3:01 am
Sounds great, but I have a idea, why not focus on the complex stuff, like the powersystem, or shield, or vehicle, or armor, or weapons, and i'll do the easy stuff? I don't have any java knowledge, but I found a really nice item maker that I could use.
Also, does your server require any serverside mods to be tracked by your server? If not, I could volunteer my friend's server.
Last edited by Buggy1997123 on Tue Jan 03, 2012 3:10 am; edited 1 time in total
fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
Subject: Re: ectrimble dev log Tue Jan 03, 2012 3:07 am
Because the hard stuff is waiting on me, and I'm doing some sort of silly experiment with rendering rather than working on spaceships like I am supposed to be.
Subject: Re: ectrimble dev log Tue Jan 03, 2012 3:13 am
fr0stbyte124 wrote:
Because the hard stuff is waiting on me, and I'm doing some sort of silly experiment with rendering rather than working on spaceships like I am supposed to be.
I don't see why he would need to wait, he could just make it compatible later on. I can't imagine that would be too hard compared to making it compatible from the start.
ectrimble20 DEV
Posts : 441 Join date : 2011-11-07
Subject: Re: ectrimble dev log Tue Jan 03, 2012 3:31 am
Oh buggy, you and your silly questions about complexities of Java.
Actually, you're somewhat correct. We've been communicating back and forth about what's what and I think in the long run, we'll be able to combine our work in a relatively simple manner. Mine will be somewhat complex as it requires the addition of an outside library (which I'll need to figure out how to package into MC neatly), I don't know whats all involved with Frost's engine, but I'd imagine it's going to be complex as well. So once we're ready, we'll work out the details.
I'll elaborate more on the details when its not 2:30 in the morning.
The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
Subject: Re: ectrimble dev log Tue Jan 03, 2012 5:31 am
Ectrimble, it's fine to add anything you want (within reason), but just make sure that my ideas get added, and that your ideas fit in with them.
tonyri Newbie
Posts : 126 Join date : 2011-09-04 Age : 29 Location : Wisconsin, USA
Subject: Re: ectrimble dev log Tue Jan 03, 2012 4:56 pm
I noticed that you make a lot of Eve references and I thought of you when I watched this video I stumbled upon randomly on youtube.
I'm joking of course.
ectrimble20 DEV
Posts : 441 Join date : 2011-11-07
Subject: Re: ectrimble dev log Tue Jan 03, 2012 8:36 pm
Dr. Mackeroth wrote:
Ectrimble, it's fine to add anything you want (within reason), but just make sure that my ideas get added, and that your ideas fit in with them.
When you get a chance can you consolidate a list of requested things? Just a simple list with a short description. I need something to go off of and don't really want to sift through that massive story thing. PM or post it plz. Oh and no rush either, just working with my guns and stuff for now.
ectrimble20 DEV
Posts : 441 Join date : 2011-11-07
Subject: Re: ectrimble dev log Wed Jan 04, 2012 12:10 am
Tonight was an interesting little foray into the world of entities and rendering for me.
I added in the Bolter and the Laser Rifle, both with their own render for their rounds. Still have to add in the ammo and config it, just using arrows for the time being.
Having a few issues adjusting the speed and range of them though, only getting between 18-20 blocks, would really like to see about 30 for the bolter and 50 for the laser.
I also added a neat little feature to the laser since it's shooting concentrated light, it will ignite and destroy any material that can be ignited and cause an inferno if you're not careful.
Played around with explosive effects as well. I think the RPG will be an easy add. I just need to over-come this hurdle I'm having with range and I'll be set.
I'll be adding in a set of armor either later tonight or tomorrow and testing effects for it. I'm going to attempt to add a personal shield generator to it and see how well it works out, I suspect it will be a pain but it'll be worth it. I'm also going to work on energy charging the suits to allow for high speed bursts and faster shield charging, but this is all speculative and kinda weighing on how well the other stuff goes.
An update on the server side stuff. I'm going to stop items for a night or two later this week and then start working on a "config" file to allow the server host to add their own variables in. This won't play much of a role in the immediate future but it will later in Alpha.
Apokalypse Newbie
Posts : 33 Join date : 2011-12-21
Subject: Re: ectrimble dev log Wed Jan 04, 2012 1:17 am
ectrimble20 wrote:
Oh buggy, you and your silly questions about complexities of Java.
