1. Post #41
    Gold Member
    jimhowl33t's Avatar
    January 2008
    5,591 Posts
    This would be epic. Not to mention it would add a whole new aspect to the game. (Even though the minecraft maps are rumored to be infinitely large.)
    The maximum calculated extension for a Minecraft map is supposed to be 8 times the actual surface of Earth, although you need a 10-Petabyte hard drive for this. (aka 10240 Terabytes, holy shit)

  2. Post #42
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    The map space in Minecraft is currently limited to how big your RAM is, since it apparently never drops chunks out of memory once they've been loaded, even if they're not being rendered.

  3. Post #43
    asb44's Avatar
    October 2008
    438 Posts
    java script - finally something slower than malassis
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  4. Post #44
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    java script - finally something slower than malassis
    I could have you shot for that.
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  5. Post #45
    Gold Member
    tuusita's Avatar
    June 2005
    214 Posts
    The map space in Minecraft is currently limited to how big your RAM is, since it apparently never drops chunks out of memory once they've been loaded, even if they're not being rendered.
    Really? Does this refer to singleplayer or multi? Because I remember it being mentioned somewhere that the game unloads (saves on HDD) the parts of map that are farther away from the player. Could've been the case for server, though...

  6. Post #46
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    Really? Does this refer to singleplayer or multi? Because I remember it being mentioned somewhere that the game unloads (saves on HDD) the parts of map that are farther away from the player. Could've been the case for server, though...
    Probably serverside, but I'm not sure. I might be horribly mistaken as usual.

    ANYWAY
    So what's happening in the Frontier business? Same as always?

  7. Post #47
    LokiSan's Avatar
    July 2008
    795 Posts
    Probably serverside, but I'm not sure. I might be horribly mistaken as usual.
    It was server side. Was. Now all the server loads is what players see - which is why if someone goes a long way away it can cause issues with it loading several huge chunks at once.

    ANYWAY
    So what's happening in the Frontier business? Same as always?
    As always.
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  8. Post #48
    tomato3017's Avatar
    April 2007
    116 Posts
    I have my server reboot every hour when it detects no players in the server. It helps prevent memory issues. I did the same tactic with my gmod server to prevent overwhelming snapshot overflows.
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  9. Post #49
    szakaltt's Avatar
    February 2009
    72 Posts
    I have my server reboot every hour when it detects no players in the server. It helps prevent memory issues. I did the same tactic with my gmod server to prevent overwhelming snapshot overflows.
    clever

  10. Post #50
    Galoi's Avatar
    September 2008
    397 Posts
    Im always interested in the mapping of this gamemode. Some of it was extremely pretty.

  11. Post #51
    Gold Member
    DaApocalypse's Avatar
    December 2005
    677 Posts
    What do you want to know.

  12. Post #52
    Galoi's Avatar
    September 2008
    397 Posts
    What do you want to know.
    What kinds of asthetics are you guys going for mostly.

  13. Post #53
    antlion01's Avatar
    January 2010
    398 Posts
    Those are some awsome Minecraft player skins, did you upload them anywhere or are they just on your pc/s

    Wait... How did you get from frontier to Minecraft Beta?

    EDIT:

    I suppose this post would have made more sense if I noticed the 2nd page.
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  14. Post #54
    Gold Member
    FlakAttack's Avatar
    November 2006
    5,735 Posts
    Impressive looking mod, look forward to the release. Though I love spacebuild, I'm glad you guys are staying away from the retarded amount of resources it has. All I hope for is that modules (weapons, thrust, etc) require resources to function. Bring back the focus on survivability that old spacebuild used to have.

    Also, if you do decide to use a resource transferring system, using something like the old cable/plug system SB had would be better than the newer gui-powered invisible transfer system.

  15. Post #55
    HonorGuard's Avatar
    April 2008
    781 Posts
    Impressive looking mod, look forward to the release. Though I love spacebuild, I'm glad you guys are staying away from the retarded amount of resources it has. All I hope for is that modules (weapons, thrust, etc) require resources to function. Bring back the focus on survivability that old spacebuild used to have.

    Also, if you do decide to use a resource transferring system, using something like the old cable/plug system SB had would be better than the newer gui-powered invisible transfer system.
    Well they do have hose nifty cables to connect resource devices to storage devices. I doubt it would take too much effort to rig up a resource transfer system.

  16. Post #56
    Galoi's Avatar
    September 2008
    397 Posts
    What I'd always like to see is ships you can walk in while someone pilots. But as I take it, its not possible?
    If I remember right, I liked Loki's portal/gate ideaa.

    Has anyone been updating their ship designs in preparation?

  17. Post #57
    Gold Member
    DaApocalypse's Avatar
    December 2005
    677 Posts
    That problem is a Source Engine issue. Technically it isn't an issue..because the system was never designed to do what Spacebuild/Garry's Mod does..but yeah. There really isn't a way for us to fix it unfortunately.
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  18. Post #58
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    That problem is a Source Engine issue. Technically it isn't an issue..because the system was never designed to do what Spacebuild/Garry's Mod does..but yeah. There really isn't a way for us to fix it unfortunately.
    This has been mentioned before, but Superllama is working on a "fix" of sorts.
    There's a thread about it on the wiremod forums.

