Dang - Single Player Commands is incompatible with Cubic Chunks. So much for my 73.5-billion block easter-egg ship. :sad.gif:
I admit it was a little ambitious, but t/stack can do some amazing things. It would have been great.
The fact that I just finished training 5,000 longbow men probably helped. That added about 40,000 more power points. What? On one of my worlds (labelled World X) I had Cubic Chunks, the Zeppelin Mod, TMI, Single Player Commands, and Industrial Craft.
The fact that I just finished training 5,000 longbow men probably helped. That added about 40,000 more power points. What? On one of my worlds (labelled World X) I had Cubic Chunks, the Zeppelin Mod, TMI, Single Player Commands, and Industrial Craft.
Really? How did you get SPC and CC to work together? They both modify di.class, and using them together gave me the 'saving chunks' freeze. If you can help, I'd really appreciate it.
Rollback Post to RevisionRollBack
May the Force be with you. Unless you're a troll, in which case, may the farce be with you.
Really? How did you get SPC and CC to work together? They both modify di.class, and using them together gave me the 'saving chunks' freeze. If you can help, I'd really appreciate it.
I had no idea they were incompatible, I just installed them like normal. I think I installed SPC first, if that helps. Also, isn't there a Modloader and non-Modloader version of CC?
Also, I like how you convenient forgot to mention that the first half of my post was from a completely different game.
This mod looks awesome, please tell me you can complete it?
Yes. Most of the technical hurdles have already been solved or have solutions in various states of development. So far, I've seen nothing to indicate that we won't be able to complete this mod. Getting the new engine code implemented within the Minecraft framework without completely trashing the existing code has been proving more difficult than anticipated, but even that looks to just be a mater of time.
About the only gray area left is with server-side control and scripting, which is to say the things that will give Futurecraft its MMO capacity. Our server coder is away right now, and I'm a little fuzzy on his plans.
If anyone has any specific questions or concerns regarding the abilities of the Futurecraft engine, I would be happy to explain what we are doing in greater detail.
Things I can talk about:
Large flyable ships, concurrent worlds and portals, collision/physics model, spherical and finite planet creation, space, inter-server travel, enhanced render engine, improved network protocol.
Really? How did you get SPC and CC to work together? They both modify di.class, and using them together gave me the 'saving chunks' freeze. If you can help, I'd really appreciate it.
Cubic Chunks used to work fine with Single Player Commands, at least in mcb1.7.3. I'm thinking that they started overlapping on that class with mc 1.0.0? This will need to be looked into, SPC is very useful.
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
Yes. Most of the technical hurdles have already been solved or have solutions in various states of development. So far, I've seen nothing to indicate that we won't be able to complete this mod. Getting the new engine code implemented within the Minecraft framework without completely trashing the existing code has been proving more difficult than anticipated, but even that looks to just be a mater of time.
About the only gray area left is with server-side control and scripting, which is to say the things that will give Futurecraft its MMO capacity. Our server coder is away right now, and I'm a little fuzzy on his plans.
If anyone has any specific questions or concerns regarding the abilities of the Futurecraft engine, I would be happy to explain what we are doing in greater detail.
Things I can talk about:
Large flyable ships, concurrent worlds and portals, collision/physics model, spherical and finite planet creation, space, inter-server travel, enhanced render engine, improved network protocol.
before you add multiplayer i think you should release single player version of the mod for testing purposes. This would help you find any bugs you might have missed and to find out how well it works on other peoples computers. It would also renew peoples intrest in the mod.
I had no idea they were incompatible, I just installed them like normal. I think I installed SPC first, if that helps. Also, isn't there a Modloader and non-Modloader version of CC?
Also, I like how you convenient forgot to mention that the first half of my post was from a completely different game.
Thank you for helping. I will try that. I guess I did forget to mention that, didn't I? It didn't seem relevant.
before you add multiplayer i think you should release single player version of the mod for testing purposes. This would help you find any bugs you might have missed and to find out how well it works on other peoples computers. It would also renew peoples intrest in the mod.
I agree with this. I mostly play SSP, and this sounds like a lot of fun.
