I just overdosed on Planetside due to the double xp weekend...
Woke up and was worried about nearby TR, realized the TR isn't real, but then I remembered I was mortal and freaked out................ Soo I can get back to work now.
Currently finishing up drop pods for 0.1.2. Hopefully will be released tomorrow.
After that Imma work on the missile targeting system, missiles have been done since like early Febuary, but without a targeting system there's no way to appreciate them.
Plus I don't know of any other mod that uses Newtonian missiles so I feel like its important to do them well.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
I've been bashing my head because of a movement error I've been having, an Entity will flip out and have its y position rapidly oscillate between the actual position and actual poisition + 1ish, I've been told I'm either rendering wrong, my protocol is wrong, im doing bounding boxes wrong, or its vanilla's vault.... I've had this problem since the start but I'm determined to fix it now; once I do vehicles will be properly driveable.
As a result I'm going to skip 0.1.2 and go straight to releasing 0.2
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
If I gave a release date I would be making it up lol.
First off I would like to say I've been very excited over the potential of this gameplay wise and if I deny people that then I will hate myself. So you can count on me finishing it.
I spend at least half of my free time on this but I'm also writing all the new features from scratch while dealing with an API that has basically no documentation and a game engine that is half obfuscated. When things go smoothly its great but there's some issues I get that are unexplainable even after I fix them.
Anywhere from two months to a year depending on how much I need to debug.
I try to make the version reflect the approximate percent of work I have done. So since I'm working on 0.2 im nearly 20% done.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
Okay. So after staying up until 5am I FINALLY fixed the vehicle jittering problem AND refactored my vehicle interface so its much betterer and more extensible now.
Vehicles now have features for fancy death effects. Added a system so when a vehicle is at 0 health it "starts dying" where it catches on fire or its reactor melts down. It stays alive a few seconds where you can use a fire extinguisher / emergency repair kit to save it. If it gets damaged 'past being dead' by 50% its max health then it instantly explodes.
At the rate which things have been going, last night I made equivalent of a week's progress in a single day. At the moment I only have one major bug which needs fixing. So at this rate I'm going to be able to get tons of stuff done now.
Could I get someone to do crafting implementation?
Or just someone who has crafting ideas they could give them in a presentable manner?
Implementation means writing the lines for
Don't worry about the crafted ItemStack, just leave a comment saying what the recipe is and ill deal with that. Since I'm going to be using IC2 and I don't have any progress in terms of making this an addon atm I just need someone saying they will do it so I can contact them when it needs done. Also if someone wants todo the IC2 integration for me that would be a huge time saver as well.
Okay. So after staying up until 5am I FINALLY fixed the vehicle jittering problem AND refactored my vehicle interface so its much betterer and more extensible now.
Vehicles now have features for fancy death effects. Added a system so when a vehicle is at 0 health it "starts dying" where it catches on fire or its reactor melts down. It stays alive a few seconds where you can use a fire extinguisher / emergency repair kit to save it. If it gets damaged 'past being dead' by 50% its max health then it instantly explodes.
At the rate which things have been going, last night I made equivalent of a week's progress in a single day. At the moment I only have one major bug which needs fixing. So at this rate I'm going to be able to get tons of stuff done now.
Could I get someone to do crafting implementation?
Or just someone who has crafting ideas they could give them in a presentable manner?
Implementation means writing the lines for
Don't worry about the crafted ItemStack, just leave a comment saying what the recipe is and ill deal with that. Since I'm going to be using IC2 and I don't have any progress in terms of making this an addon atm I just need someone saying they will do it so I can contact them when it needs done. Also if someone wants todo the IC2 integration for me that would be a huge time saver as well.
Lolno.
Sorry I got distracted with wanting to make the vehicle interfaces long-term usable. I had it working perfectly but it wasnt extensible, so I made it extensible and in the process broke it lol. I have no idea what is wrong atm. I've gotten distracted and starting working on Equipment instead.
At this point I'm not worried about the release since it is alpha. As soon as I stabilize vehicles I'll release it. I've also added better bullet behavoir, such as no longer bouncing off water.
I am generally quite good at working out physics needed for stuff (I can easily swap coordinate system to help reduce the amount of maths needed to solve a problem), and am able to test mods quite well. If you want me to help with any testing, let me know.
The turrets are currenlty NBSI, Is there any way to set them NRDS so I can make an area, pretend it is Providence, then invade?
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
I have projects and finals coming up soon so I'm afraid I'm going to have to neglect development for about two weeks.
Thutmose is working on sentry targeting and aiming though, which is going to be a huge help.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
Ideas:
~Naval units (Subs to own them also, attack subset to own that, and ship defenses to killlight attack subs.)
