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    posted a message on Futurecraft
    Quote from fr0stbyte124

    @DarkSpace
    Ooh, and it's FreeToPlay. I'll have to check it out.

    K'luth FTW! When Futurecraft is completed the first type of combat ship im going to build is going to be like a K'luth ship. Fast, can cloak, and so many weapons that there will be a hole in my enemies before they can even do dramatic spit-takes at the sight of my ship on their scanners. Ofc it would have batteries to power the huge energy drain from the weapons.

    (The defining features of the K'luth is the ablility to cloak completely and utterly[at a side effect of being unable to do any sort ftl travel, fire weapons, or use any equipment that has a external visible effect], moving quickly, having insufficent energy regeneration for extended combat, and have a incredibly powerful Alpha[first strike, aka firing every single weapon you have at once])

    Quote from fr0stbyte124

    Oh yeah, and before I forget...

    @everyone not talking about computers
    You are all banned! Didn't think I could do it did you?

    Brianino is banned.
    buggy1997123 is banned.
    Dr. Mackeroth is banned.

    In fact, I think I'll ban you all again for good measure.

    Brianino is unbanned.
    buggy1997123 is unbanned.
    Dr. Mackeroth is unbanned.

    Wait, what? No, that's not what I wanted. How do I undo?
    Maybe just...

    fr0stbyte124 is banned.


    LOL.



    The computers got me thinking, later on, you could use them to control a ship, so you can create custom control schemes. How you could do that would depend on how you want to handle craft movement(ie, ether having engine blocks allow movement in any direction by just having them on the ship, or having each engine block apply thrust individually based on the direction its pointed in) but your going with the latter afaik, so you could have the computer have inputs for thrust percent and direction(where applicable) and maybe a on/off(though setting thrust% to zero could do the same thing). You could also add a few unique features to engines that correlate with computers, like they could use a little bit of fuel while idle(not thrusting) but on, but they take some time to start up after you turn them off.
    Posted in: WIP Mods
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    posted a message on Futurecraft
    Quote from fr0stbyte124
    @buggy
    Drop shadows will be a late addition to the engine, and I'm still mulling over how to do it best. The new lighting works by associating every surface with a specific coordinate on, if I understand correctly, a 16x16 texture (could be two 16x1's, so don't quote me on that) which corresponds to the natural and artificial light level. When day shifts to night, only the colors on the light texture are updated, which then show up on the following frame. This prevents the need for chunk re-rendering. Unfortunately, this means all lit surfaces share the same set of lighting values, and the only way to change part of it is to re-render. The dynamic lighting mod does just that, albeit in a highly optimized manner.

    On the plus side, a static object moving along at a predictable course introduces a lot of room for optimization, so I think we'll be alright.

    Actually, ships arn't completely static. Because ships can be destroyed partially, you have to account for, lets say, a giant hole being blown through the ship by a laser.
    Posted in: WIP Mods
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    posted a message on Futurecraft
    @Brianino:I think that was sarcasm.

    Also, I have a idea for where you could get some ideas for weapons and general things for ships(besides SGA and the general SG series), Dark Space. Its a sci-fi mmorts, and despite the small playerbase it's the best mmorts I have ever played. Some of the various weapons could be used in Futurecraft, and I'm sure they wouldn't mind so long as you credit them for any weapons or other ship equipment you base off theirs.
    Posted in: WIP Mods
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    posted a message on Futurecraft
    I have a idea that addresses a issue I havn't seen being discussed before, shadows.

    Wouldn't it be odd if a massive dropship is floating above you, yet the ground is perfectly light and theres no shadow at all?

    Well, you could do one of two things depending on the performance hit.

    One, if the lighting update really did make it easy to change the sunlight texture value(brightness) then you could just make it dimmer for the affected areas, and I can't imagine it would be too difficult to detect the areas the ship is blocking.

    Or if it is still laggy to make a area's sun dimmer/brighter, you could just use a couple of really big entity shadows(the ones you see when you turn fancy on)and that could look kinda good-ish.

    Also I would post this on the forums but I can't acess my email to register atm.
    Posted in: WIP Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    DiEvAl, exactly what are craft if the y-limit hardcoding is getting in the way? Are they stored in another dimension or something?

    Also, that hardcoded limit makes me think, say that it didn't exist, what would happen if you tried to place a block above the height limit?
    Posted in: WIP Mods
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    posted a message on Enchanter room (best layout for enchanter)
    What is the highest level spell you can get? 50? What setup would you use for that?

    And does it matter if the bookcases are obscured or not?
    Posted in: 1.0 Update Discussion
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    posted a message on Futurecraft. Command your fleet.
    Quote from fr0stbyte124

    Lol, it's like you're my salesman. I hope you're okay with stock options.

    Sounds fine to me :wink.gif:
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.0.0]Robinton's Mods
    Robinton, I have a very important performace-related question, are air blocks simply rendered without a texture, or does the render process just ignore them completely?

    Someone recently mentioned on a thread that Notch renders air blocks, and that would be a MASSIVE perfomance hit if its true.
    Posted in: Minecraft Mods
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    posted a message on Futurecraft. Command your fleet.
    Quote from Lord_Karnox

    This idea. Awesome. I would love to see something like this available to run in SMP.

    <--note supposedly helmet looking thing, part of my skin.

    Two modthings came to mind when I read this topic: Zeppelin and Multiverse.