Cubic Chunks used to work fine with Single Player Commands, at least in mcb1.7.3. I'm thinking that they started overlapping on that class with mc 1.0.0? This will need to be looked into, SPC is very useful.
I think you are correct. There was a list of the classes the 1.7.3 CC overwrote, and di.class wasn't on there. Unfortunately, the link for the 1.7.3 version seems to be broken.
Rollback Post to RevisionRollBack
May the Force be with you. Unless you're a troll, in which case, may the farce be with you.
sorry if this has been asked already, but how is space going to be done i dont mean space near severs, but deep space (i think thats the right term).
Space is a new kind of world object which doesn't have a native block grid. Instead, it simply hosts ship objects, each of which has their own world and block grid, but sized to take up the minimum space around the ship. As a result, the overall cost of a tick is drastically reduced, and as there are orders less geometry on the screen, the draw distance can be increased dramatically. Additionally, things in space like ships, stations, and orbiting objects will be able to maintain local orientations, so you will be able to move around with a true 6 degrees of freedom (though I need to make sure it won't get too disorienting. Maybe we'll have a setting for basic and advanced controls).
That's basically it. Everything runs off the concurrent world model, which allows for multiple worlds to occupy the same physical space and allows entities to transition seamlessly between them. It's a pretty complicated piece of code itself, but it simplifies the code for everything that uses it, so it should be worth it in the long run.
If you are asking about the space between star systems, it is handled by whatever server you are in, and it will just be empty space. The only way to travel to another system is warp gates.
Why do we need to move anything? If we can transfer data we can "teleport" (clone our selves with perfected cloning technology with all our memories in another location, while eliminating the original) to other locations. The only problem with this is that we wouldn't be able to take the ships or items with us, meaning ships would all be short range and the biggest resource cost would be to the recieving location, as the clone would need to rebuild any equipment they wanted.
P.S. I really like the idea for the battle armour, imagine a server of them dropping down from a ship in orbit to take over a planet.
Well, this is a very unconventional way to transport objects.
1. The speed in which data can travel:
The fastest way to transfer data with by light speed, it would take thousands of years by transfering data that was.
2. Cloning:
is very risky when using a teleporter. Atoms can be placed in the wrong order and you will be either deformed or killed.
3. The amount of data:
Just teleporting a human would take thousands or millions of terabytes. Super computers maybe, but transporting fleets would be extraordinarily complicated and the facility needed to do all of this would be huge.
4: The cost of energy
Lots and lots of energy.....
Just making a wormhole or a "space wave would be best"
Example of a bad ship, and the effects of me yelling at its maker.
Chill out, dude. Give him SOME credit for effort. Atleast he tried. Heh. Makin a super large starship isn't a walk in the park you know, all due respect.
If anyone has any specific questions or concerns regarding the abilities of the Futurecraft engine, I would be happy to explain what we are doing in greater detail.
Things I can talk about:
Large flyable ships, concurrent worlds and portals, collision/physics model, spherical and finite planet creation, space, inter-server travel, enhanced render engine, improved network protocol.
Well, this is a very unconventional way to transport objects.
1. The speed in which data can travel:
The fastest way to transfer data with by light speed, it would take thousands of years by transfering data that was.
2. Cloning:
is very risky when using a teleporter. Atoms can be placed in the wrong order and you will be either deformed or killed.
3. The amount of data:
Just teleporting a human would take thousands or millions of terabytes. Super computers maybe, but transporting fleets would be extraordinarily complicated and the facility needed to do all of this would be huge.
4: The cost of energy
Lots and lots of energy.....
Just making a wormhole or a "space wave would be best"
Ok, lets just use ships, whatever saves more power is better.
Space is a new kind of world object which doesn't have a native block grid. Instead, it simply hosts ship objects, each of which has their own world and block grid, but sized to take up the minimum space around the ship. As a result, the overall cost of a tick is drastically reduced, and as there are orders less geometry on the screen, the draw distance can be increased dramatically. Additionally, things in space like ships, stations, and orbiting objects will be able to maintain local orientations, so you will be able to move around with a true 6 degrees of freedom (though I need to make sure it won't get too disorienting. Maybe we'll have a setting for basic and advanced controls).