~Battleships (Hey, if someone has a base in the ocean, you need something like this.)
~Carriers (Expensive mobile bases, downside is they are sub food
~Submarines
~Command console hooked up to everything. satalites, mech comms, drone commands?
~Drones (harder to make and use, less versatile than humans, just worse overall. Drones aren't very compact and room needs to be made.)
~Radar that can detect humans when they shoot guns/do certain things with energy signature. Maybe a good old radar that works like a normal one but can be jammed easily.
~Huge base mounted cannons. (If you can launch it into space on a satalite, you should be able to put it on your base fairly easy.)
~A mobile floating base for a superweapon.
~Ways to shoot down drop pods, along with ways to drop em. (Missile, gunship, satalite + teleporter)
~A research system? Modern to far future tech? Upgrades? Maybe all the extras, like huge mega cannons and making your base fly and satalite drop pod stuff, and the control console.
~Laser turrets
~Most epic idea ever. For super OP tech, you should have to make a long-range satalite beacon, and a ship will crash somewhere. Just look for the giant crater and- oh, wait- the giant alien wreckage. I mean, do you really think HUMANS could make that tech so fast? We are the race that Justin Beiber belongs to. (Or rather, is one,but belongs nowhere.)
EDIT: Probably a low chance that repeats every day, with a chance any number of things could happen to your expensive little satalite. BTW satalite has to be powerful enough to transmit galaxy's away from itself, so it will be amongst the most crazily expensive. Thought a carrier was expensive? This thing makes carriers look like coal.
EDIT 2: The ideas I have are almost all for the distant future of this mod.
~Force shield pylons that make a forcefield (MFFS Compatibility, works as projecter?)
~A way to have territory without factions (compatible though) using a nation flag (Just a fun idea. A machine you fill in pixels with, make a pattern, then make an adjustible flagpoles (telescoping, right click to extent up, shift right click to retract.)
~Buildable structures, ex. FF pylons= Tesla coil on top of mfsu on top of concrete platform which could be a 3×3 structure. More to come when I figure out how to show it all.
how long is too long to wait for an explosion to happen? I am working on explosion code, and It takes 26s to make a hole 160 blocks across and 15 deep (does account for blast resistances, so things in obsidian houses live, does not drop blocks for lag reasons).
Also, how many blocks should I put as a limit for maximum number to allow for blocks to drop?
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
The Meaning of Life, the Universe, and Everything.
Join Date:
1/20/2013
Posts:
45
Location:
Austin, TX
Minecraft:
mistertime
Xbox:
mistertime
Member Details
Been screwing with Blender. With further progress, I may be able to get together a Blender T1A Trailer. Gotta clean the house today, but I'll get to work on your skin, Khlorghaal. The Matt Smith skin is mine.
EDIT: Oh, and that red thing is a chair. There's been a lot of confusion about that.
EDIT Again:
He's terrified beacuse a T1A missile is heading at him.
how long is too long to wait for an explosion to happen?
Also, how many blocks should I put as a limit for maximum number to allow for blocks to drop?
Sure you cant introduce acceptable error or something to make it faster? I'll probably end up getting ahold of the IC2 team and ask what they did for nukes. As for drops only drop ores. But unless you think you can get at least half that speed I would work on something else for now.
~Naval units
I Suggested it in the first page of the thread. Is a definite possibility. I would include subs because why not.
~Carriers
Although this mod wont be an RP2 addon I intend it to be used with RP2 alongside IC2.
(use Frames)
~Command console hooked up to everything. satalites, mech comms, drone commands?
That is what the Commpack does.
~Drones
See the lower half of page 2 this thread.
~Radar that can detect... do certain things with energy signature. Maybe a good old radar that works like a normal one but can be jammed easily.
I currently haven't started any work on radar yet. Something like that.
~Huge base mounted cannons. (If you can launch it into space on a satalite, you should be able to put it on your base fairly easy.)
Turrets come in small med and large sizes. Large turrets will be able to mount heavy artillery and RPCs.
As for making equivalent of laser satellites availible as a heavy weapon I would make RPCs the same as the satellite lasers (technically no longer lasers then). I'll consider it.
~A mobile floating base for a superweapon.
The Corax
is going to be pretty scary. I dunno about a superweapon though.
~Ways to shoot down drop pods, along with ways to drop em. (Missile, gunship, satalite + teleporter)
PD weapons will shoot at drop pods the same as they do missiles.
~A research system?
No. If you've ever played IC2 you know that just having a high tech machine room is the equivalent of that. I could add a system with like weapon/armor bonuses or w/e but it would ultimately be way too much coding for a minor feature.