  19. Post #59
    Gold Member
    lockdown6's Avatar
    August 2008
    5,705 Posts
    What I'd always like to see is ships you can walk in while someone pilots. But as I take it, its not possible?
    I'm think the Source engine's physics pretty much prevents this.
    Honestly, an updated Havok would be great (source is on version 2 I think and the current version of Havok is like 6 or something). Maybe with Episode 3..

    Edited:

    Here's that thread LemONPlaNE was talking about:
    http://www.wiremod.com/forum/wiremod...mpossible.html

    Number 3 is what he's working on right now (and what we're waiting for ).
    It's the classic "inertial dampeners" question. Spacebuild users want to be able to move around in their ship-- but they can't! Nobody has ever (to my knowledge) successfully built a ship that doesn't jettison its driver when they leave their chair while it's accelerating. And if they manage to stay inside, it's almost certainly going to kill them, and thusly jettison their uncollidable ragdoll. Even the best ships will do this if you try them on a laggy server, and that just won't do. Most people are satisfied with "that's just the way it is, only Garry can change it."

    However, the concept of "ghosts" in a world allows for this to be possible via lua. In essence, a copy of the ship's hull is moved to the middle of nowhere, frozen, made invisible, and made to collide only with its ghost children. This ghost hull never moves, and never rotates. From now on, we will refer to the location of this ghost hull as the "new" location, and the location of the original hull prop as the "old" location. Next, each object inside the ship is moved into the ghost hull, made invisible, and set to only collide with each other and with the ghost hull of that ship. Clientside, these objects are marked and processed by a PreDrawOpaqueRenderables hook which will move them to their old location before drawing them. Since a clientside SetPos will be overridden the next frame anyway, it doesn't need to be undone.

    When the LocalPlayer enters the ship, he will be immediately transported to the inside of the ghost ship along with all the objects. From now until he exits, he too is a ghost. A CalcView hook will be in place to divert the player's view to the inside of the "old" ship, which will appear to be his real location. As far as anyone can tell, the objects are really in there, and are really being unaffected by external physics. However, in actuality, it's all an illusion.

    There could very well be problems with bullets hitting the ghost ship, but I'm hoping that ShouldCollide is smart enough to ignore them. If not, the "middle of nowhere" might have to relocate if a player gets close enough to shoot at it. Another problem is that splash damage will not affect the objects inside the ship... though this could actually be a good thing, and thought of as a shield. When the hull blows up, all objects are returned to normal and you're jettisoned into space. A custom damage system could also take the ghosts into consideration.

  20. Post #60
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    I'm think the Source engine's physics pretty much prevents this.
    Honestly, an updated Havok would be great (source is on version 2 I think and the current version of Havok is like 6 or something). Maybe with Episode 3.
    Source is on version 14, and the version of Havok in use by Source is so heavily modified it's barely recognizable.

  21. Post #61
    Galoi's Avatar
    September 2008
    397 Posts
    I'm think the Source engine's physics pretty much prevents this.
    Honestly, an updated Havok would be great (source is on version 2 I think and the current version of Havok is like 6 or something). Maybe with Episode 3..

    Edited:

    Here's that thread LemONPlaNE was talking about:
    http://www.wiremod.com/forum/wiremod...mpossible.html

    Number 3 is what he's working on right now (and what we're waiting for ).
    Ahh yes, I believe that waas mentioned before. It would make a fun jump sequence, say you could only move around your ship while its "jumping" to a said destinaton. I mean, when do we walk around our ships while we fight? or when we dock with things? Its usually when we get a bit of down time peace right?

    *Happy new year guys, Heres to a fronteir filled year.*

  22. Post #62
    Gold Member
    DaApocalypse's Avatar
    December 2005
    677 Posts
    It's the classic "inertial dampeners" question. Spacebuild users want to be able to move around in their ship-- but they can't! Nobody has ever (to my knowledge) successfully built a ship that doesn't jettison its driver when they leave their chair while it's accelerating. And if they manage to stay inside, it's almost certainly going to kill them, and thusly jettison their uncollidable ragdoll. Even the best ships will do this if you try them on a laggy server, and that just won't do. Most people are satisfied with "that's just the way it is, only Garry can change it."

    However, the concept of "ghosts" in a world allows for this to be possible via lua. In essence, a copy of the ship's hull is moved to the middle of nowhere, frozen, made invisible, and made to collide only with its ghost children. This ghost hull never moves, and never rotates. From now on, we will refer to the location of this ghost hull as the "new" location, and the location of the original hull prop as the "old" location. Next, each object inside the ship is moved into the ghost hull, made invisible, and set to only collide with each other and with the ghost hull of that ship. Clientside, these objects are marked and processed by a PreDrawOpaqueRenderables hook which will move them to their old location before drawing them. Since a clientside SetPos will be overridden the next frame anyway, it doesn't need to be undone.

