interesting a bit to long beginning and sounds like a custom map story and im confused about a few things this is a multiplayer mod and traveling servers seem more like a notch approved thing why not add new dimensions if you think you already answer this once again i became confused
interesting a bit to long beginning and sounds like a custom map story and im confused about a few things this is a multiplayer mod and traveling servers seem more like a notch approved thing why not add new dimensions if you think you already answer this once again i became confused
Umm... Yes. Well. I'll try to answer this. In the future, periods are handy things.
Adding new dimensions is totally different from adding inter-server travel. This is not a custom map, it is (or will be) a total conversion mod (although at some point it starts being a space-warfare MMO). And yes, it is long.
Rollback Post to RevisionRollBack
May the Force be with you. Unless you're a troll, in which case, may the farce be with you.
Well, almost done building my Companion class Corvette, a cheap and reliable weapons platform with fighter launching capabilities.
Only problem is, I've populated the Bridge areas and the forward hangar section, but I'm at a loss as to what to put at the section below the Bridge. Two levels, and the only things I can think of are - An Engineering Bay, A Drive Bay, Secondary Command, Barracks, Recreational facilities, and Docking. This still leaves a ton of space left :sad.gif:
Any ideas?
Well, almost done building my Companion class Corvette, a cheap and reliable weapons platform with fighter launching capabilities.
Only problem is, I've populated the Bridge areas and the forward hangar section, but I'm at a loss as to what to put at the section below the Bridge. Two levels, and the only things I can think of are - An Engineering Bay, A Drive Bay, Secondary Command, Barracks, Recreational facilities, and Docking. This still leaves a ton of space left :sad.gif:
Any ideas?
Well, its nicer than some of the ships here on this topic and the forum!
Well, almost done building my Companion class Corvette, a cheap and reliable weapons platform with fighter launching capabilities.
Only problem is, I've populated the Bridge areas and the forward hangar section, but I'm at a loss as to what to put at the section below the Bridge. Two levels, and the only things I can think of are - An Engineering Bay, A Drive Bay, Secondary Command, Barracks, Recreational facilities, and Docking. This still leaves a ton of space left :sad.gif:
Any ideas?
Not bad, not bad at all. Suggestions: Medical bay, commissary, communications center, starfighter control, brig, fighter repair facilities, gymnasium (not sure if that would come under 'recreational facilities' or not, but it's important for soldiers to stay in shape), conference spaces, yet more storage (can't have too much food/water/ammunition/cobblestone), long-range sensor equipment, prefabricated garrison bases (ImpStars carry them), ground vehicles, probes, combat robots (:smile.gif:), green space, atmosphere scrubbers, restrooms (handy on long voyages), the possibilities are endless.
The only other thing I see is that that trench-thing looks like a nice place to put a nuke or three. It looks nice, but ships breaking in half are a problem. I don't know if Copernicus will simulate bits breaking off the ship, though. Probably it will. Fr0stbyte124 seems to be able to program anything.
Rollback Post to RevisionRollBack
May the Force be with you. Unless you're a troll, in which case, may the farce be with you.
Medical bay, commissary, communications center, starfighter control, brig, fighter repair facilities, gymnasium (not sure if that would come under 'recreational facilities' or not, but it's important for soldiers to stay in shape), conference spaces, yet more storage (can't have too much food/water/ammunition/cobblestone), long-range sensor equipment, prefabricated garrison bases (ImpStars carry them), ground vehicles, probes, combat robots (:smile.gif:), green space, atmosphere scrubbers, restrooms (handy on long voyages)
:ohmy.gif:
Fighter control and such is in the hangar section...damn, that's a lot of stuff! Thanks
As for the Nuke part, I was planning to have a company selling these in bulk. There would be a few upgrades such as replacing the hangar bay with an Ion pulse cannon, and obsidian grade armor plating. If they get it secondhand and get blown to pieces, that's their problem :laugh.gif:
Fighter control and such is in the hangar section...damn, that's a lot of stuff! Thanks
As for the Nuke part, I was planning to have a company selling these in bulk. There would be a few upgrades such as replacing the hangar bay with an Ion pulse cannon, and obsidian grade armor plating. If they get it secondhand and get blown to pieces, that's their problem :laugh.gif:
Last_Jedi_Standing Industries
Quality Shipbuilding Since 2437
Well, almost done building my Companion class Corvette, a cheap and reliable weapons platform with fighter launching capabilities.
Only problem is, I've populated the Bridge areas and the forward hangar section, but I'm at a loss as to what to put at the section below the Bridge. Two levels, and the only things I can think of are - An Engineering Bay, A Drive Bay, Secondary Command, Barracks, Recreational facilities, and Docking. This still leaves a ton of space left :sad.gif:
Any ideas?
