Any way us fans of T1A can find out when it is released?
I keep a public Facebook page
I will likely name the engine Maxel, material-pixel. The game itself will have multiple releases with differing gameplay styles and names. As soon as I get multichunk collisions working I'll release a free indev version, which will be much sooner than would've been T1A's next big update.
As for explosions, the engine is written using java, so I'm actually able to salvage a fair amount of work I did, in this case, Thut's.
My exp with minecraft has taught me what not todo, what todo, and howto do it. I have very high hopes for this.
dude i am sad to see the mod go and it had such great potential *sigh* another great and awesome and epic mod gone to the trash can this is a sad day for everybody who loved this mod including me anyway on a related note will the game cost anything if it does how much again im sad to see the mod go so goodluck on the game hope its realesed soon
The mechs and other models need work and I'll be happy to see them when done. If you want this to be industrial maybe you could incorporate it with thermal expansion and use RF for power and for weapons, you could get some pretty awesome things!
*Sigh*... another great mod abandoned.
I am sorry to see this go, mostly because I really liked the explosives mechanics.
And the satellites.
And the guns.
And just about everything else.
I wish you the best of luck on your game, Khlorghaal. It sounds awesome.
Any way us fans of T1A can find out when it is released?
Indeed, although I will not be actively developing myself, I will still help whoever decides to take it up. And if other mods want to incorporate features then I will brief them on the design patterns of those features
I'll be creating a git as soon as I figure out how I want to make it.
Indeed, although I will not be actively developing myself, I will still help whoever decides to take it up. And if other mods want to incorporate features then I will brief them on the design patterns of those features
I'll be creating a git as soon as I figure out how I want to make it.
Khloghaal dont give up on this mod i have a lot hopes to this mod dude also i have areally awsome idea why wont you and flan work together it would be so damn cool just imagine it
I've given up on T1A todo something hopefully much better and profitable. Feel free to use the source and everything else on the git.
T1A's source hasn't changed much since the last release, so to play it just download it from the first post on the thread
Flan you will be interested in package smallarms, namely SmallarmLoading.java, ItemGunPart.java; and package ammostuff. Thats where I do all the fancy stuff with different ammo types. I'll probably have to brief you on it more, but it will be worth.
EntityProjectile contains the fancy optimized collision detection and ricochet for bullets and grenades.
Calclavia you will be interested in package explosions, Thutmose's code is mostly (but poorly) contained in ExplosionCustom. The Blamballberblerber is the nuke testing device.
Both of you will very much like CubeRenderer and common\explosion\EntitySmoke, although the GPU acceleration isnt functional at all where I left it, its still far better than vanilla particles
Fr0st, I'm not sure what you will be interested in because I'm not sure you would even know that lol.
You would probably be best copying smallarms and what half-baked stuff for mechs I have. But with FC's current state I'm sure its not worth copying any of it at the moment for maintainability reasons.
But when you're ready for that sort of thing don't forget its there.
If any of you have questions about the design feel free to hit me on skype:khlorghaal.
I feel very guilty about leaving my mod so I will help you all salvage as much use out of it as possible.
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
I think if you ever go back to this mod, or for the game engine you're making, you should add a movement system that allows you to do things like duck, crouch, dive for cover, etc. That would help improve the balance of the system.
I think if you ever go back to this mod, or for the game engine you're making, you should add a movement system that allows you to do things like duck, crouch, dive for cover, etc. That would help improve the balance of the system.
I was planning on packaging T1A with Smart Moving.
Player movement in my engine will be very flexible since I'm making everything based on physics. I don't want to discuss it too much here because off topic plus I don't want to reveal too much this early.
The big class is EquipmentFacade which ties subsystems and inventory together, aggregate an instance of it onto any Entity implementing IEquipmentAcceptor.
EntityTechVehicle is meant to be extended to make stuff like mechs and planes.
EquipmentSystem should be extended to make a type of equipment which functions as a group, like shields
Sadly I left most of it in a broken state, but theres still the useful design patterns there
Message me on skype if you have questions
Rollback Post to RevisionRollBack
[ Type 1 Anarchy ] - 3D guns - Mechs - Missiles - Turrets - Frikkin Laser Beams
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So will there be a page for the engine? I would love to be updated on the engine's progress and such. I've played with the mod and it seems to have a lot of potential for an engine. I would also suggest more diversity for the vehicles i.e. more air-bound vehicles and different types of mechs and such.
I keep a public Facebook page
I will likely name the engine Maxel, material-pixel. The game itself will have multiple releases with differing gameplay styles and names. As soon as I get multichunk collisions working I'll release a free indev version, which will be much sooner than would've been T1A's next big update.
As for explosions, the engine is written using java, so I'm actually able to salvage a fair amount of work I did, in this case, Thut's.
My exp with minecraft has taught me what not todo, what todo, and howto do it. I have very high hopes for this.
Indeed, although I will not be actively developing myself, I will still help whoever decides to take it up. And if other mods want to incorporate features then I will brief them on the design patterns of those features
I'll be creating a git as soon as I figure out how I want to make it.
If you would just read my previous posts on the last page...
I think if you ever go back to this mod, or for the game engine you're making, you should add a movement system that allows you to do things like duck, crouch, dive for cover, etc. That would help improve the balance of the system.
I was planning on packaging T1A with Smart Moving.
Player movement in my engine will be very flexible since I'm making everything based on physics. I don't want to discuss it too much here because off topic plus I don't want to reveal too much this early.
Which part?
Controls
Subsystems
Equipment inventory
Weapons
hit me on skype:khlorghaal
well Controls, subsystem, and equipment inventory
https://github.com/khlorghaal/t1a/tree/master/typ1a/common/Equipment
contains the bulk of it. Its not organized as well as it should be and lacks a macrodoc.
The big class is EquipmentFacade which ties subsystems and inventory together, aggregate an instance of it onto any Entity implementing IEquipmentAcceptor.
EntityTechVehicle is meant to be extended to make stuff like mechs and planes.
EquipmentSystem should be extended to make a type of equipment which functions as a group, like shields
Sadly I left most of it in a broken state, but theres still the useful design patterns there
Message me on skype if you have questions