Author Topic: "Block Trek" Star Trek Megathread - Toy Enterprise Model  (Read 64591 times)

It's probably worth mentioning that 64x modter causes a disproportionate amount of lag when cleared compared to the smaller ones, so the low resolution terrain would cause more lag than higher resolution terrain.
Do you think building a planet of 16x or 8x cubes would help with the lag when clearing? It would still have a lot of bricks - exponentially more, really.

it would but you could leave the inside hollow/support it with non-modter cubes.
the brick clearing system i gave you wont lag at all when clearing non-modter, only when clearing modter. so the only real concern is a bunch of modter being cleared, lagging everyone to death.

i can probably do another thing to make it slow down even more when it clears a modter brick, which might help with the 11 second freeze. i'll get back to you on that later.

Do you think building a planet of 16x or 8x cubes would help with the lag when clearing? It would still have a lot of bricks - exponentially more, really.
I'm talking about the terrain inside of it.

I'm talking about the terrain inside of it.
theres barely anything inside, 95% of the modter bricks are the ones covering the outside and the inside side of the dome

I ran clearing tests of equally-sized stacks of 64x and 8x modter cubes, and the 64x modter actually lags less when clearing. The 64x stack took about 4 seconds to clear, and the 8x took about 7 seconds.

Spaghetti
« Last Edit: February 09, 2017, 11:04:06 AM by Planr »

Bump

I'm resuming work on the projects now. Was playing StarMade for a while but now I am just on Minecraft and Blockland again.

New screenshots of Kane class coming soon

    Greyhound class Escort - Deck Listings/Details

    So I am heading towards working more on the Greyhound class Escort. It is the smallest of the 4 ships I have in development, but it is still quite large (see this for an idea of scale).

    Quote
    So, here is the known stuff on each deck as follows:

    Deck 1:
    • Bridge
    • Jeffries Tube Junction
    • Impulse Fusion Reactor
    Deck 2:
    • Cargo Bays 1 & 2 (Upper Level)
    • Shuttlebay Control Room
    • EPS Maintenance
    • Auxilary Power Station
    Deck 3:
    • Transporter Room
    • Main Engineering (Upper Level)
    • Shuttlebay
    • Deflector Control
    • Bathrooms
    Deck 4:
    • Main Engineering Room
    • Deuterium Storage Tanks
    • Garden Viewing Corridor & Balcony
    • Aft Phaser Couplings (Accessed via Jeffries Tubes)
    • Antimatter Containment Pods
    • Aft Photon Torcreep Bay

    • Environmental/Gravity Control
    • Hazardous Materials Storage
    • Neck Access Junctions
    • Midship Observation Room
    • Explosive Bolt Decoupler Station
    • EVA Airlocks
    • EVA Equipment Storage Room
    • Central Power Couplings
    • SPARE ROOM
    • Conference Room
    • Damage Control Room
    • Environmental Control (Saucer Section)
    • Gravity Generator Room
    • Chapel
    • Library
    • Science Labs 1 & 2
    • Medical Lab
    • Sickbay
    • Dorsal Phaser Maintenance
    • Stellar Cartography/Navigation Room
    • Crew Quarters (16 Private, 4 Bunk Rooms)
    • Shower & Bath Facilities
    • Armory
    • Security Station 1
    • Docking Airlocks
    • Help/RP Spawn Room
    • Cargo Bays 1 & 2
    • Computer Core
    • Admin Room/Event Control (For changing music, controlling RP/Minigame events, etc).
    • Transporter Room 1
    • Gymnasium
    • Workout Room
    • Impulse Fusion Reactor Room
    • Waste Management Bay
    • Phaser Control
    • Brig
    • Impulse Reactor Deuterium Storage Room
    • Shield Generator Room
    • Satellite Launch Room
    • Forward Photon Torcreep Bay
    • Planetary Sensor Array Conduits

    • Structural Integrity Control Room
    • Transporter Pattern Machine
    • Bulkhead & Lock Control



    In other news, the ship's turbolift system is now heavily underway and should be finished within a week. The navigation/exploration system is also currently being developed, thanks to the help of phflack.
    « Last Edit: February 25, 2017, 10:48:27 PM by Planr »

    The navigation/exploration system is also currently being developed, thanks to the help of phflack.

