[Game] Fractured [0.01] [WIP]

paramat
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Re: [Game] Fractured [0.01] [WIP]

by paramat » Sun Mar 08, 2015 23:32

I was about to post, your tower damage noise needs a much smaller 'spread', the spread is the rough size of the largest holes. if you want the holes to be elongated along the x direction then the spread x value should be larger than the y, z values, or the opposite for holes squashed in the x direction. I would start with all 3 values equal.
 

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Re: [Game] Fractured [0.01] [WIP]

by Kilarin » Mon Mar 09, 2015 00:14

paramat wrote:your tower damage noise needs a much smaller 'spread',

Then I was working in the right direction! right now I'm using:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
-- 3D noise for tower damage
local np_dmg = {
   offset = 0,
   scale = 1,
        spread = {x=15, y=5, z=5},
   seed = 133742, --a LEET answer to life, the universe, and everything
   octaves = 3,
   persist = 0.67
}
local wst_dmg_lvl=0.7


which gives the elongated holes/cracks seen above. wst_dmg_lvl determines at what level the algorithm places air (damage) instead of the proper wall/floor material. More improvements probably still needed.

Question on the seed, if I'm using the same seed every time, why am I not getting the same noise every time? Should I seed it with the world's seed?

Eventually I need to add a transitional material, some kind of damaged node that would appear around the edges of the holes/cracks. And, of course, I need to be generating the remains of stairs and stairways... lots of work to be done, but thanks to all of your help its coming along!
 

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Re: [Game] Fractured [0.01] [WIP]

by HeroOfTheWinds » Mon Mar 09, 2015 01:34

The reason you aren't getting the same noise every time is because the seed gets "added" to the world's seed. Hence, it will be the same if you keep BOTH seeds the same, but changing one affects the other.

I'm trying to toy with a few ideas... One thing I noticed is that your tower size isn't directly related to the gap's width. Consider making the gap width in fracrift global, then referencing it from worldstonetower.
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Re: [Game] Fractured [0.01] [WIP]

by paramat » Mon Mar 09, 2015 01:52

Yeah most seeds in MT are actually 'seeddiffs' added to the world seed.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
if math.abs(nvals_dmg[nixyz]) > wst_dmg_lvl then
    data[vi] = c_air
elseif math.abs(nvals_dmg[nixyz]) > wst_trans_lvl then
    data[vi] = wst_material_wall_trans
else
    data[vi] = wst_material_wall
end

Where wst_trans_lvl is a little lower than wst_dmg_lvl. Perhaps around 0.5 to 0.6.
Ideally you should have c_ before any node name to show they are content ids.
 

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Re: [Game] Fractured [0.01] [WIP]

by Kilarin » Mon Mar 09, 2015 02:39

HeroOfTheWinds wrote:I'm trying to toy with a few ideas

Ideas MOST welcome!

HeroOfTheWinds wrote: Consider making the gap width in fracrift global,

Oh, absolutely! Just hadn't stopped to do that until I figured out better how to actually MAKE the tower.

paramat wrote:Ideally you should have c_ before any node name to show they are content ids.

that makes sense, gotta learn the standards. :)

Thank you both very much for th education!
 

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Re: [Game] Fractured [0.01] [WIP]

by HeroOfTheWinds » Mon Mar 09, 2015 03:33

I just made a commit (and pull request) that automatically scales the tower based on the fracture's width, as set in facturerift's init.lua. Here's an example of how it looks with width set to 180:

Image

I also cleaned up some of the content references to use the c_ prefix.
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Re: [Game] Fractured [0.01] [WIP]

by Kilarin » Mon Mar 09, 2015 12:13

Merged. And thank you all again so very much for the help and the education! I'm learning a LOT!
 

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Re: [Game] Fractured [0.01] [WIP]

by 12Me21 » Mon Mar 09, 2015 12:28

Why is the tower sideways? If it fell, then why is the base on one side of the fracture?
 

