• 0

    posted a message on minecraft hunger games/survival server! join now!
    1) 17
    2) Supply stores
    I ran several stores in econ survival servers
    3) Dedicated general/one trade store
    I try to run stores when I can, but I also supply stores until that point.
    4) yes
    5) yes (A life without bacon is no life at all)
    6) Starrider543
    Posted in: PC Servers
  • 2

    posted a message on Futurecraft
    As I see it, this forum needs FAQ section in the OP where the answer is: NO

    Example:

    Can i help with the mod?

    Is there a download link?

    Can I test the mod?

    Can I get on the server?

    Do you like my suggestions?


    I don't even know why Mackeroth and fr0stbyte keep coming back here; the only people that still post are usually asking answered questions because they didn't read the OP, or asking to help/test/play/download etc. Original questions that are asked usually don't have an answer because the mod isn't developed enough yet. And this mod has its own forums that people can go to for real answers.
    Posted in: WIP Mods
  • 1

    posted a message on Futurecraft
    Quote from VelouriumCamper

    I went driving through the mountains around Thredbo and Perisher during September, the place is nice around that time of year.

    Have you guys figured out how to balance the whole ores thing for Survival mode in terms of building yet? I have a couple of ideas but I don't want to put them in if you have already done the stuff needed in that area.

    I would love to join the build server, seeing what people have come up with would be great, but I don't really have any ways of contributing. I tend to be better at old style buildings than more modern stuff.

    Great work so far on this, I like the short video, it definitely gives a good taste of what is to come. Also, I may have missed this in the OP, I haven't read through it in a while: will effort be put in to make blocks that don't work on the aircraft in Zeppelins be at least semifunctional on the FutureCraft ships?

    Vel


    The way they are doing this, they won't have to make any special conditions for unique blocks like ladders, rails, redstone, etc.

    The ships are rendered 'in the same was as land' -fr0stbyte (I remember seeing something like this, but i don't want to go back and find the quote)

    In other words, the mod is going to be structured so that the ship you see will be a world rendering of a block structure that exists as part of a world, but the rendering is manipulated to make it look like its there. It will be much less work for the computer as it will be rendering two different views of two worlds. Much easier than Zeppelin mod (it tries to turn everything into an entity which gets laggy for larger numbers as every block is a seperate entity) That is why Zeppelin can't get much above 1000 blocks while the demo shows 250,000 blocks moving without lag.
    Posted in: WIP Mods
  • 1

    posted a message on Futurecraft
    Quote from Tigerlife

    is there a download link?


    It always makes me laugh when a new person that knows nothing about the mod skims the OP then immediately posts something about:

    "Can I help?"

    "How long until it's released?"
    or
    "Where to get it?"

    If any of them read the entire OP, they wouldn't be asking those questions.

    It makes me laugh in the same way as watching someone build a model of something after throwing away the directions.
    Posted in: WIP Mods
  • 0

    posted a message on Futurecraft
    Quote from Craftmasters

    So I heard there was a test server? Mind telling me the ip or is it closed beta or somthing? And if it is mind telling me how to apply for it?


    Its not a test server, its something to bide our time until release, we build ships on it in creative.

    You apply for it by being nice on these forums and contributing (at least that's how it apparently works)

    If you want on, comment some more on the forums before asking, then make it worth tell's while by convincing him why you should be on.

    *note: Good grammar helps, one guy was refused because he typed like he hit his head on the keyboard.
    Posted in: WIP Mods
  • 0

    posted a message on Futurecraft
    Quote from tell276

    Welcome back!!! :cool.gif:

    I thought of a name because futurecraft was taken:
    Starcraft


    Careful, it may get confused with the Starcraft games by Blizzard

    *edit*

    After reading the rest of the posts, I realized this was already brought up
    Posted in: WIP Mods
  • 0

    posted a message on Futurecraft
    Quote from Skorpion216

    Will this be useable on Single Player as well?


    Even if you don't read all of the posts, read the OP, it helps prevent unnecessary questions like yours.