~Laser turrets
Turrets use the same equipment system as vehicles.
~a long-range satalite beacon, and a ship will crash somewhere.
Version 2 (if I ever make it) will have an orbit dimension with realistic-y orbital mechanics, asteroids and stuff. You will be able to deorbit them and crash them into bases if you're skilled enough.
~BTW satalite has to be powerful enough to transmit galaxy's away from itself
wat
~Force shield pylons that make a forcefield (MFFS Compatibility, works as projecter?)
Read the posts by and my replies to Apoa
~A way to have territory without factions...
Factions serve two purposes.
Mainly as an FoF system for turrets / radar.
And each faction is able to claim 4 chunks with perfect protection with no exceptions. That way you can actually make a nice base without having it raided in 5 minutes when you're offline.
Been screwing with Blender. With further progress, I may be able to get together a Blender T1A Trailer.
I've definitely been thinking of making a trailer along with a few other video ideas I have. I was thinking of using (ofc cropped without the hitler bit). I'm a complete electrohead so I may be biased, but I think it fits the theme of this mod well.
I dunno about blender; I was thinking actual gameplay would work.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
I got the turrets to only try to shoot targets which they can actually hit (i.e. no more trying to aim at things on other sides of walls.
I got the ICBM to follow a ballistic trajectory, with a fairly realistic boost phase/terminal phase.
I got the hole/damage part of the explosion code done. here are some pics
This is the version that just destroys anything but bedrock. This hole is 39 blocks deep and took about 2 seconds to make. you can see it grow, it starts at where the missile hit and expands outwards.
This one took quite a lot longer to make, it takes about 5-12 seconds (depending on whether my computer likes java at the time, 1.5GHz, quad core A-6 processor for reference)
Why make that 5-12s code when I have a giant explosion that takes 2s? Because of this: This shows that my explosion method respects blast resistance, and does so much more efficiently than any of the other explosion methods I have seen (note the lack of loose blocks around the edges). The reason for the step from stone to dirt is due to the decreasing blast resistance with distance.
TODO:
Plumes on the explosions, Mushroom clouds are the best part of large explosions right?.
edit the missile code so that they disappear above a certain height, then at the correct time, reappear near the target and finish their trajectory (this is to allow inter-chunk warfare without chunkloading missiles for pvp related reasons). Might try to make the missiles load chunks anyway, but not let them finish terminal phase unless the chunk is occupied.
improve turret AI to only target certain mobs, waiting on the faction code for that.
Edit: here is a reference example of the blast in a homogeneous material, to show that the above pattern is really due to blast resistance of the rock, the blast is set to be hyperbolic rather than perfectly spherical as this better mimics pressure effects of actual explosions. I could also do parabolic ones, but decided on hyperbolic instead.
Testing in a real (not flat) world results in this:
As well as some errors about ticks out of sync sometimes. I need to get to fixing that now.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Did you ever consider powering the mechs with nuclear energy? for instance, when you need to power them, you have to place uranium cells in the mech? and when they die, the cells overload and explode!
High tech vehicles explode when they die. They will use any IC2 power storing item, that is batteries, energy crystals, and lapotrons. I don't really plan on giving them onboard reactors because I don't see much reason to.
To restate Thutmose: Explosions are multithreaded. Meaning you can set off tons of them and your world will barely lag.
I am in the process of refining my plume calculations, but here is where I am right now: Note, according to the server log, this whole explosion took 2 seconds to generate, including the particle effects.
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Woke up and was worried about nearby TR, realized the TR isn't real, but then I remembered I was mortal and freaked out................ Soo I can get back to work now.
Currently finishing up drop pods for 0.1.2. Hopefully will be released tomorrow.
After that Imma work on the missile targeting system, missiles have been done since like early Febuary, but without a targeting system there's no way to appreciate them.
Plus I don't know of any other mod that uses Newtonian missiles so I feel like its important to do them well.
I agree. Anyone fall for that MC 2.0 joke?
As a result I'm going to skip 0.1.2 and go straight to releasing 0.2
If I gave a release date I would be making it up lol.
First off I would like to say I've been very excited over the potential of this gameplay wise and if I deny people that then I will hate myself. So you can count on me finishing it.
I spend at least half of my free time on this but I'm also writing all the new features from scratch while dealing with an API that has basically no documentation and a game engine that is half obfuscated. When things go smoothly its great but there's some issues I get that are unexplainable even after I fix them.
Anywhere from two months to a year depending on how much I need to debug.
I try to make the version reflect the approximate percent of work I have done. So since I'm working on 0.2 im nearly 20% done.