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Re: [Game] Fractured [0.01] [WIP]

by Kilarin » Mon Mar 09, 2015 13:14

12Me21 wrote:Why is the tower sideways?

Because it fell!

If it fell, then why is the base on one side of the fracture?

Because if it had fallen INTO the fracture, which is bottomless, it would be pretty useless. So I went with the rather less probably idea that it was knocked to one side when the world split.

I am considering moving it down so that it will look like it was stuck part way down and angled up, to the other side. but that will:
a: be less useful for people wanting to get across
b: quite probably will look funny since trying to build cylinders on an angle is possible, but funky in a voxel based world.

but, despite those issues, I'll probably be trying it sometime in the future here.
 

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Re: [Game] Fractured [0.01] [WIP]

by jojoa1997 » Mon Mar 09, 2015 14:25

What about simulating an explosion like TNT but way bigger. Side problems could be solved that way.
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Re: [Game] Fractured [0.01] [WIP]

by 12Me21 » Mon Mar 09, 2015 15:35

Kilarin wrote:
12Me21 wrote:Why is the tower sideways?

Because it fell!

If it fell, then why is the base on one side of the fracture?

Because if it had fallen INTO the fracture, which is bottomless, it would be pretty useless. So I went with the rather less probably idea that it was knocked to one side when the world split.

I am considering moving it down so that it will look like it was stuck part way down and angled up, to the other side. but that will:
a: be less useful for people wanting to get across
b: quite probably will look funny since trying to build cylinders on an angle is possible, but funky in a voxel based world.

but, despite those issues, I'll probably be trying it sometime in the future here.


Maybe make the bottom part of the tower (inside the fracture) still standing, and have small pieces of the rest scattered around the blast area, like it was destroyed in an explosion.
 

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Re: [Game] Fractured [0.01] [WIP]

by Baggypants » Mon Mar 09, 2015 16:41

Kilarin wrote:
12Me21 wrote:Why is the tower sideways?

Because it fell!

If it fell, then why is the base on one side of the fracture?

Because if it had fallen INTO the fracture, which is bottomless, it would be pretty useless. So I went with the rather less probably idea that it was knocked to one side when the world split.

I am considering moving it down so that it will look like it was stuck part way down and angled up, to the other side. but that will:
a: be less useful for people wanting to get across
b: quite probably will look funny since trying to build cylinders on an angle is possible, but funky in a voxel based world.

but, despite those issues, I'll probably be trying it sometime in the future here.

Nah, easier to change the story, make the world stone fall out of a window and cause the fracture next the tower causing it to topple. Princesses are always mooning about on balconies anyway.
 

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Re: [Game] Fractured [0.01] [WIP]

by Kilarin » Tue Mar 10, 2015 13:06

Thank you 12ME21 and Baggypants. Some interesting suggestions which I will consider!

Slowly but surely making progress.
https://github.com/Kilarin/fractured/archive/master.zip

New version committed with the following changes:
BlastRadius changed, now levels down to 0 and gradualy steps up or down to meet environment. The result is a much more crater like blast area.

Image

Areas by shadowninja and markers by Sokomine added.
https://forum.minetest.net/viewtopic.php?id=7239
https://forum.minetest.net/viewtopic.php?f=11&t=8175

AND, areas will not protect in west! Turned out to be SUPER easy to change that. Unlike no pvp in west, that is HARD. But, there is hope. The roadmap for Mintest version 0.5 includes a way to detect who punched something, I have high hopes for that.


I like the markers mod, but have some changes in mind for it. I want players to be able just mark two corners of an area. And I don't want players to have to put the markers in an exact rectangle. The mod should create an exact rectangle out of the extremes from the markers placed.

