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Messages - [GSF]Ghost

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541
I'm not quite sure what your motivation for doing this was, but:
In Server_Support.cs from line 1715 you are doing something to rewrite the entire brick destruction code, presumably for floating bricks, but not only is it unnecessary to do in such a fashion, it breaks stuff. Whatever brick I try to break, floating, not floating, default, not default, doing the addvelocity and fakekillbrick method not only breaks mods that rely on instant feedback, it feels unrealistic. In addition something, possibly from that section, breaks undoing the bricks, consequently breaking mods that rely on the undo stack. I'm sure this was just a hitch since you're an experienced coder, but just in case I suggest you always use default methods and not try to replicate default visual effects.
Already addressed, but thanks for reporting it. That's an experimental script for preventing chain-killing floating terrain when wand-ing or planting / undo-ing bricks on the top of a column, but will be adjusted before release to apply only to generated terrain.



Update: Just thought I'd post some pics showing how terrain generates seamlessly now =) If anyone else has screenshots showing epic landscapes using PTG, feel free to post.

542
modter is awesome!
-pic-
Very Cool =) I can't wait to see what y'all create once this is finally released.



BTW, still working on support for generating ModTer bricks. Afterward, there won't be much left to finish - besides a few additions and small changes / fixes.

543
Add-Ons / Re: ☐⇄☐ Item Storage
« on: October 16, 2015, 12:56:42 PM »
There was an update in the works, but lately I've just been preoccupied with PTG. However, I was thinking for version 5 of Item Storage, instead of adding more features, I would simplify it and make it completely server-sided. Item Stacking, encumbrance, etc. would be removed, but brick and backpack inventories would work for all players on your server without them having to download the add-on themselves (I think I figured out a way to make this work). Direct support for crafting, smelting, fletching forging, etc. could also be added for RPG servers, and perhaps new backpack models with various storage sizes. Options for dropping backpack inventories on death, etc. would also be added.

Although, instead of having the update take away certain features of Item Storage, it could actually be released as a separate add-on, and then a small update could be released for Item Storage itself to make small fixes and improvements. This is just what I'm planning so far, but I can't start on the update for this add-on until PTG is released, so it'll still be awhile.

544
i want to test but full
I may hold a build content in which the winners will get a slot for testing the add-on.

Speaking of which, how much time do y'all think would be necessary for making a build to submit? Would 10 days be enough time?



Update: ModTer Support is now being finalized! I also fixed an issue that caused openings to appear in terrain, so everything should be perfectly seamless now, except for caves - which will be fixed layer.

When ModTer bricks are being used, you will be able to choose from 3 different generation types: "Cubes", "Cubes & Wedges" and "Cubes, Wedges & Ramps".  Here is a preview of the "Cubes & Wedges" option:


Progress was also made with generating ModTer for caves:


In addition, some support was added for making boundaries work with infinite terrain. This feature is useful for easily generating closed off landscapes for RPGs, simply by flying around where you want them to generate. You'll eventually be able to toggle between using normal bricks and static shapes for boundaries (to prevent issues with conflicting bricks), as well as generating invisible static shapes (to prevent bots from falling off the terrain).

 

545
:O
:D

Can i please? i like making terrains to play adventures with friends
Sure, I'll send you a download link for the Beta.

I've noticed when destroying bricks with System_PTG enabled that the brick gets fakekilled first and then gets deleted. At first, I thought it was RP_Core until I disabled System_PTG. Now they break as intended.
That's actually on purpose; PTG has a floating brick script that prevents chain-killing terrain, which was a problem in the last version. But, I'm going to try to modify it to only pertain to floating terrain bricks.

546
Were you saving a new preset or overwriting an existing one? Also, if you navigate to the directory "Config/Client/PTGv3/BetaTest/Presets/", does the "DAProgs^.txt" file exist, or was it not created yet?

It seems like the script is having trouble navigating to the filepath, which could be caused by setting one of the folders to "ReadOnly" or having the file open in another program / writing to it while the game is trying to access it.

547
Hello,

I'm having issues saving presets.

ResManager::openFileForWrite - failed to open stream for "Config/Client/PTGv3/BetaTest/Presets/DAProgs^.txt"
Failed to open file 'Config/Client/PTGv3/BetaTest/Presets/DAProgs^.jpg'.

Dunno if it's the carret simbol?
The 'Client/PTGv3/BetaTest/Presets' folder has been properly created.
Strange, I just tried it myself and it seems to be working fine, even when using the caret symbol. It automatically checks for issues with characters in the file name before saving, so I don't think that's the issue. Are you on a PC or a Mac?



