The Meaning of Life, the Universe, and Everything.
Join Date:
9/6/2014
Posts:
135
Minecraft:
Johnny_krell
Member Details
Is it fine and working for most mods now? Is there any specific method that would make it not work?
Oh, and I was wondering, the way you render the ships from outside the playzone, would it be possible to do that from another dimension?
Just wondering so I know if I ever get around to doing one of my mod ideas.
While it would be possible to render ships from another dimension, it would break most of the interactions between blocks and players.
The issue is that Minecraft and modders always assume that the world and the player's world are the same, and if they aren't then things fall apart as part of the code will run on one world and another part on the other. The aggregate of this is broken code with almost every mod imaginable :/
I know this because when I first tried coding VW I designed each ship to act like its own world. I eventually abandoned that branch for the reasons listed above.
But as far as vanilla interactions/rendering, most of it is possible.
The issue is that Minecraft and modders always assume that the world and the player's world are the same, and if they aren't then things fall apart as part of the code will run on one world and another part on the other. The aggregate of this is broken code with almost every mod imaginable :/
The main advantage comes from storing ship in another dimension - less problems related to coordinates, jumping entities, beds, etc...
The rendering has it's own advantages too - like parallel rendering (kinda hard to set up though) / or at least separately threaded sync & upload (GPU).
ElixX, I hate to say it but I am 100% sure. I can publish the broken 1.8 version if you want; the only significant difference between it and VW 1.10+ is the way the blocks are stored.
Minecraft was simply not designed to handle cross-dimensional interactions; but treating the player as if they're closer than they really are is supported, as the player reach distance and view distance were already variable and supported.
ElixX, I hate to say it but I am 100% sure. I can publish the broken 1.8 version if you want; the only significant difference between it and VW 1.10+ is the way the blocks are stored.
Minecraft was simply not designed to handle cross-dimensional interactions; but treating the player as if they're closer than they really are is supported, as the player reach distance and view distance were already variable and supported.
Parallel rendering would be cool though :/
Ok, it seems you did not get it.
I have a secret project in works, that renders [stuff] from other dimensions and with very minimal FPS impact. So i know what i am speaking about and how it is done.
As for interactions, that's what i am currently* working on, and it is not complicated at all.
*currently in the project stage. But that's not the project i am working on right now.
Well too bad, because I have a secret project named Minceraft where I'm integrating VW into the base code of Minecraft and I can't have this parallel rendering.
Seriously elix, you explain yourself like a closed book
Well too bad, because I have a secret project named Minceraft where I'm integrating VW into the base code of Minecraft and I can't have this parallel rendering.
Seriously elix, you explain yourself like a closed book
Yes, yes, ok, i get it, i am a closed book. Hopefully now, it is clearer that rendering from other dimensions is possible and better... When set up correctly. And by that i mean you need a literal tonne of direct OpenGL hooks (and that's why i understand why separate dimensions ships were laggy).
HALP. Great and powerful mod developers. I am desperately in need of your assistance and by the way awesome work on the mod gents, I've been waiting for someone to pick up where meta worlds mod left off (it's been so long since I could fly my ships again and now with aerial combat capabilities).
I need help with my ship it has 23'437 blocks (without the air compressor modules and such installed yet) can I do anything to the mod settings to make it run a lot smoother?
and also I would be so ecstatic if you awesome gents could implement a way to dock smaller ships on bigger ships like blocks that can detach and attach via wand or better yet collision improvement (Im not saying it's bad (it's bloody awesome to have physics collision)), I try to park my smaller ships in my other ship with pistons but they tend to freak out and sometimes disappear on me. My idea was to be able to hold them down as physics object with other physics objects so that way my mother ship could just drag them anywhere (but Im open to anything you are willing to offer, you guys are already awesome at this).
Oh and another thing: I tried to make a "water lev"(Trade Mark if not already claimed) and I can't seem to float up to my ship with the usual water interaction in the game.
yeah, I never tested this ship on a server before. maybe it wouldn't lag so much that way and thanks for the compliment. If you fancy her you should see her torch a ship with her wings ( solar sails, "very hot" solar sails). Her name is Sol she was based on the light ships from that john carter movie but she is no replica. I'd like to think that she was "commandeered" and modified by pirates "somehow" in Egypt in an alternate universe haha(not cannon).
oh yeah and how about the water 'physics'(if that's what its called). It would really be cool to parallel down to a battle field in a water pillar like you were being beamed down but ATM I can't seem to float in the water pillar itself I mean I can float on top of the starting water block on the ship before I plummet down like there was nothing there. the ship's water pillar doesn't need to interact with the world map bellow (by all means let it pass trough it) all it needs is its sides interacting with entities and mobs and we'll all have a grand time like this: (at 1:05, and 4:30) (ps don't mind the emerald coated ship and this was way back when I used the meta worlds mod). but if its too much or you think the mod's better off without it then C'est la vie. Thanks for the quick reply.
I got good news and bad news. the good news is that I managed to fix the problem. the bad news is I found a bug while doing so. So the reason why my game lags so much is that all of the ships dispensers empty out all the fire charges in them whenever I turn my ship into a physics object (and their were a LOT of fire charges involved in weaponising SOL). So it was lag by too much item drops. The game ran smoother than a razor cutting through flan when I used the physics infuser on my ship with all its dispensers being empty from the start. I don't want to sound like I'm complaining, I just want to point out that this happens before this becomes a greater issue. So thanks for all the support and assist, I look forward to seeing what you gents have in-stored for us in the next update. can't wait to scorch some fools.
I haven't kept track of this thread since i last used the mod, so are floating vessels a thing now or?
Sorry I haven't been very active here; I hope this answers your question though.
The downloads are up on CurseForge https://minecraft.curseforge.com/projects/valkyrien-warfare .