Actually, you're somewhat correct. We've been communicating back and forth about what's what and I think in the long run, we'll be able to combine our work in a relatively simple manner. Mine will be somewhat complex as it requires the addition of an outside library (which I'll need to figure out how to package into MC neatly), I don't know whats all involved with Frost's engine, but I'd imagine it's going to be complex as well. So once we're ready, we'll work out the details.
I'll elaborate more on the details when its not 2:30 in the morning.
did you look into minecraft forge for the library issue. i know it has an ore library for ores across multiple mods
ectrimble20 DEV
Posts : 441 Join date : 2011-11-07
Subject: Re: ectrimble dev log Wed Jan 04, 2012 11:29 am
Quote :
did you look into minecraft forge for the library issue. i know it has an ore library for ores across multiple mods
We discussed using Forge, but at this point, the engine that Frost is using busts a number of base files and so does my server stuff. ModLoader and Forge we're not designed to do the things we're trying to do, thus, we have to break a few files in the process. I've also had to bust a few base files in order to make some of the other systems work and give us things to tie into later, so what is going to happen is we're going to build what we need, however we have to accomplish it, then release build notes. Note that we are using Modloader for some compatibility where it can be retained.
To be honest with you, I really don't care if another mod is not compatible with FutureCraft, that's not my concern. My concern is to make the mod work and implement as many ideas as possible to the best of the ability of the engine. And really, who cares if build craft or BTW doesn't work with FutureCraft? Who needs a Windmill in the future?
The Schmetterling DEV
Posts : 3123 Join date : 2011-08-31 Location : I'm a butterfly.
Subject: Re: ectrimble dev log Wed Jan 04, 2012 5:30 pm
How do you guys feel about space ports? They would be randomly generated like villages, and have a number of buildings with expensive equipment and valuable goods inside. There will also be traders who could sell you small ships, or resources. There would be a number of traders, who each sold different things. If you found a spaceport, you could either trade (barter) goods, spend money on the goods, or just kill everyone, loot all the buildings, and steal any parked ships there.
GLaDOS Infantry
Posts : 703 Join date : 2011-12-12 Age : 54 Location : At Aperture Science, testing P-Body and Atlas.
Subject: Re: ectrimble dev log Wed Jan 04, 2012 5:38 pm
Excellent, excellent. I already kill all the testificates so this "killing and looting" should not be a problem.
fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
Subject: Re: ectrimble dev log Wed Jan 04, 2012 5:58 pm
Dr. Mackeroth wrote:
How do you guys feel about space ports? They would be randomly generated like villages, and have a number of buildings with expensive equipment and valuable goods inside. There will also be traders who could sell you small ships, or resources. There would be a number of traders, who each sold different things. If you found a spaceport, you could either trade (barter) goods, spend money on the goods, or just kill everyone, loot all the buildings, and steal any parked ships there.
I like it, though I think they should be pretty rare, like one or two in a star system, and have high security.
How about stations are owned by the system admin and you can set up markets or purchase land plots on the station, similar to EVE but less formal.
ACH0225 General
Posts : 2346 Join date : 2012-01-01 Location : I might be somewhere, I might not.
Subject: Re: ectrimble dev log Wed Jan 04, 2012 6:08 pm
fr0stbyte124 wrote:
Dr. Mackeroth wrote:
How do you guys feel about space ports? They would be randomly generated like villages, and have a number of buildings with expensive equipment and valuable goods inside. There will also be traders who could sell you small ships, or resources. There would be a number of traders, who each sold different things. If you found a spaceport, you could either trade (barter) goods, spend money on the goods, or just kill everyone, loot all the buildings, and steal any parked ships there.
I like it, though I think they should be pretty rare, like one or two in a star system, and have high security.
How about stations are owned by the system admin and you can set up markets or purchase land plots on the station, similar to EVE but less formal.
I was sort of thinking of space stations on an asteroid or something in deep space, something that you could set up with the right resources, but it would depend if there is a grid in deep space, or if there is even going to be the ability to go out into deep space.
Apokalypse Newbie
Posts : 33 Join date : 2011-12-21
Subject: Re: ectrimble dev log Wed Jan 04, 2012 6:22 pm
ectrimble20 wrote:
Quote :
did you look into minecraft forge for the library issue. i know it has an ore library for ores across multiple mods
We discussed using Forge, but at this point, the engine that Frost is using busts a number of base files and so does my server stuff. ModLoader and Forge we're not designed to do the things we're trying to do, thus, we have to break a few files in the process. I've also had to bust a few base files in order to make some of the other systems work and give us things to tie into later, so what is going to happen is we're going to build what we need, however we have to accomplish it, then release build notes. Note that we are using Modloader for some compatibility where it can be retained.