The Beta update been released to the testers! Also, Hawt opted out, so his position is open if anyone wants to try it. If any other testers wants to opt out, let me know.

548
That's actually a great idea, but not everyone may use Steam though. Anyway, the first wave of PMs has been sent, so I'll be messaging the other testers next.

549
Wait we still haven't gotten the download yet?
I'm sending the PMs now; I can only message 20 people per hour though, so there will be a slight delay for the new testers.

550
I would be up for one
can my build be more terrain
Loading terrain within terrain would be interesting lol, but I'll list some categories builds can pertain too.



PTG is now in Beta Stage!
I'll be sending out the new update to the testers shortly; the new update will include:




Features
    - Clouds
     - Floating Islands
     - Pseudo-Equator Simulation
     - Edge FallOff (affects normal terrain, flatlands, clouds, floating islands and skylands)
     - Build Loading
     - Added option to generate details for the default terrain biome onto floating islands as well
     - Added option for permanent chunk saves, and an option for removing old saves once  one of the chunk save limits are reached.


GUI Changes
    - GUI Previewing (95% done - still need to fix cave and biome rendering; doesn't support build loading or biome details)
     - Added new Build Loading and Management GUIs
     - Expandable Mini Control Window
     - Changes made to the Chunk Manager
     - Added Noise Scale auto-fixing
     - Various, small GUI improvements
     - Added option to set a chunk to "edited" when the wrench is used and settings are applied to a brick within it (meant for chunk saving)
     - Added option to set a chunk to "edited" when a brick is painted, destroyed or printed within it
     - Added option to set a chunk to "edited" when a player brick is planted within it
     - Added option to set a chunk to be "static" when a player-planted vehicle, bot or player spawn is planted within it
     - Added option to auto-hide bot, vehicle and player spawn bricks when generated as details
     - Added the ability to enlarge various preview images
     - Included an option for setting certain chunk saves to "permanent" and added an option for removing old saves on save limit overflow
     - All GUI windows now stay in the same, relative location when switching windows
     - Added option in Biome windows to easily clear all detail bricks, prints and colors - either by detail category, for a certain biome or for all biomes.
     - Modified default delay values
     - Noise scale checks now only run for features that are enabled
     - Presets now only load into the GUI when you're on a server
     - Altered Connect Lakes to be relative to the water level and is now set with a slider (so it's easier to use)
     - Added custom GUI checkbox and scroll window profiles


Server / Console Commands and Messages
    - Added /PTGClearAll (replaces the purge function)
     - Made changes to /PTGPurge (now deletes chunk saves with chunks)
     - Added console command PTGRmt(%func); for dedicated servers (type PTGRmt("Help"); for more info and PTGRmt("List"); for all available functions)
     - Added /PTGPos (allows any player to see their current position and facing direction; can be toggled by the host)
     - Updated /PTGCmds
     - Console echos now include the bl_id of the player behind the action
     - Made slight improvements to chat notifications


Issue Fixes:
    - Fixed issue with saving / loading events for chunk saves
     - Fixed minor issue with noise scale clamp ranges and improved server-sided error checks
     - Fixed minor issue with avoiding non-existant clients for append function
     - Increased default dedicated lag check value to "100" to prevent frequent lag pauses on dedicated servers
     - Fixed preset loading issue when saving / loading between dedicated and normal servers
     - Added isObject checks for planted bricks
     - Fixed a very minor issue with creating too many deselect buttons for detail bricks categories.
     - You can now also deselect prints and details without having to load a category first
     - Added greater eval security
     - Fixed issues with mountains noise scales
     - Made very minor fixes to chat and console messages
     - Fixed snapping bricks to ground level, instead of generating bricks with a negative Z value


Removed Features:
    - Dropped Gradual Grid Expansion - Generation
     - Dropped the Simplex GUI (more complicated to include than I thought, not necessary with the inclusion of presets and would delay development)
     - Dropped the option of allowing mountains within certain biomes (may overcomplicate noise scales and isn't really necessary)
     - Dropped the option to autosave all chunks on local quit (also not really necessary)