I want a download! It looks like it would be fun to explore, but for the extra space how about a complete armoury of battle armour, a bigger hanger (you can never have enough fighters/dropships), a room for all the computers, a cafeteria/area for soldiers to eat, a room for the shield generator, some trading storage or trading areas, a viewing deck, a security room, or even a reserved level just for the captain's quarters :steve_wink:.
I believe frost (Re-edit: Frost corrected me, it was Mackeroth's idea) is planning to make obsidian the same as it is on earth, which means it will be about as hard as glass. So... It's great for armour plating! (As long as I'm the one fighting you...)
That was one of Mackeroth's plans, not mine. Obsidian will still be strong, but it won't be blast proof. Instead we will have specialized alloys for hulls and armor.
Well, almost done building my Companion class Corvette, a cheap and reliable weapons platform with fighter launching capabilities.
Well now, how cheap are we talking here? And does this include delivery to my Base of choice?
Does this come with a Complement of fighters or is the lack of those why I'm getting it for "cheap"? Oh yeah, how much for a black paint job? The enemy, er, rebel forces will be able to see this beast coming from a parsec away. :wink.gif:
And the reactor shieding, what rating is it? The last "cheap" "good deal" ship I got sterilized half my crew...
:biggrin.gif:
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.
Well now, how cheap are we talking here? And does this include delivery to my Base of choice?
Does this come with a Complement of fighters or is the lack of those why I'm getting it for "cheap"? Oh yeah, how much for a black paint job? The enemy, er, rebel forces will be able to see this beast coming from a parsec away. :wink.gif:
And the reactor shieding, what rating is it? The last "cheap" "good deal" ship I got sterilized half my crew...
I hope this answered your questions. Interestingly enough, it's a stretch calling this a corvette due to it's low crew of about 80 people, max. Even the CR90 Corvettes of Star Wars had a crew upwards of 100 when operating at full capacity if I remember right. By Mackeroth's classifications this is a battle cruiser, apparently. God knows what the corvettes in this mod should actually look like :laugh.gif: And yes, I'm done spamming up the thread with this, lol.
English & sejemus, re-read the OP, and then look at the section this thread is in. The mod is obviously a WiP..
fr0stbyte124, how exactly are you going to make it work with servers which add other mods on top of this one. You're going to let the Stargate system allow access between all who have this mod, but what about those which add new blocks and items, surely anyone without the mod for said blocks and items will have a crash upon entering the server. with that crash their inventory is left in that server, which they aren't able to retrieve. is there a way you can inform people that they don't have sufficient mods to access, or have mod items that wouldn't work in the server they are about to enter, or will you only permit gates to open between worlds which have the same mods in them?
Client mods which are compatible with the Futurecraft code will be allowed, though compatibility with other mods is not a priority. Servers running in a galaxy will all have to be running the exact same mods and plugins, to be determined by the galaxy-level administrator. Additional plugins and scripts may be available for individual server use, but again that is something decided by the galaxy admin.
I hope this answered your questions. Interestingly enough, it's a stretch calling this a corvette due to it's low crew of about 80 people, max. Even the CR90 Corvettes of Star Wars had a crew upwards of 100 when operating at full capacity if I remember right. By Mackeroth's classifications this is a battle cruiser, apparently. God knows what the corvettes in this mod should actually look like :laugh.gif: And yes, I'm done spamming up the thread with this, lol.
English & sejemus, re-read the OP, and then look at the section this thread is in. The mod is obviously a WiP..
A CR-90 Corellian Corvette , manufactured by the Corellian Engineering Corporation, could be crewed by between 30 and 165 beings, depending on it's internal configuration. Minimum crew was 7 beings, but in a pinch it could be steered by one being on the bridge. The Tantive IV had a crew of 49 beings at the time of it's capture by the Devastator. It was 150 meters long, which allows you to compare it to your ship. Other corvettes tend to be between 125 and 200 meters long.
Still, I can imagine why ships have to be so small, but why not limit the amount of classes, then? I'm looking at frigates on the futurecraft forum and they're so limited in details because of the block limit.
ROFL! Great pamphlet. I'll think about buying some. :smile.gif:
Agreed about the pamphlet. I think when this gamemod comes out there will be a huge market for premade ships... I think I'll just steal ships, sell them off secondfirst hand, then buy some ships like these, it's much easier and they'll look much nicer, because the ship really does looks nice, though maybe a bit plain, but nothing some paint can't fix! (Run-on sentence for the win!)
I thought of another idea for increasing the draw distance. It works similar to how I believe the Eihort world viewer works, but takes the idea further. At the very least it ought to work for normal convex surfaces (which is usually the case, ignoring trees for the moment).
