tag:blogger.com,1999:blog-79787628717254919592024-03-04T22:54:55.734-08:00Eternal Blue FlameThe home of Trains in Motion and various other projects.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.comBlogger157125tag:blogger.com,1999:blog-7978762871725491959.post-85113122326826470442018-11-06T09:47:00.000-08:002018-11-06T10:27:29.450-08:00Reorganizing some news stuff, for the better.019 is in the works, and the last post I made was on 015. That's... A pretty big time difference.<br />
<br />
I'll be fully honest here, I often get lost in code and forget to update anyone of the changes, aside from those that actually know how to read my git commits.<br />
<br />
So for the betterment of the news feed:<br />
- The Traincraft blog is gonna be moved to the traincraft website itself!<br />
Speaking of, if you wanna read more on 019, head over there, I'm gonna go into some massive details soon after this post. <br />
<a href="https://traincraft-mod.blogspot.com/">https://traincraft-mod.blogspot.com/</a><br />
This is gonna allow me to let other members of the team post to the blog and interact directly with the community, or at least the community that isn't on our discord.<br />
<span style="font-size: xx-small;">And maybe I can get one of them to transcribe my git changes to something normal people understand, because that seems to be out of my reach.</span><br />
<br />
<span style="font-size: small;">- This blog is gonna become something more personal.</span><br />
<span style="font-size: small;">I'll post here about my other projects that rarely see the light of day, like kingdom turns, my upcoming multiplatform adventure capatalist-esk strategy game set around running a medieval kingdom.</span><br />
<span style="font-size: small;">Maybe talk about some news, since the media can't be trusted to cite anything aside from buzzfeed, or others that cite buzzfeed.</span><br />
<span style="font-size: xx-small;">Lets be honest, I'd rather be complaining in detail about brigadier (the new modding API for minecraft), than Nancy Pelosi.</span><br />
And I'll probably rework this blog's theme again, the Traincraft blog is heavily tailored to this userbase, this one doesn't need to be, so I can make something I actually like.<br />
<br />
<br />
I'm gonna end today's post here with a note to my Americans readers out there, It's the 6th, election day, get out there and vote, this is literally the last chance, and some important roles are up for grabs.<br />
Be sure you're actually registered to vote though, because unlike the 2016 election they are going to be enforcing checks on that.<br />
And if you're in san antonio, vote yes on propositions A, B, and C, let's un-do some damage that ourcity manager has been doing, and help our fire departments.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-64044387759663369782018-02-14T15:27:00.001-08:002018-02-16T16:14:54.037-08:00waiting on 015.... #Traincraft015 has been under works for a crazy long time now. I'm sure many are still wondering what's going on at all.<br />
<br />
No it's not done, and no I don't know when it will be done.<br />
<br />
But, I've got a decent sized list of changes and fixes, I've been doing while waiting around for someone to remake the GS4 which is what i'm waiting for.<br />
First off the GUI's got some minor changes, primarily being that tanks now show what fluid they have and how much, this covers everything, tankers, diesels, steamers, tenders, even B-units.<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://cdn.discordapp.com/attachments/178992323265298432/413416806888505361/unknown.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="800" height="180" src="https://cdn.discordapp.com/attachments/178992323265298432/413416806888505361/unknown.png" width="320" /></a></div>I did a massive lighting revamp that changes how the trains render to work better with the world lighting and shaders, here's the before shots without shaders<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://cdn.discordapp.com/attachments/178992323265298432/397590260017659914/unknown.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="800" height="180" src="https://cdn.discordapp.com/attachments/178992323265298432/397590260017659914/unknown.png" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://cdn.discordapp.com/attachments/178992323265298432/397584834844688395/unknown.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="800" height="180" src="https://cdn.discordapp.com/attachments/178992323265298432/397584834844688395/unknown.png" width="320" /></a></div>And here's the after shots without shaders:<br />