To be honest with you, I really don't care if another mod is not compatible with FutureCraft, that's not my concern. My concern is to make the mod work and implement as many ideas as possible to the best of the ability of the engine. And really, who cares if build craft or BTW doesn't work with FutureCraft? Who needs a Windmill in the future?
the only thing id want is buildcraft for the pipe system unless futurecraft plans to implement something similar.
fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
Subject: Re: ectrimble dev log Wed Jan 04, 2012 6:28 pm
Apokalypse wrote:
ectrimble20 wrote:
Quote :
did you look into minecraft forge for the library issue. i know it has an ore library for ores across multiple mods
We discussed using Forge, but at this point, the engine that Frost is using busts a number of base files and so does my server stuff. ModLoader and Forge we're not designed to do the things we're trying to do, thus, we have to break a few files in the process. I've also had to bust a few base files in order to make some of the other systems work and give us things to tie into later, so what is going to happen is we're going to build what we need, however we have to accomplish it, then release build notes. Note that we are using Modloader for some compatibility where it can be retained.
To be honest with you, I really don't care if another mod is not compatible with FutureCraft, that's not my concern. My concern is to make the mod work and implement as many ideas as possible to the best of the ability of the engine. And really, who cares if build craft or BTW doesn't work with FutureCraft? Who needs a Windmill in the future?
the only thing id want is buildcraft for the pipe system unless futurecraft plans to implement something similar.
Jury is still out on that one. On the one hand, pipes are cool, but on the other it's now been done by both SpaceToad and Eloraam. If we did it, we ought to have some sort of twist on the idea, like shipping drones moving material over tracks (not train tracks, but 3D ones).
Apokalypse Newbie
Posts : 33 Join date : 2011-12-21
Subject: Re: ectrimble dev log Wed Jan 04, 2012 6:38 pm
fr0stbyte124 wrote:
Apokalypse wrote:
ectrimble20 wrote:
Quote :
did you look into minecraft forge for the library issue. i know it has an ore library for ores across multiple mods
We discussed using Forge, but at this point, the engine that Frost is using busts a number of base files and so does my server stuff. ModLoader and Forge we're not designed to do the things we're trying to do, thus, we have to break a few files in the process. I've also had to bust a few base files in order to make some of the other systems work and give us things to tie into later, so what is going to happen is we're going to build what we need, however we have to accomplish it, then release build notes. Note that we are using Modloader for some compatibility where it can be retained.
To be honest with you, I really don't care if another mod is not compatible with FutureCraft, that's not my concern. My concern is to make the mod work and implement as many ideas as possible to the best of the ability of the engine. And really, who cares if build craft or BTW doesn't work with FutureCraft? Who needs a Windmill in the future?
the only thing id want is buildcraft for the pipe system unless futurecraft plans to implement something similar.
Jury is still out on that one. On the one hand, pipes are cool, but on the other it's now been done by both SpaceToad and Eloraam. If we did it, we ought to have some sort of twist on the idea, like shipping drones moving material over tracks (not train tracks, but 3D ones).
something like that or a phaser chest with a spacey looking tesla coil type thing on top that beams items form that chest to a chest of the same frequency. upgradable by inserting components which allow the chest to discriminate what items are taken out
Apokalypse Newbie
Posts : 33 Join date : 2011-12-21
Subject: Re: ectrimble dev log Wed Jan 04, 2012 6:40 pm
you would have to upgrade ships with an antenna to beam stuff back and forth to your home planet and construct a large satellite type thing in the minecraft world
ectrimble20 DEV
Posts : 441 Join date : 2011-11-07
Subject: Re: ectrimble dev log Thu Jan 05, 2012 11:11 pm
Quit posting stupid crap in my dev thread.
Anyway, Bolter and the Laser Rifle are operational. having an issue with the 32 bit graphics, suspect its cuz I just slapped them in there. No crashes, just weird displays, I think its trying to crop them down to 16, hell I don't know, I don't use texture packs so its probably operator error.