That's basically it. Everything runs off the concurrent world model, which allows for multiple worlds to occupy the same physical space and allows entities to transition seamlessly between them. It's a pretty complicated piece of code itself, but it simplifies the code for everything that uses it, so it should be worth it in the long run.
If you are asking about the space between star systems, it is handled by whatever server you are in, and it will just be empty space. The only way to travel to another system is warp gates.
I think you are correct. There was a list of the classes the 1.7.3 CC overwrote, and di.class wasn't on there. Unfortunately, the link for the 1.7.3 version seems to be broken.
Well, with Robinton's permission; I have an emergency folder on my MediaFire with some of Robinton's Mods in it linked to near the top of the OP in my Higher Worlds thread. You can get the final version of CC for mc b1.7.3 there as well as some other things. :wink.gif:
Space is a new kind of world object which doesn't have a native block grid. Instead, it simply hosts ship objects, each of which has their own world and block grid, but sized to take up the minimum space around the ship. As a result, the overall cost of a tick is drastically reduced, and as there are orders less geometry on the screen, the draw distance can be increased dramatically. Additionally, things in space like ships, stations, and orbiting objects will be able to maintain local orientations, so you will be able to move around with a true 6 degrees of freedom (though I need to make sure it won't get too disorienting. Maybe we'll have a setting for basic and advanced controls).
That's basically it. Everything runs off the concurrent world model, which allows for multiple worlds to occupy the same physical space and allows entities to transition seamlessly between them. It's a pretty complicated piece of code itself, but it simplifies the code for everything that uses it, so it should be worth it in the long run.
If you are asking about the space between star systems, it is handled by whatever server you are in, and it will just be empty space. The only way to travel to another system is warp gates.
fr0stbyte124; What you are doing is truly amazing. You really should hear that every single day, and you will once more people realize and understand what exactly it is that you are doing. This poor little Minecraft Engine, it's being warped and outright bent & folded into shapes it's creator never even imagined, heh heh. :wink.gif:
Well, with Robinton's permission; I have an emergency folder on my MediaFire with some of Robinton's Mods in it linked to near the top of the OP in my Higher Worlds thread. You can get the final version of CC for mc b1.7.3 there as well as some other things. :wink.gif:
fr0stbyte124; What you are doing is truly amazing. You really should hear that every single day, and you will once more people realize and understand what exactly it is that you are doing. This poor little Minecraft Engine, it's being warped and outright bent & folded into shapes it's creator never even imagined, heh heh. :wink.gif:
Is there actually any game that does what this mod will do?
fr0stbyte124; What you are doing is truly amazing. You really should hear that every single day, and you will once more people realize and understand what exactly it is that you are doing. This poor little Minecraft Engine, it's being warped and outright bent & folded into shapes it's creator never even imagined, heh heh. :wink.gif:
Pretty much the moment I went to fr0stbyte124's dev log, I realized he was a genious, and was doing amazing things.
Well, this is a very unconventional way to transport objects.
1. The speed in which data can travel:
The fastest way to transfer data with by light speed, it would take thousands of years by transfering data that was.
2. Cloning:
is very risky when using a teleporter. Atoms can be placed in the wrong order and you will be either deformed or killed.
3. The amount of data:
Just teleporting a human would take thousands or millions of terabytes. Super computers maybe, but transporting fleets would be extraordinarily complicated and the facility needed to do all of this would be huge.
4: The cost of energy
Lots and lots of energy.....
Just making a wormhole or a "space wave would be best"
Dude. it's ****ing MineCraft. You know why the finickisation over the teleportation
doesn't matter? Because this is a game where this:
isn't a horrible tragedy and showcase of alcohol abuse that will make international news. Just saying.
You know there is more than one page to that thread...right?
I admit it was a little ambitious, but t/stack can do some amazing things. It would have been great.
Really? How did you get SPC and CC to work together? They both modify di.class, and using them together gave me the 'saving chunks' freeze. If you can help, I'd really appreciate it.
I had no idea they were incompatible, I just installed them like normal. I think I installed SPC first, if that helps. Also, isn't there a Modloader and non-Modloader version of CC?
Also, I like how you convenient forgot to mention that the first half of my post was from a completely different game.