Okay. So after staying up until 5am I FINALLY fixed the vehicle jittering problem AND refactored my vehicle interface so its much betterer and more extensible now.
Vehicles now have features for fancy death effects. Added a system so when a vehicle is at 0 health it "starts dying" where it catches on fire or its reactor melts down. It stays alive a few seconds where you can use a fire extinguisher / emergency repair kit to save it. If it gets damaged 'past being dead' by 50% its max health then it instantly explodes.
At the rate which things have been going, last night I made equivalent of a week's progress in a single day. At the moment I only have one major bug which needs fixing. So at this rate I'm going to be able to get tons of stuff done now.
Could I get someone to do crafting implementation?
Or just someone who has crafting ideas they could give them in a presentable manner?
Implementation means writing the lines for
Don't worry about the crafted ItemStack, just leave a comment saying what the recipe is and ill deal with that. Since I'm going to be using IC2 and I don't have any progress in terms of making this an addon atm I just need someone saying they will do it so I can contact them when it needs done.
Also if someone wants todo the IC2 integration for me that would be a huge time saver as well.
Is this in the download?
http://www.minecraftforum.net/topic/817769-did-the-terrain-become-boring-1000-supporters/
Lolno.
Sorry I got distracted with wanting to make the vehicle interfaces long-term usable. I had it working perfectly but it wasnt extensible, so I made it extensible and in the process broke it lol. I have no idea what is wrong atm. I've gotten distracted and starting working on Equipment instead.
At this point I'm not worried about the release since it is alpha. As soon as I stabilize vehicles I'll release it. I've also added better bullet behavoir, such as no longer bouncing off water.
The turrets are currenlty NBSI, Is there any way to set them NRDS so I can make an area, pretend it is Providence, then invade?
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
Thutmose is working on sentry targeting and aiming though, which is going to be a huge help.
~Naval units (Subs to own them also, attack subset to own that, and ship defenses to killlight attack subs.)
~Battleships (Hey, if someone has a base in the ocean, you need something like this.)
~Carriers (Expensive mobile bases, downside is they are sub food
~Submarines
~Command console hooked up to everything. satalites, mech comms, drone commands?
~Drones (harder to make and use, less versatile than humans, just worse overall. Drones aren't very compact and room needs to be made.)
~Radar that can detect humans when they shoot guns/do certain things with energy signature. Maybe a good old radar that works like a normal one but can be jammed easily.
~Huge base mounted cannons. (If you can launch it into space on a satalite, you should be able to put it on your base fairly easy.)
~A mobile floating base for a superweapon.
~Ways to shoot down drop pods, along with ways to drop em. (Missile, gunship, satalite + teleporter)
~A research system? Modern to far future tech? Upgrades? Maybe all the extras, like huge mega cannons and making your base fly and satalite drop pod stuff, and the control console.
~Laser turrets
~Most epic idea ever. For super OP tech, you should have to make a long-range satalite beacon, and a ship will crash somewhere. Just look for the giant crater and- oh, wait- the giant alien wreckage. I mean, do you really think HUMANS could make that tech so fast? We are the race that Justin Beiber belongs to. (Or rather, is one,but belongs nowhere.)
EDIT: Probably a low chance that repeats every day, with a chance any number of things could happen to your expensive little satalite. BTW satalite has to be powerful enough to transmit galaxy's away from itself, so it will be amongst the most crazily expensive. Thought a carrier was expensive? This thing makes carriers look like coal.
EDIT 2: The ideas I have are almost all for the distant future of this mod.
~Force shield pylons that make a forcefield (MFFS Compatibility, works as projecter?)
~A way to have territory without factions (compatible though) using a nation flag (Just a fun idea. A machine you fill in pixels with, make a pattern, then make an adjustible flagpoles (telescoping, right click to extent up, shift right click to retract.)
~Buildable structures, ex. FF pylons= Tesla coil on top of mfsu on top of concrete platform which could be a 3×3 structure. More to come when I figure out how to show it all.
Also, how many blocks should I put as a limit for maximum number to allow for blocks to drop?
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
EDIT: Oh, and that red thing is a chair. There's been a lot of confusion about that.
EDIT Again:
He's terrified beacuse a T1A missile is heading at him.
Sure you cant introduce acceptable error or something to make it faster? I'll probably end up getting ahold of the IC2 team and ask what they did for nukes. As for drops only drop ores. But unless you think you can get at least half that speed I would work on something else for now.
~Naval units
I Suggested it in the first page of the thread. Is a definite possibility. I would include subs because why not.
~Carriers
Although this mod wont be an RP2 addon I intend it to be used with RP2 alongside IC2.