Regardless, the Bolter fires rapidly, has a range of about 20ish blocks and does about 2 1/2 heart dmg to an unarmored player. It can fire upto 500 times before its shot.
The laser Rifle only gets 100 pops before its toast, however it has a much greater range and if it hits something flamable, guess what, it catches on fire. It also does about 4 heart of dmg to an unarmored player.
Heavy assault lancher is next on the list of personal weapons.
As for items, I'm in the process of developing an engine of sorts, something that requires power, I've got to do a bit of research to see how I can implement a good energy system that isn't a BC/IC2 energy system clone. But thats neither here nor there.
I made a frame block as well, I'm not sure what this is going to be used for just yet, but I'm sure I find something useful for it to do.
Anyway, thats my update for the night, I'll post again if I had any amazing break throughs
GLaDOS Infantry
Posts : 703 Join date : 2011-12-12 Age : 54 Location : At Aperture Science, testing P-Body and Atlas.
Subject: Re: ectrimble dev log Fri Jan 06, 2012 11:51 pm
Can you consider some way of "fixing" the guns? Like a cleaning rag, anti-rust spray, wrench, etc? It would be nice not to have to keep rebuilding them.
ectrimble20 DEV
Posts : 441 Join date : 2011-11-07
Subject: Re: ectrimble dev log Fri Jan 06, 2012 11:54 pm
I'll look into it, I'm sure there's a way to reset it, maybe make a repair kit that you have to use before you get to 0. I'll put that on my to-research list.
GLaDOS Infantry
Posts : 703 Join date : 2011-12-12 Age : 54 Location : At Aperture Science, testing P-Body and Atlas.
Subject: Re: ectrimble dev log Fri Jan 06, 2012 11:56 pm
Thanks.
P.S. I'm listening to MonsterTeddys music and it is AMAZING.
ectrimble20 DEV
Posts : 441 Join date : 2011-11-07
Subject: Re: ectrimble dev log Sat Jan 07, 2012 3:10 am
What'd I tell you guys about posting crap in my topic?
This is a dev log, not a "can I haz access to your private server" topic.
NEEEERRRDDDDRAAAAAGGGGEEEEE!!!!!!!!!
Anyway.
Two new things I got accomplished tonight, didn't work on items, went back and screwed with the server stuff some more.
I have now implemented a configuration file, this will make life easy for me and the user for getting setup with our communication server. I also finally figured out how the hell to capture the users inventory properly, real PITA but it will make the server transfers a reality all that much faster.
w00t w00t, thats it for tonight.
fr0stbyte124 Super Developrator
Posts : 1835 Join date : 2011-10-13
Subject: Re: ectrimble dev log Sat Jan 07, 2012 3:47 am
I think we were going to make star system servers connect only by adjacency, like how EVE does it. This would give the universe a greater sense of size than just being able to pop up anywhere.
Also, shouldn't there be a dedicated thread for this (master plan discussion)?
Subject: Re: ectrimble dev log Sat Jan 07, 2012 2:29 pm
ectrimble20 wrote:
You know what Doc, I'm going to be honest with you. I wrote 3 version of that reply, the one I actually hit send to, was the most toned down. Took like half an hour to chill out on my part.
However, it takes a real person to actually man up and apologize like you just did. I fully expected to come on here this morning and see "WTF blah blah rage GTFO" and I was also fully prepared to just walk away.
I will say that you've earned quite a bit more respect from me by and I thank you for explaining your position.
Now, Doc, don't worry, I'm cool. So lets move on from this and continue towards our goal.
Strait to business as well. I did read a bit of the ginormous post before I got pissed and deleted it.
I have a couple suggestions that will help our development process and hopefully alleviate some of the pressure you feel by not knowing whats going on with who.
I'd suggest you setup a topic inside Area 51, take the Future Craft compendium that you have and post it. Then rather than attempting to design a system around a story. Start breaking down the compendium into smaller, manageable tasks, then we can list assignment and progress as needed in separate topics, you'd use the topic you setup solely for your own tracking.
I deal with stuff like this quite often at my job. I have to design stuff from scratch where people give me the "uhh yeah click the button it does this and magic poof happens", I know how to go from a concept to a working project and what I think breaking down the compendium will do is give us a measure of progress as well as a sense of what really needs to be done.
I tell ya what, if you can send me that compendium (PM it to me or something where its not taking up half a topic) and I'll show you what I mean.
If he does do that, could I have acess to area 51 so I can contribute?