I also added my mods: compassgps, bridgetool, explorertoolsall. I will be adding a LOT more mods than this later, of course, just stuck those in because I know I want them and they were handy. :)
https://forum.minetest.net/viewtopic.php?f=11&t=9373
https://forum.minetest.net/viewtopic.php?f=11&t=9126
https://forum.minetest.net/viewtopic.php?f=11&t=9050

I'm experiancing some VERY slow map generation times. Going to have to work on code efficency.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
[fracrift_ure_gen] chunk minp (-32 48 128)
[fracrift_ure_gen] 1290 ms
[wst_gen] chunk minp (-32 48 128)
[wst_gen] 1189 ms
[newspawn_gen] chunk minp (-32 128 48)
[newspawn_gen] 185 ms
[blast_gen] chunk minp (-32 128 48)
[blast_gen] 208 ms
[wst_gen] chunk minp (-32 128 48)
[wst_gen] 1037 ms
[blast_gen] chunk minp (-32 128 -112)
[blast_gen] 277 ms
 

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Re: [Game] Fractured [0.01] [WIP]

by 12Me21 » Tue Mar 10, 2015 13:52

Be careful with the markers mod. If you place all 4 markers in on top of each other, it will crash the game. It might have the same problem, with 2 markers, but then it would be easier to do.
 

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Re: [Game] Fractured [0.01] [WIP]

by Krock » Tue Mar 10, 2015 20:04

The result of those complex structures is mostly a longer generation time but it makes the world amazing.
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Re: [Game] Fractured [0.01] [WIP]

by Kilarin » Tue Mar 10, 2015 20:44

12Me21 wrote:If you place all 4 markers in on top of each other, it will crash the game.

We will DEFINITELY have to deal with that issue then.

Krock wrote:The result of those complex structures is mostly a longer generation time but it makes the world amazing.

There is a cost for having cool things. :) BUT, since Hero has already been showing me how to tweak my code for improvements, I'm hoping I can still find some inefficiencies and make it generate faster. Right now I'm sometimes having to wait 8 seconds or even more for a new chunk to load.

By the way, I'm certain most of the people here already know how to test multiplayer functionality if you don't have a real server set up. But for those few who are ignorant like me, here is my multiplayer testing method:

Create a game in singleplayer
open minetest, server tab,choose game, connect
open another minetest, client tab
address: 127.0.0.1 Port: 30000
enter a user name and log in.

You can switch back and forth between the minetests sessions and test out any multiplayer functionality issues without even having to have a live internet connection.

Now testing for Lag? THATS a whole nuther ball game.
 

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Re: [Game] Fractured [0.01] [WIP]

by 12Me21 » Wed Mar 11, 2015 00:13

Kilarin wrote:
12Me21 wrote:If you place all 4 markers in on top of each other, it will crash the game.

We will DEFINITELY have to deal with that issue then.

Krock wrote:The result of those complex structures is mostly a longer generation time but it makes the world amazing.

There is a cost for having cool things. :) BUT, since Hero has already been showing me how to tweak my code for improvements, I'm hoping I can still find some inefficiencies and make it generate faster. Right now I'm sometimes having to wait 8 seconds or even more for a new chunk to load.

By the way, I'm certain most of the people here already know how to test multiplayer functionality if you don't have a real server set up. But for those few who are ignorant like me, here is my multiplayer testing method:

Create a game in singleplayer
open minetest, server tab,choose game, connect
open another minetest, client tab
address: 127.0.0.1 Port: 30000
enter a user name and log in.

You can switch back and forth between the minetests sessions and test out any multiplayer functionality issues without even having to have a live internet connection.

Now testing for Lag? THATS a whole nuther ball game.


Lol lag happens all the time, no matter what minetest game you use (especailly if you have a slow computer)
 

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Re: [Game] Fractured [0.01] [WIP]

by jojoa1997 » Wed Mar 11, 2015 03:34

12Me21 wrote:
Kilarin wrote:
12Me21 wrote:If you place all 4 markers in on top of each other, it will crash the game.

We will DEFINITELY have to deal with that issue then.

Krock wrote:The result of those complex structures is mostly a longer generation time but it makes the world amazing.

There is a cost for having cool things. :) BUT, since Hero has already been showing me how to tweak my code for improvements, I'm hoping I can still find some inefficiencies and make it generate faster. Right now I'm sometimes having to wait 8 seconds or even more for a new chunk to load.

