• Gmod Minecraft - Concept / Beta Discussion
    56 replies, posted
Im planning to use some form of animation system which I havnt really started designing yet. If you have any suggestions for how I should do them id be very open to them. Unril then ill probably avoid the more complex / moving block types etc. Enchanting levels will be done just the same as minecraft, though I plan to make it so you can earn the EXP in more ways and have more controle over the type of enchantment.
Are there going to be trees? And just wonder we are still going to get the normal mc textures right? and not those form a texture pack
Normal Minecraft textures are copyrighted I believe. You could probably put them in your self, for private use only, though.
[QUOTE=Ott;40778769]Normal Minecraft textures are copyrighted I believe. You could probably put them in your self, for private use only, though.[/QUOTE] Well yeah but i have seen textures ported form other games and the mc textures have already being used plenty of times in garrys mod for maps and models and other
That doesn't mean they're not illegal.
[QUOTE=Ott;40779272]That doesn't mean they're not illegal.[/QUOTE] I know but i just dont see any reason why you should use a texture pack then I would like it much better if you used the normal mc textures so that it doesnt like off with other mc addons
So you expect the creator to break international copyright law for the sake of fitting in?
[QUOTE=Ott;40779348]So you expect the creator to break international copyright law for the sake of fitting in?[/QUOTE] If you asked one of the developers I'm sure they would let you - may be different if you're making a profit, though. I've never heard of someone getting any legal threats or the like about it though.
Yeah, Mojang seem like pretty cool people.
I would email or tweet them to be sure though. EDIT: Those screenshots are sexy. Can you stand on the ground and have you figured out 1 layer below?
Ill try to make it support custom textures though u will probably have to reformat them. The texture format is still fluctuating right now. Im using a few weirdish methods to get all 6 faces of the cube from one texture. I dont want to associate this with the minecraft people in any way as i am writing another version of this algorithm in C++ which I may use for a seperate game. Im not quite good enough to mod the source engine yet, but in the future I may give it a try. If I work all night for the rest of the weekend I may be able to put a dev server up... Possibly. I have finals next week though so things are a bit slow atm. My todo list before launching the dev server is as follows: 1) Optimise block storage system to have a simpler code interface 2) Add networking and compression system for streaming chunk data. 3) Add entities for physics / rendering. Using ents will also make it compatable with infinate map mods. (One ent per chunk, chunks are 16 by 16 by 512 blocks, terrain is only generated up to 128 blocks ) 4) Add garbage collection of unneeded chunks. 5) scan codefor memory leaks etc then upload to my VPS. EDIT Also pardon the grammer, I'm far better at mathematics than english. Apparently this post is dumb for some reason...
[QUOTE=thelastpenguin;40780056] Apparently this post is dumb for some reason...[/QUOTE] Bad grammar?
I've tried and failed many times at this - how are you rendering the mesh? I know the question sounds stupid but it's pretty much undocumented last time I checked.
[QUOTE=TylerB;40787544]I've tried and failed many times at this - how are you rendering the mesh? I know the question sounds stupid but it's pretty much undocumented last time I checked.[/QUOTE] [url=http://wiki.garrysmod.com/page/Libraries/mesh]Like[/url] [url=http://maurits.tv/data/garrysmod/wiki/wiki.garrysmod.com/indexa624-2.html]this?[/url]
The problem is not generally rendering the mesh but building it properly with textures that will work properly in most cases. When I release the source for the creative mode version you will be able to see it. I plan to keep the adv terrain gen and possibly survival private. May choose to release a 2D perlin gen but only with hills. No caves. Would anyone happen to know how to do a fractyl maze generator? Im wanting to launch a dev server and it would be a nice fun generator to use while waiting to add building support. [editline]26th May 2013[/editline] [QUOTE=mvr;40779318]I know but i just dont see any reason why you should use a texture pack then I would like it much better if you used the normal mc textures so that it doesnt like off with other mc addons[/QUOTE] Im not using the MC textures because the smoothing system im using will make the pixelation on them look aweful. Part of the reason for using gmod is BETTER graphics. I dont want to cripple that with a 16 by 16 resolution texture pack. Using 256 by 256 gives awesome image quality.
Why don't you just play Minecraft :v:
[QUOTE=Victor Lourng;40791773]Why don't you just play Minecraft :v:[/QUOTE] Why don't you just read the thread :v:
[QUOTE=thelastpenguin;40791625]The problem is not generally rendering the mesh but building it properly with textures that will work properly in most cases. When I release the source for the creative mode version you will be able to see it. I plan to keep the adv terrain gen and possibly survival private. May choose to release a 2D perlin gen but only with hills. No caves. Would anyone happen to know how to do a fractyl maze generator? Im wanting to launch a dev server and it would be a nice fun generator to use while waiting to add building support. [editline]26th May 2013[/editline] Im not using the MC textures because the smoothing system im using will make the pixelation on them look aweful. Part of the reason for using gmod is BETTER graphics. I dont want to cripple that with a 16 by 16 resolution texture pack. Using 256 by 256 gives awesome image quality.[/QUOTE] How small can the generated cubes be before you run into engine limitations or trouble with lua? Have you attempted decreasing the size of an individual generating cube from, for instance, Minecraft's limited one meter cubed to something along the lines of a 1/16th of that size? Obviously it wouldn't be a recreation of Minecraft, but it would allow for larger detail and it generally more realistic geometry; plus it looks better, especially since the textures wouldn't have to be complex (hell they could be a single color) due to the size of the smaller voxels. It's no secret that Minecraft, even with texture packs and shaders, is a pretty ugly game. If some of the code (for creative, as you said) is released relatively soon, knowing what problems you've run into would help for anyone wanting to use this for more refined, detailed terrain generation less on par with Minecraft's system.