Issues / changes to address for next update or before release (testers please don't report these):
    - Seams / openings in terrain, caves, mountains and skylands, sometimes caused by build loading (seams caused by flat area generation should be fixed)
     - Vehicles don't spawn for loaded builds (on purpose for now)
     - Bricks for the bottom later of floating islands sometimes stick out above the top layer
     - Builds generated on floating islands sometimes generate without being supported
     - Chunk size under Advanced settings needs to be snapped to a value range of 16, 32, 64, 128 and 256 only (otherwise causes problems)
     - Fix plate-capping
     - Setting flat areas (and build loading?) to generate at the highest terrain point sometimes causes flat areas not to generate correctly, or at all
     - Fix cave and biome rendering (including on top of mountains) for previews (and using negative start values with caves), and tweak brick count estimate
     - Attempt to add flat area edge falloff (?)
     - Make Boundaries work with infinite terrain, add static shapes support, add invisible static-shape support
     - Finish ModTer Support (not fully functional just yet)
     - Add Events and Third Party Support
     - Fix dynamic stream brick functions
     - Auto update listed builds for all Super Admin GUIs when a build is added, edited or removed (?)
     - Edge Falloff is not compatible with the radial grid setting
     - Bricks between featues (i.e. floating islands and mountains) can sometimes conflict and cause bricks not to appear
     - Previews are slightly off when using the radial grid feature
     - Add final GUI graphics

551
That would be very cool.  Kind of like more default saves.
Dude I'd totally enter that build contest.
Great =) Would anyone else be up for a build content to win a spot as a tester?



Update: Also, GUI Previewing is just about done; I just need to finish tweaking it and adding other small changes. I ran into some problems that needed to be fixed which set me back slightly, but the Beta update will be released tomorrow!

552
Ok thanks for the clarification, I just checked and the city is 6x6 64x plates
No problem. If y'all need me to increase the brick limit for saves, let me know.

maybe you can make the falloff radial and not cubic
I'll see what I can do; if I can't add a fix for the Beta then I'll try to add it for the Pre-Release.

I need a download of this.
Hey what are you gonna do now that taboo is BOS?

If he isn't going to be a tester anymore I'd be up to take his place.
Taboo's spot was taken by one of the last testers that volunteered. I wouldn't mind raising the cap, but it's a somewhat of a hassle messaging a large group of people at once, especially with the forum's PM restrictions.

This is just an idea, but I could try raising the limit to like 60 or 80, and then hold a build competition to fill the remaining slots. Since PTG now allows you to randomly generate your own saved builds into the landscape, submitted builds (if chosen) could be included with PTG's final release, and the owner's for those builds would be given credit and a slot for testing the final 2 versions. What do y'all think?

Can it generate terrain like this?

-pic-
It could probably generate something close to that; when ModTer support is added, you'll have an option of using only cube bricks, all ModTer bricks, or just using cubes and wedges. Hand-built terrain will also have an advantage of course. =)

553
...It looks okayish to me, better than it being cut out of the cliffside...
Even with the edge falloff applied, those openings would still appear in the terrain. Once I figure out what's causing the issue, it shouldn't be overly difficult to prevent it from happening. But, completely preventing those openings from appearing would be very difficult and expensive to calculate.

Wait can the total area be 8x8 64x baseplates or is it just 8 64x baseplates?
That's what I meant sorry, it's actually an area of 8x8 64x baseplates. If there was such a thing as a 512x cube brick, a build would have to fit inside it in order to be uploaded to the server.

how are you distributing copies of this to testers? i just wanna make sure im not missing anything
Once the Beta is ready, I'll start sending PMs to all the testers with the download link.

554
perhaps you could have a warning that it will take a very very long time if you upload a big build but still allow it
and if possible be able to set a limit so other people can't upload large builds
A warning message would be a good idea. Also, the hard limits could be increased to say 50,000 bricks and 512 meters, would that work?

is there a loading bar
if not you should do that
Yes but it is not a true loading bar, more of a loading indicator.
Builds are actually loaded gradually, relative to each chunk, so a loading bar wouldn't really be necessary. Like if ACM City is being loaded, one chunk will generate a small section of the build, then another chunk will generate another section, etc.

So if Taboo is now ban on sight, does that mean his testing spot is open or no?
His spot just got filled by another tester. =/

maybe you could do edge falloff for all the saves / flat areas loaded, so there wouldnt be any random chunks of terrain appear to be missing.
I'm not sure exactly what's causing openings in the adjacent sides of terrain, but I'll try to have that fixed or the following update. I did try adding an edge falloff for flat areas a few days ago, but it didn't turn out that well:

555
"Under 20,000 bricks"
Aw, I doubt my city I'm making is going to be under that, and with en 256 meters.
Would it be possible to make it so you can load just one really big build in and have land generated around it? (Iirc the city's width and legth may be like, 7 64x baseplates)
The hard limits can be increased if necessary, I just set it to 20,000 bricks and 256 meters to prevent any potential issues, especially since you can allow other players to also upload their own builds. If y'all want me to increase it however let me know, but uploading / converting some of the larger builds could take about 30 minutes.

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