Is it fine and working for most mods now? Is there any specific method that would make it not work?
Oh, and I was wondering, the way you render the ships from outside the playzone, would it be possible to do that from another dimension?
Just wondering so I know if I ever get around to doing one of my mod ideas.
My Vanilla server compatible modpack
My modpack that goes beyond Vanilla
A note for everyone: We're daily active on Discord, the mod isn't abandoned!
While it would be possible to render ships from another dimension, it would break most of the interactions between blocks and players.
The issue is that Minecraft and modders always assume that the world and the player's world are the same, and if they aren't then things fall apart as part of the code will run on one world and another part on the other. The aggregate of this is broken code with almost every mod imaginable :/
I know this because when I first tried coding VW I designed each ship to act like its own world. I eventually abandoned that branch for the reasons listed above.
But as far as vanilla interactions/rendering, most of it is possible.
Check out all my mods here: Link Removed!
Why the heck would you want to render a ship from another dimension anyways? It'd just be lag.
Check out all my mods here: Link Removed!
You still haven't answered my question.
And yes, I'm sure.
The main advantage comes from storing ship in another dimension - less problems related to coordinates, jumping entities, beds, etc...
The rendering has it's own advantages too - like parallel rendering (kinda hard to set up though) / or at least separately threaded sync & upload (GPU).
Check out all my mods here: Link Removed!
"Parallel rendering" won't do anything.
And rendering the ship will allow it to move, so you'll have more coordinate problems (appart of chunk loading issues).
Are you sure you even know what you're talking about? This sounds so useless.
ElixX, I hate to say it but I am 100% sure. I can publish the broken 1.8 version if you want; the only significant difference between it and VW 1.10+ is the way the blocks are stored.
Minecraft was simply not designed to handle cross-dimensional interactions; but treating the player as if they're closer than they really are is supported, as the player reach distance and view distance were already variable and supported.
Parallel rendering would be cool though :/
Ok, it seems you did not get it.
I have a secret project in works, that renders [stuff] from other dimensions and with very minimal FPS impact. So i know what i am speaking about and how it is done.
As for interactions, that's what i am currently* working on, and it is not complicated at all.
*currently in the project stage. But that's not the project i am working on right now.
Check out all my mods here: Link Removed!
Well too bad, because I have a secret project named Minceraft where I'm integrating VW into the base code of Minecraft and I can't have this parallel rendering.
Seriously elix, you explain yourself like a closed book
Yes, yes, ok, i get it, i am a closed book. Hopefully now, it is clearer that rendering from other dimensions is possible and better... When set up correctly. And by that i mean you need a literal tonne of direct OpenGL hooks (and that's why i understand why separate dimensions ships were laggy).
Check out all my mods here: Link Removed!
I wasn't talking about the ships or interactions or anything, I was wondering about it for a static object.
My Vanilla server compatible modpack
My modpack that goes beyond Vanilla
HALP. Great and powerful mod developers. I am desperately in need of your assistance and by the way awesome work on the mod gents, I've been waiting for someone to pick up where meta worlds mod left off (it's been so long since I could fly my ships again and now with aerial combat capabilities).
I need help with my ship it has 23'437 blocks (without the air compressor modules and such installed yet) can I do anything to the mod settings to make it run a lot smoother?
and also I would be so ecstatic if you awesome gents could implement a way to dock smaller ships on bigger ships like blocks that can detach and attach via wand or better yet collision improvement (Im not saying it's bad (it's bloody awesome to have physics collision)), I try to park my smaller ships in my other ship with pistons but they tend to freak out and sometimes disappear on me. My idea was to be able to hold them down as physics object with other physics objects so that way my mother ship could just drag them anywhere (but Im open to anything you are willing to offer, you guys are already awesome at this).
Oh and another thing: I tried to make a "water lev"(Trade Mark if not already claimed) and I can't seem to float up to my ship with the usual water interaction in the game.
Docking is a planned feature. There's still a lot of other things to do.
Really, big ships are bound to lag. It's something to be expected atm.
However, my ship's huge too and it only causes FPS lag, no tick lag. What about yours? Pd: Nice ship!
yeah, I never tested this ship on a server before. maybe it wouldn't lag so much that way and thanks for the compliment. If you fancy her you should see her torch a ship with her wings ( solar sails, "very hot" solar sails). Her name is Sol she was based on the light ships from that john carter movie but she is no replica. I'd like to think that she was "commandeered" and modified by pirates "somehow" in Egypt in an alternate universe haha(not cannon).
oh yeah and how about the water 'physics'(if that's what its called). It would really be cool to parallel down to a battle field in a water pillar like you were being beamed down but ATM I can't seem to float in the water pillar itself I mean I can float on top of the starting water block on the ship before I plummet down like there was nothing there. the ship's water pillar doesn't need to interact with the world map bellow (by all means let it pass trough it) all it needs is its sides interacting with entities and mobs and we'll all have a grand time like this: (at 1:05, and 4:30) (ps don't mind the emerald coated ship and this was way back when I used the meta worlds mod). but if its too much or you think the mod's better off without it then C'est la vie. Thanks for the quick reply.
I got good news and bad news. the good news is that I managed to fix the problem. the bad news is I found a bug while doing so. So the reason why my game lags so much is that all of the ships dispensers empty out all the fire charges in them whenever I turn my ship into a physics object (and their were a LOT of fire charges involved in weaponising SOL). So it was lag by too much item drops. The game ran smoother than a razor cutting through flan when I used the physics infuser on my ship with all its dispensers being empty from the start. I don't want to sound like I'm complaining, I just want to point out that this happens before this becomes a greater issue. So thanks for all the support and assist, I look forward to seeing what you gents have in-stored for us in the next update. can't wait to scorch some fools.