<div class="separator" style="clear: both; text-align: center;"><a href="https://cdn.discordapp.com/attachments/178992323265298432/397590559214010370/unknown.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="800" height="180" src="https://cdn.discordapp.com/attachments/178992323265298432/397590559214010370/unknown.png" width="320" /></a></div><div class="separator" style="clear: both; text-align: center;"><a href="https://cdn.discordapp.com/attachments/178992323265298432/397584356979245076/unknown.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="800" height="180" src="https://cdn.discordapp.com/attachments/178992323265298432/397584356979245076/unknown.png" width="320" /></a></div>We also finally got a website setup, check it out over at: <a href="http://traincraft-mod.blogspot.com/">traincraft-mod.blogspot.com/</a><br />
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<br />
now for the usual changelog, this time i organized it a bit because with all the time i've had the list is getting long.<br />
New content:<br />
- Added two variants of the c41, and it's tender, courtesy of Riggs64<br />
- Added New High Star Switch Stand by Thomas4peyton <br />
- Added the 0-6-0 Pannier by Larky2k<br />
- Added several new skins for the GP7 by wcfb75<br />
- Added 2 new freight wagon US skins by Mutt_1066<br />
- added a new model for the old wellcar, with 6 skins by Broscolotos<br />
- added a new tanker with 2 skins by Broscolotos <br />
<br />
Big fixes:<br />
- F7 and F3 no longer use the same model which was somewhere in between the two and not actually either.<br />
- Snow plow now collects snow in a 3x3 area in front of it.<br />
- F3 B unit now has it's own model.<br />
- Fixed B unit's not saving inventory contents.<br />
- fixed B units being unable to accept fluids other than TC diesel.<br />
- wood slabs are now accepted for plank transports.<br />
- Fixed a server side crash when zeppelin crashes into cactus.<br />
- trains should load 9 chunks rather than 25, that should help a lot since the default limit is roughly 2000 chunks per mod.<br />
- Trains no longer conduct lightning, so, less random explosions.<br />
<br />
Other fixes:<br />
- deltic and class 66 now have smoke.<br />
- shay smoke is now in the correct place.<br />
- fixed the F7 and F3 B-unit's textures.<br />
- fixed some Class 66 and 85 geometry bugs.<br />
- fixed the snow plow, The F7 and the F3 along with their B units floating above the tracks.<br />
- fixed Black windows on the pennsy F7 skin.<br />
- Snow plow now has smoke.<br />
- Fixed the Mallard's smoke position.<br />
- Fixed the F7 and F3 b units having bogies in the wrong position.<br />
- Fixed improper stats on the F7 and F3.<br />
- Fixed the linking distance for that yellow minecart, again, it will probably break again for no reason because it's just an angry little wagon.<br />
- Startup time is reduced a bit thanks to a small change from the github user TataTawa<br />
- Christmas skins now end on january 7th (day after the 12th day of christmas), instead of february 1st. (not that it matters at this point)<br />
- Some very loud sounds have had their volume reduced.<br />
- Snow plow windows are finally transparent.<br />
- The mallard's green skin is now actually green.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-4370810094568269522017-12-16T17:53:00.003-08:002017-12-16T17:59:46.607-08:00new #Traincraft release, happy holidays!Just in time for the holidays, another TC release, no its not the rewrite, but it's some bugfixes that everyone has been asking for. Including staff. And probably aliens from mars.... Seriously, we fixed some really bad bugs, and added some content that's been getting asked for probably since before any of the team (myself included) was around (like a working snow plow).<br />
And for once, I dipped my hand into doing the art for some stuff, with a good bit of advice to the entire art team.<br />
<br />
Speaking of the art team, Larky is now the Art Director, both by popular demand, and Apoc heading off the team to pursue his own goals (I get the itching feeling this has happened before.....).<br /><br />Also speaking of art, the GS4 textures and models had to be removed due to the content creator getting banned for more reasons than I can remember, and we didn't have time to replace them (as it was we barley had time to replace the F3/F7).<br />We'll have new and improved versions in the next release (lets be honest, the old models were janky as hell).<br />
<br />
Just as a heads up, I wont be around reliably this month, there's a lot of family and holiday stuff going on. That's one of the reasons I wanted to get this out now (actually I had hoped for 2 days ago, but you know code and bugs.....)<br />
I probably won't even be able to work on the rewrite much if at all due to this absence, so don't expect to see anything from that till January.<br />
<br />
Here's the overall changelog, pasted from the discord, apparently some of the CSS carries over, so that should be interesting...<br />
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- TMT updated to the latest version from TiM (which is a spinoff from FCL), should improve FPS, and also fixes rotated shapeboxes and shapes.