By the way, I'm certain most of the people here already know how to test multiplayer functionality if you don't have a real server set up. But for those few who are ignorant like me, here is my multiplayer testing method:

Create a game in singleplayer
open minetest, server tab,choose game, connect
open another minetest, client tab
address: 127.0.0.1 Port: 30000
enter a user name and log in.

You can switch back and forth between the minetests sessions and test out any multiplayer functionality issues without even having to have a live internet connection.

Now testing for Lag? THATS a whole nuther ball game.


Lol lag happens all the time, no matter what minetest game you use (especailly if you have a slow computer)

I will test for lag. Let me close the ten programs open...or not
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Re: [Game] Fractured [0.01] [WIP]

by HeroOfTheWinds » Wed Mar 11, 2015 21:02

Kilarin, what is your PC hardware like? I have a decently strong laptop, and this is the generation I get:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
[ore_thin] 282 ms
[newspawn_gen] chunk minp (48 -32 -32)
[newspawn_gen] 94 ms
[blast_gen] chunk minp (48 -20 -32)
[blast_gen] 78 ms
[wst_gen] chunk minp (48 -32 -32)
[wst_gen] 110 ms
[ore_thin] chunk minp (-32 -32 -32)
[orethin] (-32,-32,-32) dist=55.425625842204 orethin_maxdist=45000 adj=0.05
[ore_thin] 95 ms
[newspawn_gen] chunk minp (-32 -32 -32)
[newspawn_gen] 93 ms
[fracrift_ure_gen] chunk minp (-32 -32 -32)
[fracrift_ure_gen] 173 ms
[blast_gen] chunk minp (-32 -20 -32)
[blast_gen] 78 ms
[wst_gen] chunk minp (-32 -32 -32)
[wst_gen] 157 ms
[ore_thin] chunk minp (48 -32 48)
[orethin] (48,-32,48) dist=75.046652157175 orethin_maxdist=45000 adj=0.025
[ore_thin] 78 ms
[newspawn_gen] chunk minp (48 -32 48)
[newspawn_gen] 33 ms
[blast_gen] chunk minp (48 -20 48)
[blast_gen] 63 ms
[wst_gen] chunk minp (48 -32 48)
[wst_gen] 95 ms
[ore_thin] chunk minp (-32 -32 48)
[orethin] (-32,-32,48) dist=65.969690009883 orethin_maxdist=45000 adj=0.05
[ore_thin] 109 ms
[newspawn_gen] chunk minp (-32 -32 48)
[newspawn_gen] 33 ms
[fracrift_ure_gen] chunk minp (-32 -32 48)
[fracrift_ure_gen] 125 ms
[blast_gen] chunk minp (-32 -20 48)
[blast_gen] 93 ms
[wst_gen] chunk minp (-32 -32 48)
[wst_gen] 111 ms
[ore_thin] chunk minp (-32 -112 48)
[orethin] (-32,-112,48) dist=125.98412598419 orethin_maxdist=45000 adj=0.05
[ore_thin] 78 ms
[fracrift_ure_gen] chunk minp (-32 -112 48)
[fracrift_ure_gen] 141 ms
[ore_thin] chunk minp (-32 48 48)
[orethin] (-32,48,48) dist=75.046652157175 orethin_maxdist=45000 adj=0.05
[ore_thin] 32 ms
[newspawn_gen] chunk minp (-32 48 48)
[newspawn_gen] 33 ms
[fracrift_ure_gen] chunk minp (-32 48 48)
[fracrift_ure_gen] 141 ms
[blast_gen] chunk minp (-32 48 48)
[blast_gen] 33 ms
[wst_gen] chunk minp (-32 48 48)
[wst_gen] 125 ms
[ore_thin] chunk minp (-32 -112 -32)
[orethin] (-32,-112,-32) dist=120.79735096433 orethin_maxdist=45000 adj=0.05
[ore_thin] 110 ms
[newspawn_gen] chunk minp (-32 -112 -32)
[newspawn_gen] 78 ms
[fracrift_ure_gen] chunk minp (-32 -112 -32)
[fracrift_ure_gen] 173 ms
[wst_gen] chunk minp (-32 -112 -32)
[wst_gen] 141 ms