    When the LocalPlayer enters the ship, he will be immediately transported to the inside of the ghost ship along with all the objects. From now until he exits, he too is a ghost. A CalcView hook will be in place to divert the player's view to the inside of the "old" ship, which will appear to be his real location. As far as anyone can tell, the objects are really in there, and are really being unaffected by external physics. However, in actuality, it's all an illusion.

    There could very well be problems with bullets hitting the ghost ship, but I'm hoping that ShouldCollide is smart enough to ignore them. If not, the "middle of nowhere" might have to relocate if a player gets close enough to shoot at it. Another problem is that splash damage will not affect the objects inside the ship... though this could actually be a good thing, and thought of as a shield. When the hull blows up, all objects are returned to normal and you're jettisoned into space. A custom damage system could also take the ghosts into consideration.
    Good luck with that.
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  23. Post #63
    Gold Member
    LemONPLaNE's Avatar
    January 2008
    3,612 Posts
    Good luck with that.
    He has a working prototype which requires a special map entity and doesn't rotate the player model. Apart from that, it works.

  24. Post #64
    szakaltt's Avatar
    February 2009
    72 Posts
    Oh you mighty DaApocalypse. Please upload an another video of the current status of Frontier.

  25. Post #65
    Galoi's Avatar
    September 2008
    397 Posts
    Oh you mighty DaApocalypse. Please upload an another video of the current status of Frontier.
    I doubt he can top what has already been released.

  26. Post #66
    moo
    CowThing's Avatar
    November 2006
    4,812 Posts
    How has this gamemode been coming along, has there been any updates recently?

  27. Post #67
    Gold Member
    DaApocalypse's Avatar
    December 2005
    677 Posts
    We need more coders for the gamemode to continue.

  28. Post #68
    LokiSan's Avatar
    July 2008
    795 Posts
    We need more coders for the gamemode to continue.
    We also need updates to stop screwing basic mod principles. Kinda forced three rewrites.

  29. Post #69
    Galoi's Avatar
    September 2008
    397 Posts
    We also need updates to stop screwing basic mod principles. Kinda forced three rewrites.
    Do I smell internal struggle? maybe its time to slow down? :o

    Not that I wish to imply you have been sleeping on the job. No-one is more deserving of a rest. And all the effort in the world would have gone to waste until... Fuck.....god damnit man in suit.
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  30. Post #70
    LokiSan's Avatar
    July 2008
    795 Posts
    Do I smell internal struggle? maybe its time to slow down? :o

    Not that I wish to imply you have been sleeping on the job. No-one is more deserving of a rest. And all the effort in the world would have gone to waste until... Fuck.....god damnit man in suit.
    No internal issues, just general dislike of the lack of standardisation in Garry's updates.

    It's GMOD updates that forced re-writes.
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  31. Post #71
    Heineken
    Heinserver's Avatar
    February 2010
    958 Posts
    Even if this is like spacebuild, I simply love it. Everything is better then SpaceBuild, after seeing the video's, it seriously amazed me. Can't wait till this opens to public!
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  32. Post #72
    The Rizzler's Avatar
    March 2009
    1,320 Posts
    Even if this is like spacebuild
    it isn't. The only relation is the space theme
    not to mention Frontier has hardly any lag and hopefully will be bug free
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  33. Post #73
    TheFallen(TF2)'s Avatar
    September 2009
    2,020 Posts
    This gamemode looks great, I can't wait to see it when its done!

  34. Post #74
    Galoi's Avatar
    September 2008
    397 Posts
    No internal issues, just general dislike of the lack of standardisation in Garry's updates.

    It's GMOD updates that forced re-writes.
    I can imagine that. Thats the trouble modding a game thats still being updated regulary.

  35. Post #75
    CmdrMatthew's Avatar
    August 2010
    1,180 Posts
    What method are you using to determine what planet the players is on? It must be profoundly different from SB's for there to be any lag reduction.

  36. Post #76
    rsugar's Avatar
    March 2005
    71 Posts
    OP updated with a special announcement. See OP for details!

  37. Post #77
    The Rizzler's Avatar
    March 2009
    1,320 Posts
    OP updated with a special announcement. See OP for details!
    'special' update? Yet it looks like a normal update...
    I don't think you guys are giving us enough updates to be labeling them as 'special'
    unless releasing an update is so rare that it's a special occasion...

       Just kidding I know what you mean by life stuff, life is getting more difficult by the day   

  38. Post #78
    Galoi's Avatar
    September 2008
    397 Posts
    Indeed, to be honest I knew this before the update. But I still give my full support to this and its devs. No sense in jumping ship cause we cant reach port so quickly.

  39. Post #79
    TheFallen(TF2)'s Avatar
    September 2009
    2,020 Posts
    Quick question, will there be hostile SNPCS you need to fight or anything like that? Because I don't think adding something like that would be worth the trouble.
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  40. Post #80
    CmdrMatthew's Avatar
    August 2010
    1,180 Posts
    That's actually quite easy to do. But it doesn't seem there will be any.