(use Frames)
~Command console hooked up to everything. satalites, mech comms, drone commands?
That is what the Commpack does.
~Drones
See the lower half of page 2 this thread.
~Radar that can detect... do certain things with energy signature. Maybe a good old radar that works like a normal one but can be jammed easily.
I currently haven't started any work on radar yet. Something like that.
~Huge base mounted cannons. (If you can launch it into space on a satalite, you should be able to put it on your base fairly easy.)
Turrets come in small med and large sizes. Large turrets will be able to mount heavy artillery and RPCs.
As for making equivalent of laser satellites availible as a heavy weapon I would make RPCs the same as the satellite lasers (technically no longer lasers then). I'll consider it.
~A mobile floating base for a superweapon.
The Corax
is going to be pretty scary. I dunno about a superweapon though.
~Ways to shoot down drop pods, along with ways to drop em. (Missile, gunship, satalite + teleporter)
PD weapons will shoot at drop pods the same as they do missiles.
~A research system?
No. If you've ever played IC2 you know that just having a high tech machine room is the equivalent of that. I could add a system with like weapon/armor bonuses or w/e but it would ultimately be way too much coding for a minor feature.
~Laser turrets
Turrets use the same equipment system as vehicles.
~a long-range satalite beacon, and a ship will crash somewhere.
Version 2 (if I ever make it) will have an orbit dimension with realistic-y orbital mechanics, asteroids and stuff. You will be able to deorbit them and crash them into bases if you're skilled enough.
~BTW satalite has to be powerful enough to transmit galaxy's away from itself
wat
~Force shield pylons that make a forcefield (MFFS Compatibility, works as projecter?)
Read the posts by and my replies to Apoa
~A way to have territory without factions...
Factions serve two purposes.
Mainly as an FoF system for turrets / radar.
And each faction is able to claim 4 chunks with perfect protection with no exceptions. That way you can actually make a nice base without having it raided in 5 minutes when you're offline.
I've definitely been thinking of making a trailer along with a few other video ideas I have. I was thinking of using (ofc cropped without the hitler bit). I'm a complete electrohead so I may be biased, but I think it fits the theme of this mod well.
I dunno about blender; I was thinking actual gameplay would work.
I got the turrets to only try to shoot targets which they can actually hit (i.e. no more trying to aim at things on other sides of walls.
I got the ICBM to follow a ballistic trajectory, with a fairly realistic boost phase/terminal phase.
I got the hole/damage part of the explosion code done. here are some pics
This is the version that just destroys anything but bedrock. This hole is 39 blocks deep and took about 2 seconds to make. you can see it grow, it starts at where the missile hit and expands outwards.
This one took quite a lot longer to make, it takes about 5-12 seconds (depending on whether my computer likes java at the time, 1.5GHz, quad core A-6 processor for reference)
Why make that 5-12s code when I have a giant explosion that takes 2s? Because of this: This shows that my explosion method respects blast resistance, and does so much more efficiently than any of the other explosion methods I have seen (note the lack of loose blocks around the edges). The reason for the step from stone to dirt is due to the decreasing blast resistance with distance.
TODO:
Plumes on the explosions, Mushroom clouds are the best part of large explosions right?.
edit the missile code so that they disappear above a certain height, then at the correct time, reappear near the target and finish their trajectory (this is to allow inter-chunk warfare without chunkloading missiles for pvp related reasons). Might try to make the missiles load chunks anyway, but not let them finish terminal phase unless the chunk is occupied.
improve turret AI to only target certain mobs, waiting on the faction code for that.
Edit: here is a reference example of the blast in a homogeneous material, to show that the above pattern is really due to blast resistance of the rock, the blast is set to be hyperbolic rather than perfectly spherical as this better mimics pressure effects of actual explosions. I could also do parabolic ones, but decided on hyperbolic instead.
Testing in a real (not flat) world results in this:
As well as some errors about ticks out of sync sometimes. I need to get to fixing that now.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires
High tech vehicles explode when they die. They will use any IC2 power storing item, that is batteries, energy crystals, and lapotrons. I don't really plan on giving them onboard reactors because I don't see much reason to.
To restate Thutmose: Explosions are multithreaded. Meaning you can set off tons of them and your world will barely lag.
I am in the process of refining my plume calculations, but here is where I am right now: Note, according to the server log, this whole explosion took 2 seconds to generate, including the particle effects.
Thut's Mods
To get the mobs, install the resource pack on the github, or use the Pokécube Mobs mod below.
Sounds, Textures and additional Pokemobs can be added by also using the following mod:
note that Pokécube Core requires