    (yes)
    Posted in: WIP Mods
  • 0

    posted a message on Futurecraft
    Quote from ACH0225

    Happy new year everybody! I hpe for some sort of currency too, that could maybe be used for some king of npc ship shop? Idk, I know nothing about coding, so I have no idea if thats possible, but having a shop with a few pre determined frigates or cargo ships would be useful... Also a place to buy fighters, escape pods, and hopefully bombers and interceptors would be nice.


    Its not an issue of whats possible, but whats reasonable to do.

    A ship shop would only be implemented if there are pre-built ships (something I don't think is going to happen) and although shops will be nice, early game play would most likely be player-player trades as NPCs are going to be implemented later in development, if at all.

    If there is an NPC ship salesman, then it will not sell Frigates, Cargo Ships, etc. Large ships will need to be built and there will be no pre-built ones, you will have to build them yourself.

    As for fighters and bombers (interceptors are not planned or the same as the fighter) they are meant to be crafted, but could be bought as an item.

    Another possibility is for players to build large ships then sell them. That is the only way I see players getting a pre-built ship.

    Quote from blockman42

    I think that shops are planned so money would be essential!


    I haven't seen anything saying that shops are planned, but money would be essential.
    Posted in: WIP Mods
  • 1

    posted a message on Futurecraft
    Quote from tonyri1234

    We would need a few layers then; We would still need the shield layer. I have a feeling that programming a good shields system is going to be very difficult.


    Shields could be as simple as you could program a block that turns a certain color when it takes damage so that it would be like star trek shields. It would save on the gpu power by not having to render translucent blocks unless if it is hit, then only that area will light up.

    The brightness of the shield block could show how much damage it has, and after a second of not taking damage, it could regenerate.


    Shield generator blocks would be powered and would need to be part of the outer hull.

    As for where the shield would be, there could be either a large oval-like sphere (like star trek) by generating 3 ovals that will encompass the ships entire x,y, and z extents. Then you could try to find an algorithm that will sheathe all 3 ovals.

    This process will be better for more ordinary shaped ships, bad for most space stations as it will create excessively large shields.

    Or you could have each shield generator create a small field of shield blocks in exposed space blocks directly on the outside of the hull. This would be better for odd-shaped ships and space stations, however may be more difficult to program.
    Posted in: WIP Mods
  • 0

    posted a message on Futurecraft
    Quote from tEknonInja2p0

    I'm sorry if this is on the other forum but i cannot seem to find it.

    Can anyone clear up the sizes of various ships?

    I have followed this topic but as of recently my entire idea for ship sizing has been blown to tiny, insignificant pieces.

    To brush upon oldish ideas: Generic templates/ships with emblems get thumbs up. Lets lazy people enjoy the mod :tongue.gif:

    Good luck, hope to see this mod playable soon


    Lazy people can be on the crew of other people's ships. It would take more unnecessary programming to get the mod running, making it take longer for everyone, including the people that want to build their own ships.
    Posted in: WIP Mods
  • 0

    posted a message on Futurecraft
    Quote from XDaWNeDX

    I found erm, a couple, errors in your main post. Which is totally to be expected as it was indeed, quite a massive post.