I could concivably generate unit cubes and the rendering system would be fine with it, what im not sure about is the physics system. Im also reluctant to go that small due to the signifigant increase in building time. By default ill keep them about 1/2 player height (40 units). It is however very easy to change this as the system does not use any constants, all values can be changed from a settigs file. I should say though that changing these values without understanding them can cause catestrophic failures. Alot of the mathematics behind this depends on numbers being powers of two. The system is extreamly versatile however, i realised last night that as a virtue of the way i had designed it I had made infinate maps both in height and depth possible aswell as in the x and y plane. It would be fairly easy to use this for very realistic terrains by replacing cubes with points and connecting them with voxels, this however is not my goal for the time being though Im actually rather interested in exploring that path in the future.
[QUOTE=thelastpenguin;40792590]By default ill keep them about 1/2 player height (40 units). [/QUOTE] [quote]Alot of the mathematics behind this depends on numbers being powers of two.[/QUOTE] ...Multiples of two?
[QUOTE=Ott;40792623]...Multiples of two?[/QUOTE] Multiples of 2 are 2n where n is an integer. Powers are 2^n where n is an integer. I just happened to give an example of the only value in the config file that isnt a power of 2 in the post above. On a side note my B-Day today :) 16 years 2 hours and 39 minutes.
I know what those are, I just thought you used the wrong word
[B]UPDATE V5.1[/B] Gmod Minecraft has now reached version 5.1 with physics support!!! It uses the gmod physics system so one can spawn vehicles, NPC's props and anything else avaliable in normal gmod. I should point out that in the final version these items will not actually be avaliable and you won't be able to build with normal physics props for performance reasons, but it's still pretty awesome. Below are a few pictures of my physics tests. [IMG]http://cloud-2.steampowered.com/ugc/919013244716714644/4AF1485CD11C6E7B138A0B6460C06793523DBF62/[/IMG] Some Zombies walking around [IMG]http://cloud.steampowered.com/ugc/919013244716658687/49260A233A88568AA587E7CED76785EF8B5D16C3/[/IMG]
[QUOTE=thelastpenguin;40962740][B]UPDATE V5.1[/B] Gmod Minecraft has now reached version 5.1 with physics support!!! It uses the gmod physics system so one can spawn vehicles, NPC's props and anything else avaliable in normal gmod. I should point out that in the final version these items will not actually be avaliable and you won't be able to build with normal physics props for performance reasons, but it's still pretty awesome. Below are a few pictures of my physics tests. [IMG]http://cloud-2.steampowered.com/ugc/919013244716714644/4AF1485CD11C6E7B138A0B6460C06793523DBF62/[/IMG] Some Zombies walking around [IMG]http://cloud.steampowered.com/ugc/919013244716658687/49260A233A88568AA587E7CED76785EF8B5D16C3/[/IMG][/QUOTE] Yes! You sire are a perfect example of never giving up on projects.
[QUOTE=gravelhunter;42170887]Yes! You sire are a perfect example of never giving up on projects.[/QUOTE] School really puts a dampener on development... especially when one has 4 AP classes. That having been said I do intend to get back to this project and it has progressed considerably since my last status update. I intend to start the physics system from scratch to optimize it as most of the lag currently created by the gamemode is caused by the physics system. I plan to code a system to calculate the trajectories of objects and only load the physics for the blocks they are expected to pass through and possibly neighboring blocks. Hopefully this will reduce physics lag that is currently a pretty big problem.
[QUOTE=thelastpenguin;42171588]School really puts a dampener on development... especially when one has 4 AP classes. That having been said I do intend to get back to this project and it has progressed considerably since my last status update. I intend to start the physics system from scratch to optimize it as most of the lag currently created by the gamemode is caused by the physics system. I plan to code a system to calculate the trajectories of objects and only load the physics for the blocks they are expected to pass through and possibly neighboring blocks. Hopefully this will reduce physics lag that is currently a pretty big problem.[/QUOTE] What AP classes are you taking?
I'm thinking of getting back to this project soon with a C++ module to optimize memory management and terrain generation. I'm wondering if anyone would be interested in helping develop an inventory / swep system for it. I could probably make my first version (minus some more secretive parts of the algorithms) open source if anyone is interested in helping out.
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