Never more than 300 ms, and only once even close to that. Perhaps I can look over the code a bit more, and look for optimizations... Seems like the rift generation is the most to blame.
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Re: [Game] Fractured [0.01] [WIP]

by Kilarin » Wed Mar 11, 2015 23:37

HeroOfTheWinds wrote:what is your PC hardware like?

OLD. :) 2006 machine

HP Pavilion a1600n AMD Athlon 64 X2 Dual core Processor 3800+ 2.00 GHz
2965MB of Ram, NVIDIA GeForce 6150LE graphics card
Linux 3.13.0-46-generic #77-Ubuntu SMP Mon Mar 2 18:26:13 UTC 201
Distribution: Xubuntu

And usually performs pretty well, but its OLD and should probably NOT be our benchmark. :)
 

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Re: [Game] Fractured [0.01] [WIP]

by 12Me21 » Thu Mar 12, 2015 14:41

The power of the world stone was so great, that it causes lag lol
 

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Re: [Game] Fractured [0.01] [WIP]

by Kilarin » Mon Mar 16, 2015 01:29

updated to version 0.07 on github: https://github.com/Kilarin/fractured/archive/master.zip
No play changes, but a structural change.
I added a new mod "fractured" that has the functions iswild(pos) and wilddist(pos)
iswild returns true if pos is in the area defined as wild instead of tame. (just if x<0 in my version)
and wilddist returns your distance into the wild region (with negative value for distance into tame region)

the purpose of these to functions is so we will have ONE centralized function that determines these values and can be called within multiple mods. And if someone else wants to use fractured "wild" function in a different way. To, for example, create only certain areas of the world that are wild instead of everything in the west, then they can just modified the functions in fractured.

I changed the way wilddist is calculated to increase the importance of your distance -x over distances to y or z. The idea being that a player shouldn't be able to travel 30,000 along the z axis down the fracture in the relatively tame east, and then hop over the fracture and suddenly be at the same wilddist as someone who slogged 30,000 nodes along the x axis through increasing danger all the way. With this formula, distance actually traveled into the west is more significant when calculating the dangers (and rewards) that will be generated there.

I updated orethinning and areas mods to use the new iswild and wilddist functions.

ALSO, I'm converting the programs where I used spaces into tabs. I HATE tabs. But in a collaborative open source project, I should try to use what is considered the standards. <sigh>
 

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Re: [Game] Fractured [0.01] [WIP]

by 12Me21 » Mon Mar 16, 2015 12:33

Kilarin wrote: ALSO, I'm converting the programs where I used spaces into tabs. I HATE tabs. But in a collaborative open source project, I should try to use what is considered the standards. <sigh>


What do you hate about tabs? They are so much easier to use than spaces, since tabs always go out so certain defined spots, no matter what text there is before or after them.
 

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Re: [Game] Fractured [0.01] [WIP]

by Evergreen » Mon Mar 16, 2015 12:47

@12Me21 Because tabs can very in behaviour a between editors. Imo, if your project uses tabs, only use tabs, and if your project uses spaces, only use spaces. Consistency is more important.
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Re: [Game] Fractured [0.01] [WIP]

by 12Me21 » Mon Mar 16, 2015 13:05

Evergreen wrote:@12Me21 Because tabs can very in behaviour a between editors.


Spaces differ even more in behavior. If you use a bad editor that isn't monospaced, then spaces will not work.
With tabs, the text will always line up.

Also, when have tabs ever differed in behavior, besides just being different lengths?
If tabs are causing problems, then you are using a really horrible text editor, even Notepad has working tabs!
 