    Whoa dude how's that going to work exactly? The possibilities for any sort of exploration system have me very intrigued.

    Whoa dude how's that going to work exactly? The possibilities for any sort of exploration system have me very intrigued.
    It's going to use a 19x22 starmap grid, with the studs named by columns, and variables running through a small number of bricks behind the starmap. The computer will be set to "move the ship" in a specific direction, which will increase or decrease either X or Y values for the ship's location on the grid, to simulate movement in space. When the ship successfully moves one unit in any direction, be it +X, -X, +Y, or -Y, the computer will update this change to the starmap, which will go through each X column check brick (1 brick behind each column of bricks on the starmap), and upon finding the one with the right X value for the update, it will then check the Y value for that column's bricks. So X is handled first, then Y.

    The system is still in development, but after thorough testing I know that it is possible, at the very least in theory.

    It was cool to see the turbolift in progress the other day, you and phlack are doing really cool things. Can't wait to see how the exploration system turns out. also that modter planet looks sweeeet!!


    yeah sadly the modter planet is not going to be used in the RP. it crashes people's games when cleared and takes like 18 seconds to clear, making it unusable with the planned navigation system.

    If someone was able to make modter BRICKS (the modter but it's a brick rather than zones/water), I imagine it would clear a lot faster. If someone is able to do that, please let me know.

    I've run tests on modter clearing which are very conflicting. I cleared stacks of modter numbering 22,000 and they clear multiple times faster than my modter planet, which has only ~3,000 modter bricks. I think the use of standard bricks in between each modter brick is whats causing the lag. If I could reverse that effect using brick type modter and then use zones to prop up each brick, that would probably work better and we could proceed with using "modter" planets.


    If finding an alternate solution does not work, I'm going to have to use static shape or cuboid planets in order to compensate. But that's a last resort option.
    « Last Edit: February 25, 2017, 11:13:34 PM by Planr »

    I could model planets and make skyboxes for you if you'd like.
    Oh wait.

    Magus, please do not try to stir up drama on my thread. PM me and we'll talk about that.

    It's going to use a 19x22 starmap grid, with the studs named by columns, and variables running through a small number of bricks behind the starmap. The computer will be set to "move the ship" in a specific direction, which will increase or decrease either X or Y values for the ship's location on the grid, to simulate movement in space. When the ship successfully moves one unit in any direction, be it +X, -X, +Y, or -Y, the computer will update this change to the starmap, which will go through each X column check brick (1 brick behind each column of bricks on the starmap), and upon finding the one with the right X value for the update, it will then check the Y value for that column's bricks. So X is handled first, then Y.

    The system is still in development, but after thorough testing I know that it is possible, at the very least in theory.

    That sounds incredible. It would be great to see a system like that working in Blockland.


    yeah sadly the modter planet is not going to be used in the RP. it crashes people's games when cleared and takes like 18 seconds to clear, making it unusable with the planned navigation system.

    If someone was able to make modter BRICKS (the modter but it's a brick rather than zones/water), I imagine it would clear a lot faster. If someone is able to do that, please let me know.

    I've run tests on modter clearing which are very conflicting. I cleared stacks of modter numbering 22,000 and they clear multiple times faster than my modter planet, which has only ~3,000 modter bricks. I think the use of standard bricks in between each modter brick is whats causing the lag. If I could reverse that effect using brick type modter and then use zones to prop up each brick, that would probably work better and we could proceed with using "modter" planets.


    If finding an alternate solution does not work, I'm going to have to use static shape or cuboid planets in order to compensate. But that's a last resort option.

    My experience is fairly limited (I've only made somewhere around two bricks in all of my modding career), but I think it's fairly straightforward to switch a brick from a "water" type to a normal type.
    If I have time next weekend, I could look into it for you, but you'll probably have to remind me, as I have quite a few projects going on as of late.