The main reason there is a GL quad for every exposed block surface is that you can't easily make assumptions about the terrain texture. To keep things generalized, each block face gets its own polygon with its own uv mapping. One of the reasons the performance is so bad is that these polygons cannot be trivially reduced, and even though GPUs are good at handling lots of polygons, Minecraft pushes cards to their limit.
I believe that among its optimizations, Eihort constructs surface meshes wherever there are connected blocks of the same type, doing so with this library. The meshing algorithm tries to find the minimum number of triangles needed to express the shape. Since the texture is continuous across the mesh, there is no problem is the internal triangles don't make squares. For continuous regions like grass, sand, and water the benefit is dramatic.
But what if we didn't have to stop wherever terrain switches over? What if, instead, the GPU could figure out what texture belongs in each cube space? The polygon savings would be unimaginable. With GLSL, this is doable. All you have to send to the GPU is the surface geometry, and have the block data already stored on the GPU. The shader thread could then easily figure out the correct texture position and light blending. For instance, you would have the blockID (or more accurately the sprite ID), and the two light levels, in some compressed format and stored in texture memory for quick access. You could split the geometry into regions like 16^3 chunks (or maybe even larger) for easy segmentation, and then again for each of the 6 faces. This would allow you to keep only visible geometry in GPU memory.
Take it a step further, and load every flat surface region as its own mesh. Since they would be flat, have square elements, and have relatively few permutations, it would be easy to do a lot of optimizations to generate the meshes.
Another thought I had was what if you deliberately connect multiple faces in the same plane, even if they are partially obstructed? That would lower the polygon count even further. This is more risky, as you would be using the depth buffer to keep track of which surface goes where. If handled improperly you could end up trying to draw to the screen multiple times.
There are some limitations to this strategy. The most obvious is that it uses GLSL, which will prevent some people from using it. Another is that it would be unable to cope with non-cube blocks stairs, doors, and and even tracks. Those would have to be drawn normally. Also I'm not sure if it could handle the smooth lighting or not.
In any case, this method of drawing terrain would be ideal for near to mid-range rendering. When a single block is still large enough to cover many pixels, polygons are still the way to go, leveraging Minecraft's blocky nature to our advantage. This could be used by itself or in tandem with the voxel engine I mentioned a few pages back, to take over the higher resolution cases with more efficient computation.
Umm... Yes. Well. I'll try to answer this. In the future, periods are handy things.
Adding new dimensions is totally different from adding inter-server travel. This is not a custom map, it is (or will be) a total conversion mod (although at some point it starts being a space-warfare MMO). And yes, it is long.
Only problem is, I've populated the Bridge areas and the forward hangar section, but I'm at a loss as to what to put at the section below the Bridge. Two levels, and the only things I can think of are - An Engineering Bay, A Drive Bay, Secondary Command, Barracks, Recreational facilities, and Docking. This still leaves a ton of space left :sad.gif:
Any ideas?
Well, its nicer than some of the ships here on this topic and the forum!
I still need to figure out what to do with the extra space, any ideas would be much appreciated.
Not bad, not bad at all. Suggestions: Medical bay, commissary, communications center, starfighter control, brig, fighter repair facilities, gymnasium (not sure if that would come under 'recreational facilities' or not, but it's important for soldiers to stay in shape), conference spaces, yet more storage (can't have too much food/water/ammunition/cobblestone), long-range sensor equipment, prefabricated garrison bases (ImpStars carry them), ground vehicles, probes, combat robots (:smile.gif:), green space, atmosphere scrubbers, restrooms (handy on long voyages), the possibilities are endless.
The only other thing I see is that that trench-thing looks like a nice place to put a nuke or three. It looks nice, but ships breaking in half are a problem. I don't know if Copernicus will simulate bits breaking off the ship, though. Probably it will. Fr0stbyte124 seems to be able to program anything.
:ohmy.gif:
Fighter control and such is in the hangar section...damn, that's a lot of stuff! Thanks
As for the Nuke part, I was planning to have a company selling these in bulk. There would be a few upgrades such as replacing the hangar bay with an Ion pulse cannon, and obsidian grade armor plating. If they get it secondhand and get blown to pieces, that's their problem :laugh.gif:
Quality Shipbuilding Since 2437
Glad I could help.
I want a download! It looks like it would be fun to explore, but for the extra space how about a complete armoury of battle armour, a bigger hanger (you can never have enough fighters/dropships), a room for all the computers, a cafeteria/area for soldiers to eat, a room for the shield generator, some trading storage or trading areas, a viewing deck, a security room, or even a reserved level just for the captain's quarters :steve_wink:.
