Tiel says he got craftqq registered but still has no idea why it wasn't working.
My suspicion is that an overzealous spam filter is involved somewhere along the line. Automated messages always carry some risk of getting flagged.
This is a super cool idea for a plugin. Like it. A few questions, I might have missed this but how long is the dev expected to take? Also, are the weapons goins to do real-time damage (like destroy a set amount of blocks on impact)? That would be pretty cool, because you could try to disable the critical functions of the enemy ship, and use them for land development Last, are you creating a good background that is actually spacey, because that would really set the scene. Okay, I'm done. Erm... bye?
This is a super cool idea for a plugin. Like it. A few questions, I might have missed this but how long is the dev expected to take? Also, are the weapons goins to do real-time damage (like destroy a set amount of blocks on impact)? That would be pretty cool, because you could try to disable the critical functions of the enemy ship, and use them for land development Last, are you creating a good background that is actually spacey, because that would really set the scene. Okay, I'm done. Erm... bye?
1. A very long time, though stuff will get released in chunks, so it is not a total loss. After a number of fantastically bad time estimates, we are now operating on valve time, but the team is active and progress is being made. One of these days, someone might even get to see it.
2. Damage will be a mix of HP based combad and procedural damage (and a lucky shot can trash the critical systems). I would love to add dynamic fracturing if it will fit in the budget.
3. I don't know what you mean by a spacey background. There is going to be honest-to-god space, if that's what you meant. No fake space dimensions or planet backdrops. It's one of the core elements of the mod, and more than a little responsible for why the research phase took so long. I am very jealous of games with indestructable planets. They get to cheat so hard.
1. A very long time, though stuff will get released in chunks, so it is not a total loss. After a number of fantastically bad time estimates, we are now operating on valve time, but the team is active and progress is being made. One of these days, someone might even get to see it.
2. Damage will be a mix of HP based combad and procedural damage (and a lucky shot can trash the critical systems). I would love to add dynamic fracturing if it will fit in the budget.
3. I don't know what you mean by a spacey background. There is going to be honest-to-god space, if that's what you meant. No fake space dimensions or planet backdrops. It's one of the core elements of the mod, and more than a little responsible for why the research phase took so long. I am very jealous of games with indestructable planets. They get to cheat so hard.
Right, thanks. By spacey I meant like sorta not the void, just black with stars. Thats going to be sweet. Have you figured to what extent you're going to be able to control the ships, or is it just going to be like Movecraft with up and down and forward and ninety degree turns and stuff? Wouldnt really mind that anyway if weve got swiveling cannons Thanks again.
We'll have the capacity for doing a full 6 dof rotation, complete with a quaternion orientation model, since "up" is relative. It's a little unclear, though, how players and entities are going to handle that inside a planet's gravity well. Right now we're sort of hand-waving it away with artificial gravity, so that your down is the same as the down of whatever you are standing on. Tried sliding and friction like what physics craft did, but it didn't work too well.
There are some additional videos in the channel linked on the front page, but they are all horrifically outdated. The system now works almost nothing like the one in the videos, though it looks about the same.
We'll be re-exploring our options once planetary gravity goes in, as that's going to mess with a lot of conventions.
I dunno, you probably don't need this but I was bored and reading through forums and I was like hey why not so here's a banner lol. it's very simple and all, but just for sh*ts n gigs
im currious as i have been following this mod for at least a year now are there going to be warp drives for high speed interplanetary travel. also i am currious as to how the mechanics for the atmospheric reentry will work as well as exiting the atmosphere. if i may sugest taking a look at how the galacticraft mod has done it it may give you a few rough ideas and help you to come up with your own algorithem for it.
There's not going to be a loading screen or fake dimensions, if that's what you mean. That's a big part of the long development time. Completely different voxel rendering system running in tandem with the vanilla one.
Planets themselves will be cartoon distances from one another, but that still may still span a few thousand km from one to the next. So we will have fast intra-system travel, but it will be well below lightspeed, or even relativistic speeds. Gates between solar systems are currently planned to be Portal-style and instantaneous, though we may do something with hyperspace down the road. With the new render pipeline, portal rendering is going to be really simple, at least for the non-recursive scenario, so we may end up using the effect in other places as well, for instance, lesser teleport gates which could be built by players. Game balance will be the deciding factor on that.
As far as traveling around in-atmosphere, one thing we've discussed though nothing is decided yet, is nerfing antigravity so that you have to leave the really big ships parked out in space. Instead, you'll be able to move back and forth through the use of dropships, regular small or midsized ships, space elevators, and mass drivers for freight. The idea here is to prevent planetside gameplay from getting eclipsed by space gameplay by giving them two distinct styles.
Man, that sounds like a lot when it's all listed out like this. I should probably get back to work.
lol yes get back to work jk jk but in all seriousness there is one factor with the ships being kept in the thermosphere of farther that i am not sure you looked into or not. in outer space null gravity translates the slightest movement into full fledged uncontrollable actions so if for example you were to have people only able to build the larger class of ships outside of the atmosphere then you would have to find a way to counteract the effects otherwise you will have players spinning around from trying to move even an inch. so as a side note/question how would you compensate the lack of gravity and the increased effects on the players movement? are you planning some sort of personal thruster system or were you planning on using tethers to keep them rigged to what they are working on?
ps if you guys need any help with the project such as texturing or some basic modeling i can help out if you would like
My suspicion is that an overzealous spam filter is involved somewhere along the line. Automated messages always carry some risk of getting flagged.
Maybe if you become a member of our forum you can have the super ultra beta version that doesn't exist
1. A very long time, though stuff will get released in chunks, so it is not a total loss. After a number of fantastically bad time estimates, we are now operating on valve time, but the team is active and progress is being made. One of these days, someone might even get to see it.
2. Damage will be a mix of HP based combad and procedural damage (and a lucky shot can trash the critical systems). I would love to add dynamic fracturing if it will fit in the budget.
3. I don't know what you mean by a spacey background. There is going to be honest-to-god space, if that's what you meant. No fake space dimensions or planet backdrops. It's one of the core elements of the mod, and more than a little responsible for why the research phase took so long. I am very jealous of games with indestructable planets. They get to cheat so hard.
There are some additional videos in the channel linked on the front page, but they are all horrifically outdated. The system now works almost nothing like the one in the videos, though it looks about the same.
We'll be re-exploring our options once planetary gravity goes in, as that's going to mess with a lot of conventions.
Site's down BTW.
Highland cattle, to be more specific.
Looks like the Prometheus from stargate SG-1 a bit.
Planets themselves will be cartoon distances from one another, but that still may still span a few thousand km from one to the next. So we will have fast intra-system travel, but it will be well below lightspeed, or even relativistic speeds. Gates between solar systems are currently planned to be Portal-style and instantaneous, though we may do something with hyperspace down the road. With the new render pipeline, portal rendering is going to be really simple, at least for the non-recursive scenario, so we may end up using the effect in other places as well, for instance, lesser teleport gates which could be built by players. Game balance will be the deciding factor on that.
As far as traveling around in-atmosphere, one thing we've discussed though nothing is decided yet, is nerfing antigravity so that you have to leave the really big ships parked out in space. Instead, you'll be able to move back and forth through the use of dropships, regular small or midsized ships, space elevators, and mass drivers for freight. The idea here is to prevent planetside gameplay from getting eclipsed by space gameplay by giving them two distinct styles.
Man, that sounds like a lot when it's all listed out like this. I should probably get back to work.
ps if you guys need any help with the project such as texturing or some basic modeling i can help out if you would like