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Re: [Game] Fractured [0.01] [WIP]

by Kilarin » Mon Mar 16, 2015 22:24

12Me21 wrote:What do you hate about tabs?

I'm a text purist. I don't like having control characters in my text files, not even tabs. I'm not claiming it's reasonable, just that I like spaces. Spaces are simple.
BUT, that's beside the point. The standard on Minetest is to use tabs, and if I intend to be working on the same files with other programmers, I need to conform to the standard.
 

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Re: [Game] Fractured [0.01] [WIP]

by 12Me21 » Tue Mar 17, 2015 00:05

Kilarin wrote:
12Me21 wrote:What do you hate about tabs?

I'm a text purist. I don't like having control characters in my text files, not even tabs. I'm not claiming it's reasonable, just that I like spaces. Spaces are simple.
BUT, that's beside the point. The standard on Minetest is to use tabs, and if I intend to be working on the same files with other programmers, I need to conform to the standard.


But doesn't pressing enter (creating a new line) create control characters too?

But whatever, this is a stupid argument/
and spaces are definitely not simple, since they can be different lengths, and they won't line up in different text editors. But tabs are nice and simple, and will usually line up in the same way, as long as you have a decent text editor (even things like Microsoft word!)
 

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Re: [Game] Fractured [0.01] [WIP]

by Kilarin » Mon Mar 23, 2015 12:08

Just an update to let folks know that progress is still being made...
Due to some help from TenPlus1 I THINK I may have a solution to the pvp allowed in the west but not in the east problem!
And,
I've been working on improvements to a very important mod that I think will make a big difference, not only in fractured, but perhaps in lots of different games. Hope to have the first update out in the next few days.
 

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Re: [Game] Fractured [0.01] [WIP]

by Kilarin » Tue Mar 24, 2015 04:37

I have offered a pull request to Sokomine's Markers mod:
https://github.com/Sokomine/markers/pull/7
And have updated fractured with my changes:
https://github.com/Kilarin/fractured/archive/master.zip

I think Sokomine has a good point that some users have a difficult time marking an area by picking out opposite corners. And I believe that the markers mod is a very clever way of addressing that issue.

But when I was experimenting with it, I realized that I was having a difficult time getting my markers into a perfect rectangle, and all at the same level. And when I was thinking about it, I realized that with a small change, markers might be even MORE intuitive to use.

What this change does is alter markers so that the user doesn't have to worry about trying to get a rectangle at all. They just plop down markers, as many as they wish, at all of the extremes of their build. They can even build a "fence" of markers around the build if they wish. They can also place markers at the lowest and highest points of the build they wish to protect.

Then, when the user right clicks on ANY of these markers, the code just runs through a quick loop and calculates the opposite corners of a 3d box that contains all of those markers. And THAT becomes the basis of the area to be protected.

For example, here I've built a really simple (and not very pretty) house:
Image

But oh! How shall I mark it for protection? it's not square, and it's not all on the same level and basic geometry confuses me!

Never fear, I just plop down markers all around the house, being certain to hit all of the extremities and have at least one marker at the lowest point and one marker at the highest point:
Image

Now I right click on ANY of those markers and:
Image
The calculated points, (179,26,-2) and (191,34,9) are the minimum and maximum corners of a cube that contains every single marker placed. There aren't even markers at those positions, but the program calculated them for me. I still have the option to extend the protected zone up and down from marked positions, but now the "above" number is for extending above 34 (the y value of the highest placed marker) and the "below" value is for extending below 26 (the y value of the lowest placed marker)

I feel that this takes the already great idea for markers, and makes it even easier and more intuitive to use.
 

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12Me21
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Re: [Game] Fractured [0.01] [WIP]

by 12Me21 » Tue Mar 24, 2015 12:00

Maybe you should make the markers one node high, so they won't look like they protect more area than they really do.

Also, it would be cool if you could see the boundaries of the protected area, like if you click a button in the menu, it will spawn entities that show the edges of the area, so you can tell if you missed anything.
 

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