    1. Section: Imagine
      • Paragraph 2, line 3 Change 'Storeys' to 'Stories'
      • Paragraph 4, line 3 'Cavers' Should be 'Caverns'
      • Paragraph 6, line 2 'Here', misspelled. Replace with 'Hear'
      • Paragraph 6, line 4 'of lights', Have you perhaps forgot to include the word 'The'?
      • Paragraph 6, line 4 'you' should be 'your', common mistake.
      • Paragraph 7, line 3 'ear', you forgot an 'n'...
      • Paragraph 7, line 4 'as does the world around you, turning to grey' This is improper sentence structure. 'as the world around you turns to grey' is proper sentence structure.
      Section: Spaceships
      • Paragraph 1, line 1 'secondly' Captilize bro!
      • Paragraph 1, line 3 'massive huge' Replace with one of the following. 'massively huge' 'massive and huge' 'massive'
      • Sub-Section: Escape pod
        • Paragraph 1, line 3 'spawn at a random at the top of the world.' Forgot the word location. 'spawn at a random location at the top of the world.'
        • Paragraph 1, line 4 'has' change this to 'have' please.
        • Sub-Section: Drop ship (landing craft)
          • Paragraph 1, line 1 'a' Capitilize bro!
          • Paragraph 1, line 1 'a core installed a core to fly' Errmm... Do you mean 'a core installed in a core to fly' or 'a core installed to fly'?
          • Sub-Section: Diplomatic Ships
            • Paragraph 1, line 1 'this' CAPITILIZE!!!
            • Paragraph 1, line 1 '(by other ships)' no need for the brackets. Purely an option to have them there.
            • Sub-Section: Cargo ship
              • Paragraph 1, line 1 GUESS WHAT. YOU CAPITILIZED! :biggrin.gif:
              • Paragraph 1, line 3 'lives' In this case the correct form would actually be singular. So 'life'.
              • Sub-Section: Cruise ship
                • Paragraph 1, line 1 'round' should be 'around'.
                • Sub-Section: Battle cruiser
                  • Paragraph 1, line 3 Unless you only have ONE special weapon in this mod, 'weapon' should be 'weapons'. Despite the fact you are speaking of a single subject.
                  • Sub-Section: Dreadnought
                    • Paragraph 1, line 1 'this' You were on such a roll. :sad.gif: Capitilize.
                    • Paragraph 1, line 4 You forgot to close your bracket. I can't tell you where to close it, as I'm only able to make an extremely accurate guess as to where the close would be.
                    • Sub-Section: Assault ship
                      • Paragraph 1, line 1 'these' You guessed it! Capitilize it!
                      • Paragraph 1, line 2 '300 turret points, 1 250 life and shield points' The following fix makes it look nicer, although fixes no grammatical errors whatsoever. '300 turret points, 1,250 life and shield points'
                      • Paragraph 1, line 3 '5 00000-1 000 000' You have your spacing all wrong. '500 000-1 000 000'. Also, add some commas as an optional prettiness factor.
                      • Sub-Section: Easter egg ship
                        • Paragraph 1, line 3 'insanly' 'insanely'*
                        • Sub-Section: Gizmos, gadgets and various doomsday devices
                          • Sub-Section: on planets:
                            • Entirety: After using a colon, you have no requirements to capitilize the next word, as long as it is in the form of a list. Now, what you have here is indeed a list, however, parts of the lists are capitilized, and parts are not. Capitilize either EVERY word after a colon, or no words. Just to even it out, and add a prettiness factor.
                            • title: 'on' CAPITILIZE!!!
                            • Paragraph 1, line 1 'place on the ground' change this to 'is placed on the ground'
                            • Paragraph 1, line 2 'it depends on how' Fix: 'it simply depends on how'
                            • Paragraph 2, line 3 'it has 200 shield health points' Shield health, or shield and health?
                            • Paragraph 3, line 1 'as a rail-gun' do you mean 'is a rail gun', or does it only do damage when acting as a rail-gun?
                            • Paragraph 4, line 1 'as larger laser burst' Do you mean 'has a larger laser burst' or 'is a large laser burst' or does it only do damage when acting as a large laser burst?


                            • I haven't read through the entire post, as I can't read and edit all errors I see at a blistering pace, albeit I could be substantially faster if I didn't have such bad eyesight.

                              The previous list contains all errors for the sections that they are from. I can *almost* guarantee no errors left over after I have read through and notified you of them.

                              If the text is in green, it means the error is non-fatal, and I am simply supplying a non-required fix to make it flow a little better, or look better to the eye.

                              As of yet, I have not read the following sections:
                              • Handheld weapons
                              • Ship weapons
                              • Special weapons
                              • Crafting essentials
                              • ..."Plus a few miscellaneous, nick-knacks"
                                • (Which, by the way, is spelled as "Knick-Knacks" not "Nick-Knacks". Silent K's, they're deadly.)


                                • Grammar aside, this seems like a really nice mod. Personally, I'll never use it. I'm a vanilla fan all the way. Although, seeing many of the mods out there, and what's popular, I can already tell that if you are to complete this, it will be quite succesful. Good job to you, and the best of luck!