Edit:
I believe
frost(Re-edit: Frost corrected me, it was Mackeroth's idea) is planning to make obsidian the same as it is on earth, which means it will be about as hard as glass. So... It's great for armour plating! (As long as I'm the one fighting you...)Well now, how cheap are we talking here? And does this include delivery to my Base of choice?
Does this come with a Complement of fighters or is the lack of those why I'm getting it for "cheap"? Oh yeah, how much for a black paint job? The enemy, er, rebel forces will be able to see this beast coming from a parsec away. :wink.gif:
And the reactor shieding, what rating is it? The last "cheap" "good deal" ship I got sterilized half my crew...
:biggrin.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
Read the pamphlet :biggrin.gif:
Futurecraft Build Forums
I hope this answered your questions. Interestingly enough, it's a stretch calling this a corvette due to it's low crew of about 80 people, max. Even the CR90 Corvettes of Star Wars had a crew upwards of 100 when operating at full capacity if I remember right. By Mackeroth's classifications this is a battle cruiser, apparently. God knows what the corvettes in this mod should actually look like :laugh.gif: And yes, I'm done spamming up the thread with this, lol.
English & sejemus, re-read the OP, and then look at the section this thread is in. The mod is obviously a WiP..
Client mods which are compatible with the Futurecraft code will be allowed, though compatibility with other mods is not a priority. Servers running in a galaxy will all have to be running the exact same mods and plugins, to be determined by the galaxy-level administrator. Additional plugins and scripts may be available for individual server use, but again that is something decided by the galaxy admin.
A CR-90 Corellian Corvette , manufactured by the Corellian Engineering Corporation, could be crewed by between 30 and 165 beings, depending on it's internal configuration. Minimum crew was 7 beings, but in a pinch it could be steered by one being on the bridge. The Tantive IV had a crew of 49 beings at the time of it's capture by the Devastator. It was 150 meters long, which allows you to compare it to your ship. Other corvettes tend to be between 125 and 200 meters long.
ROFL! Great pamphlet. I'll think about buying some. :smile.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
Agreed about the pamphlet. I think when this
gamemod comes out there will be a huge market for premade ships... I think I'll just steal ships, sell them offsecondfirst hand, then buy some ships like these, it's much easier and they'll look much nicer, because the ship really does looks nice, though maybe a bit plain, but nothing some paint can't fix! (Run-on sentence for the win!)The main reason there is a GL quad for every exposed block surface is that you can't easily make assumptions about the terrain texture. To keep things generalized, each block face gets its own polygon with its own uv mapping. One of the reasons the performance is so bad is that these polygons cannot be trivially reduced, and even though GPUs are good at handling lots of polygons, Minecraft pushes cards to their limit.
I believe that among its optimizations, Eihort constructs surface meshes wherever there are connected blocks of the same type, doing so with this library. The meshing algorithm tries to find the minimum number of triangles needed to express the shape. Since the texture is continuous across the mesh, there is no problem is the internal triangles don't make squares. For continuous regions like grass, sand, and water the benefit is dramatic.
But what if we didn't have to stop wherever terrain switches over? What if, instead, the GPU could figure out what texture belongs in each cube space? The polygon savings would be unimaginable. With GLSL, this is doable. All you have to send to the GPU is the surface geometry, and have the block data already stored on the GPU. The shader thread could then easily figure out the correct texture position and light blending. For instance, you would have the blockID (or more accurately the sprite ID), and the two light levels, in some compressed format and stored in texture memory for quick access. You could split the geometry into regions like 16^3 chunks (or maybe even larger) for easy segmentation, and then again for each of the 6 faces. This would allow you to keep only visible geometry in GPU memory.
Take it a step further, and load every flat surface region as its own mesh. Since they would be flat, have square elements, and have relatively few permutations, it would be easy to do a lot of optimizations to generate the meshes.
Another thought I had was what if you deliberately connect multiple faces in the same plane, even if they are partially obstructed? That would lower the polygon count even further. This is more risky, as you would be using the depth buffer to keep track of which surface goes where. If handled improperly you could end up trying to draw to the screen multiple times.
There are some limitations to this strategy. The most obvious is that it uses GLSL, which will prevent some people from using it. Another is that it would be unable to cope with non-cube blocks stairs, doors, and and even tracks. Those would have to be drawn normally. Also I'm not sure if it could handle the smooth lighting or not.
In any case, this method of drawing terrain would be ideal for near to mid-range rendering. When a single block is still large enough to cover many pixels, polygons are still the way to go, leveraging Minecraft's blocky nature to our advantage. This could be used by itself or in tandem with the voxel engine I mentioned a few pages back, to take over the higher resolution cases with more efficient computation.