Yes. Most of the technical hurdles have already been solved or have solutions in various states of development. So far, I've seen nothing to indicate that we won't be able to complete this mod. Getting the new engine code implemented within the Minecraft framework without completely trashing the existing code has been proving more difficult than anticipated, but even that looks to just be a mater of time.
About the only gray area left is with server-side control and scripting, which is to say the things that will give Futurecraft its MMO capacity. Our server coder is away right now, and I'm a little fuzzy on his plans.
If anyone has any specific questions or concerns regarding the abilities of the Futurecraft engine, I would be happy to explain what we are doing in greater detail.
Things I can talk about:
Large flyable ships, concurrent worlds and portals, collision/physics model, spherical and finite planet creation, space, inter-server travel, enhanced render engine, improved network protocol.
Cubic Chunks used to work fine with Single Player Commands, at least in mcb1.7.3. I'm thinking that they started overlapping on that class with mc 1.0.0? This will need to be looked into, SPC is very useful.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
before you add multiplayer i think you should release single player version of the mod for testing purposes. This would help you find any bugs you might have missed and to find out how well it works on other peoples computers. It would also renew peoples intrest in the mod.
Thank you for helping. I will try that. I guess I did forget to mention that, didn't I? It didn't seem relevant.
I agree with this. I mostly play SSP, and this sounds like a lot of fun.
I think you are correct. There was a list of the classes the 1.7.3 CC overwrote, and di.class wasn't on there. Unfortunately, the link for the 1.7.3 version seems to be broken.
Space is a new kind of world object which doesn't have a native block grid. Instead, it simply hosts ship objects, each of which has their own world and block grid, but sized to take up the minimum space around the ship. As a result, the overall cost of a tick is drastically reduced, and as there are orders less geometry on the screen, the draw distance can be increased dramatically. Additionally, things in space like ships, stations, and orbiting objects will be able to maintain local orientations, so you will be able to move around with a true 6 degrees of freedom (though I need to make sure it won't get too disorienting. Maybe we'll have a setting for basic and advanced controls).
That's basically it. Everything runs off the concurrent world model, which allows for multiple worlds to occupy the same physical space and allows entities to transition seamlessly between them. It's a pretty complicated piece of code itself, but it simplifies the code for everything that uses it, so it should be worth it in the long run.
If you are asking about the space between star systems, it is handled by whatever server you are in, and it will just be empty space. The only way to travel to another system is warp gates.
Well, this is a very unconventional way to transport objects.
1. The speed in which data can travel:
The fastest way to transfer data with by light speed, it would take thousands of years by transfering data that was.
2. Cloning:
is very risky when using a teleporter. Atoms can be placed in the wrong order and you will be either deformed or killed.
3. The amount of data:
Just teleporting a human would take thousands or millions of terabytes. Super computers maybe, but transporting fleets would be extraordinarily complicated and the facility needed to do all of this would be huge.
4: The cost of energy
Lots and lots of energy.....
Just making a wormhole or a "space wave would be best"
Chill out, dude. Give him SOME credit for effort. Atleast he tried. Heh. Makin a super large starship isn't a walk in the park you know, all due respect.
How will the planet creation be handled?
Ok, lets just use ships, whatever saves more power is better.
Thanks, I think that answers my question.
Well, with Robinton's permission; I have an emergency folder on my MediaFire with some of Robinton's Mods in it linked to near the top of the OP in my Higher Worlds thread. You can get the final version of CC for mc b1.7.3 there as well as some other things. :wink.gif:
fr0stbyte124; What you are doing is truly amazing. You really should hear that every single day, and you will once more people realize and understand what exactly it is that you are doing. This poor little Minecraft Engine, it's being warped and outright bent & folded into shapes it's creator never even imagined, heh heh. :wink.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Is there actually any game that does what this mod will do?
Pretty much the moment I went to fr0stbyte124's dev log, I realized he was a genious, and was doing amazing things.
Dude. it's ****ing MineCraft. You know why the finickisation over the teleportation
doesn't matter? Because this is a game where this:
isn't a horrible tragedy and showcase of alcohol abuse that will make international news. Just saying.