    The construction of large ships, and the spaceship core, seems like the control block scheme from blakmajik's Zeppelin mod. Perhaps he could be consulted? That mod has made a lot of progress on bugfixing and issues like metadata.

    The Bukkit multiverse plugin seems like the plans for "Cross-server" travel. Wormholes, that can accept a spaceship entity? It would have to be a well-equipped server that could handle the entire clans required to build the high-tier ships. So perhaps, linking servers somehow would be better.

    So, to sum it up, I would download this in a heartbeat.

    Actually in all likelyhood Futurecraft is going to use Copernicus, its far more suited to large craft.
    Posted in: Requests / Ideas For Mods
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    posted a message on Futurecraft. Command your fleet.
    Quote from Dr. Mackeroth

    Hey Clillis, good to see you came. The sociology and psychology of the topic is, largely, baffling. Some people are black and white about wether this is "good" or "bad", but most people seem in the gray, offering their opinions on how this should be done, and constantly saying the same things over and over again, I'm starting to see clichés arise purely from ideas on this topic.

    Adding my (obvious) opinion:
    I whole-heartedly agree with both the mod and the inter-server travel.

    My advice to you: proof read your post before posting, it would help both you and everyone else. You are brilliant at English, you know.

    Robinton, did you see my and Frost's posts from earlier?
    Posted in: Requests / Ideas For Mods
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    posted a message on Futurecraft. Command your fleet.
    Quote from fr0stbyte124

    Thanks, Buggy.

    Hello there. I don't venture onto the Request Board too often, so this is my first time actually seeing this project. It looks...ambitious to say the least. However, if you are serious about making this happen, I would be more than happy to help out.

    Besides the giant moving ships, I have some ideas on how you would approach the multi-world aspect and a few other things as well.

    If you're interested, PM me.

    If you do talk about it, could I particpate in the conversation? A while back Mackeroth said that if there was any room I could take part in the dev's conversations, and I'd love to help.

    Quote from Odin5

    sounds awsome but almost impossble i really hope this works, you guys should do a pre-release even if its buggy and causes the game to crash all the time it would keep alot of us happy haveing proof that its actuly doing well.

    Actually its entirely possible with Copernicus.
    Posted in: Requests / Ideas For Mods
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    posted a message on Futurecraft. Command your fleet.
    Quote from fr0stbyte124

    Thanks, Buggy.

    Hello there. I don't venture onto the Request Board too often, so this is my first time actually seeing this project. It looks...ambitious to say the least. However, if you are serious about making this happen, I would be more than happy to help out.

    Besides the giant moving ships, I have some ideas on how you would approach the multi-world aspect and a few other things as well.

    If you're interested, PM me.

    No problem, I like to help mods like this one out by alerting them of things that could make making the mod easier, like your Copernicus.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from scidude

    hey buggy how did you get multiple images/links in your signature? that shouldn't be possible. I want to do it!

    Simple, I added them before the change that limited links and pictures. Shame that I can't change it now though, because I REFUSE to have just 1 link and pic, I absolutely hate that they limited it.
    Posted in: WIP Mods
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    posted a message on Futurecraft. Command your fleet.
    I looked into it more, and Copernicus(the thing I posted about a few hours ago) is EXACTLY what this mod needs. The real ship can be placed literaly anywhere, like another dimension, and the fake ship replicates it visualy with perfect accuracy. Any change on the original is immediately(and i mean IMMEDIATELY, it updates in the same tick as the change) replicated visually on the fake ship.

    The giant, 600k block ship you saw moving in the video I posted? It took about 250 WRs(World Renderers), minecraft has several thosand loaded in a normal world anyway, meaning that there is virtually no perfomance hit at all. The only things it doesn't match is particles and tile entitys, and he's working on those.

    If you guys use this, then it basically eliminates half the work, the rest is just the the server-server commication for ship travel and the items/blocks themselves.
    Posted in: Requests / Ideas For Mods
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    posted a message on [1.2.5] Zeppelin [0.31] [WIP]
    Quote from fr0stbyte124

    You betcha! It's nearing demo release territory.

    Good catch. An unavoidable side-effect of leaving the original out in the real world. Sometimes the compiled render list gets overwritten by another chunk and disappears. When the original chunk is reloaded the ship piece reappears, so I'm hoping introducing the pocket dimension to hide the thing in does the trick. Otherwise another base class gets a free makeover.



    Only 240 WorldRenderers, in fact. Right now, any change you make to the terrain is instantly reflected on the ship. However, tile entities and particles are not at this stage. And only basic collision works right now (you can stand on it, but you can't open doors or break blocks).



    Definitely. If it had done it that way, this would have been impossible.


    It's worth mentioning that the Zeppelin mod still has a lot of fancy features like meta rotation, particles, and block interaction that Copernicus doesn't support, nor will it for some time. Everything so far is more or less a demo to show off what the framework can do, but how I plan to use it is still very much a secret.
    However, once I get the framework looking nice and presentable, I'll be releasing everything as an open source project, in case anyone wants to use ideas in it (not just how to fly giant terrain; there's going to be a lot more stuff in there.)
    That's all I got. Oh, and next time there definitely will be a separate thread for this stuff. Sorry for hijacking this one again.

    You should talk with http://www.minecraftforum.net/topic/400606-futurecraft-command-your-fleet/page__st__1060, they could really benefit from this.
    Posted in: WIP Mods
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