- Winter skins expanded to january, now you get more than 2 weeks to see them for 014!
- Model converter and old TMT models updated to new render.
- Electric trains now check in a 3 block range above them for overhead wires, the performance of the check was also improved slightly so it should balance out.
- Removed some unnecessary typecasts (should improve performance a little).
- Jukebox cart is a little more reliable now.
- B units now have a more proper description, and also add to the haul weight when not fueled.
- Recipe bugs for crafting tables are fixed, crafting works again, courtesy of <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@NitroxydeX</span>
- Fixed some bugs with the keybinds, courtesy of <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@NitroxydeX</span>
- Fixed the linking distance of sever trains and rollingstock courtesy of me and <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@NitroxydeX</span>
- Various smoke effects fixed by <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@NitroxydeX</span>
- Stat fixes to the deltic and class 85 by <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@Mutt_1066</span></div>
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- Generic freight truck(bogie) model by <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@broscolotos</span> (Texture by me)
- Added the propaganda cars by <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@broscolotos</span>
- Added the Ice car by <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@Mutt_1066</span> (it's a modified slate car)
- Added the winter minetrain skin by <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@Mutt_1066</span>
- DD35 A and B unit, credit goes to <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@gevoo</span> (small fixes by me)
- Complete rework of the A4 mallard, model by <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@Larky2k (GMT)</span> and texture from <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@broscolotos</span>, wheels from <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@will</span>, all of which had some fixes and several recolors from me.
- Complete reowrk of the A4 mallard's tender, model by <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@Larky2k (GMT)</span> and texture from <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@broscolotos</span>, and several recolors from me.
- New F7/F3 A and B unit models and textures by me. Honorable mention to <span style="background-color: rgba(115 , 139 , 215 , 0.098); color: #7289da; font-family: inherit; font-style: inherit; font-weight: inherit;">@ApocTheWanderer</span><span style="font-family: inherit; font-size: 0.9375rem; font-style: inherit; font-weight: inherit;"> for help with them.</span></div>
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- New Snow plow steam engine, that actually plows snow, model by <span class="mention" style="background: rgba(115 , 139 , 215 , 0.098); border: 0px; color: #7289da; font-family: inherit; font-style: inherit; margin: 0px; outline: 0px; padding: 0px; transition: 0.05s , 0.05s; vertical-align: baseline;">@gevoo</span> , code for it by me.
- You will notice some missing GS4 models and textures, we will deal with these in 015.</div>
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Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-19425819325681683292017-11-24T13:55:00.002-08:002017-11-24T13:55:43.205-08:00Website theme issuesWell my old blogger theme corrupted, so time to start it over again, a shame too, people actually liked that one.<br />This will not be a quick process by any means, but long run I'll be able to add a lot more helpful info and trackers.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-70925962829902128182017-11-23T08:58:00.000-08:002017-11-23T08:58:09.182-08:00Happy thanksgiving, heres some news to be thankful for #Traincraft #TrainsInMotion<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWTYJ4wyRHN1MMUTz2hobDrG4WSbohrVqCJKRBRBuGF8PN1XDzGTVRpRzgUyA1SlO6j4tCKZVr97J56Y2g-JKvIAILR30rFNV_K0dE06hVs0XW4KFA3xy-tR8CCjgjxIQ4MX2wsRhCYRQ/s1600/java_2017-11-23_10-55-34.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="480" data-original-width="854" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjWTYJ4wyRHN1MMUTz2hobDrG4WSbohrVqCJKRBRBuGF8PN1XDzGTVRpRzgUyA1SlO6j4tCKZVr97J56Y2g-JKvIAILR30rFNV_K0dE06hVs0XW4KFA3xy-tR8CCjgjxIQ4MX2wsRhCYRQ/s320/java_2017-11-23_10-55-34.png" width="320" /></a></div>