                            You have just reached the highest level of Grammar Nazi.
                            Posted in: WIP Mods
                          • 0

                            posted a message on Futurecraft

                            If any testing is needed I'm your man. I have tons of ram and am willing to sacrifice my computer if it means that this mod is made. Contact me regarding a yes or no. I appreciate you reading this. My MC login: Shordan


                            You and everyone else. Most people who see this forum start by asking to help. Right now the only thing you can give them is time. fr0stbyte is working on the core basics of the mod, and until that is finished, little else can be done. And that which can be done, Ores, Crafting, sounds, personal armor/weapons, etc. is being done.

                            If you check their forums, you can see a dozen dev. logs that show how progress is doing. I check about once a week. The link to their forums is on the OP.
                            Posted in: WIP Mods
                          • 0

                            posted a message on Futurecraft
                            Quote from fr0stbyte124

                            To do that we have to make a whole lot of assumptions about how ships work. First is that you have some way to actually get close to the other ship without them laying into you at point blank range. Then you have to have some sort of built-in way to perform sabotage to a ship. Then you need some way to defend against it to make things fair, and it all gets really involved really quick.

                            That said, I'm not against it. What we really need is some sort of scripting language specifically for futurecraft so servers can facilitate this kind of thing more easily in a layer separate from the source. This would in turn give people other than the development team access to the gameplay mechanics without breaking the mod. Kinda like bukkit.

                            *edit*
                            ...dammit, why did I just volunteer that?


                            You don't have to make a built-in way to sabotage a ship, Its already in.*

                            *This is assuming that the core and other systems can be damaged by tnt or other weapons.
                            The ability to damage systems with explosives and other weapons should be built in as it would be the most adaptable way to do damage for blocks. This method would allow for ship weapons to be scaled-up versions of personal weapons so you could copy code for most of the weapons.

                            Getting there would be the players problem. The only things that could be added for boarding would be small ships that could drill through outer hull, or a way to attack to docking ports, then hack it open.

                            Posted in: WIP Mods
                          • 0

                            posted a message on Futurecraft
                            Quote from fr0stbyte124

                            To do that we have to make a whole lot of assumptions about how ships work. First is that you have some way to actually get close to the other ship without them laying into you at point blank range. Then you have to have some sort of built-in way to perform sabotage to a ship. Then you need some way to defend against it to make things fair, and it all gets really involved really quick.

                            That said, I'm not against it. What we really need is some sort of scripting language specifically for futurecraft so servers can facilitate this kind of thing more easily in a layer separate from the source. This would in turn give people other than the development team access to the gameplay mechanics without breaking the mod. Kinda like bukkit.

                            *edit*
                            ...dammit, why did I just volunteer that?


                            You don't have to make a built-in way to sabotage a ship, Its already in.*

                            *This is assuming that the core and other systems can be damaged by tnt or other weapons.
                            The ability to damage systems with explosives and other weapons should be built in as it would be the most adaptable way to do damage for blocks. This method would allow for ship weapons to be scaled-up versions of personal weapons so you could copy code for most of the weapons.

                            Getting there would be the players problem. The only things that could be added for boarding would be small ships that could drill through outer hull, or a way to attack to docking ports, then hack it open.

                            Posted in: WIP Mods
                          • 0

                            posted a message on Futurecraft
                            Quote from fr0stbyte124

                            To do that we have to make a whole lot of assumptions about how ships work. First is that you have some way to actually get close to the other ship without them laying into you at point blank range. Then you have to have some sort of built-in way to perform sabotage to a ship. Then you need some way to defend against it to make things fair, and it all gets really involved really quick.

                            That said, I'm not against it. What we really need is some sort of scripting language specifically for futurecraft so servers can facilitate this kind of thing more easily in a layer separate from the source. This would in turn give people other than the development team access to the gameplay mechanics without breaking the mod. Kinda like bukkit.

                            *edit*
                            ...dammit, why did I just volunteer that?


                            You don't have to make a built-in way to sabotage a ship, Its already in.*

                            *This is assuming that the core and other systems can be damaged by tnt or other weapons.
                            The ability to damage systems with explosives and other weapons should be built in as it would be the most adaptable way to do damage for blocks. This method would allow for ship weapons to be scaled-up versions of personal weapons so you could copy code for most of the weapons.

                            Getting there would be the players problem. The only things that could be added for boarding would be small ships that could drill through outer hull, or a way to attack to docking ports, then hack it open.

                            Posted in: WIP Mods
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