Let me tell you, this move has not gone easy, and I've lost a LOT of dev time, it's been over a month now and we're still trying to get things organized, add the holiday rush in to that mess I have less time to work than ever.<br /><br />But here's the good news, somehow the rewrite still seems to be on track for early next year, and TC is getting another release before christmas.<br /><br />So lets start with TC, word has it I'm gonna have over 5 new trains to add, along with some reworks of previous trains that haven't exactly hit a gold standard, aside from the DD35A I don't have exact details yet, but we'll find out soon.<br />Aside from that we'll have an updated render that fixes the shape bugs with SMP toolbox, finally something more complex than a shapebox, that also means we can finally look into xeno's contributions since he never did follow the guidelines on that stuff.<br />Remember, we have guidelines for a reason.<br />Alongside that I'm gonna mess around with some of the less important variables and see if there's anything I can do to improve the performance.<br /><br /><br />Meanwhile in the rewrite I'm finishing up rails.<br />It's not absolutely perfect, but the new system is close enough under most circumstances (8 segments per block or more) you can't tell the difference.<br />Right now its just monorails so I can get the rendering right, but soon I'll be setting it up to render a series of splines, one for each rail, so that way the pathfinding splines can be fully independent from the rendering ones, makes it less work for the server end long run.<br />I also need to change the distance calculation to segment based on microblock length of spline rather than the microblock length of the block, should smooth the model even more without adding any extra geometry.<br />With that stuff done I'll be ready to make the next release then work on the render updates for both mods.<br />Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-11255881736060766442017-10-21T21:18:00.005-07:002017-10-31T17:18:15.333-07:00New donation option that doesn't cost anything, UPDATE<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoXvg8CCcOEeJKxUy1Dhzhv7Ez9xZEs3TX4n4moC7OaBH0zGLEWXGX2G8J8RnCtk9CC367eP0RmEUgKMIWYGyk5CbrAV9aRf-OI1TUC9wVHHjMZw-B_PYfMWs60Nms75gHDM57n0R4O64/s1600/hrdx.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="60" data-original-width="217" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoXvg8CCcOEeJKxUy1Dhzhv7Ez9xZEs3TX4n4moC7OaBH0zGLEWXGX2G8J8RnCtk9CC367eP0RmEUgKMIWYGyk5CbrAV9aRf-OI1TUC9wVHHjMZw-B_PYfMWs60Nms75gHDM57n0R4O64/s1600/hrdx.png" /></a></div>
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I realize a lot of my userbase is kids that don't have the money, and users with limited incomes (like myself). So I've found a new way users can donate, using otherwise unused CPU power, it's a really easy process and it can be scaled to the degree you want so you can still play games while you do it.<br />
Click the banner to get started, the link is also on the sidebar under patron.<br /><br />//UPDATE: removed the patron all together, no one is gonna donate to it. So the CPU donate button got a little rework and is now in place of the patron donate.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-59906109482297754072017-10-18T20:24:00.000-07:002017-10-18T20:24:24.943-07:00#Traincraft 012 and 013, plus my short brakeAlright, so one big mess happened.<br />
012 got released two or three times, then we hotfixed it with 013. This was all within a couple days. Let's just say there were a lot of bugs, and we've already got a number of bugfixes for 014 too. I blame myself, I was trying to rush for the release so I'd have more time to pack.<br />
It's been busy, although Nitro has been covering a LOT of the bugfixes, which has been a HUGE help.<br />
<br />
At any rate <b>I'm gonna be moving here over the next couple weeks</b>, so I'll be around on the discord, but I don't really have time to work on TiM until this is all over.<br />
I might be able to do some bugfixes from time-to-time on TC if it's small.....<br />
However, I did manage to get pretty close to my goals on TiM, so when I do get back to work on it, hopefully the next release won't be far behind.<br />
<br />
<br />
more-or-less here's the end-run changelog for the changes from TC 010 to 013. You might wanna get a drink or something... This is a long list.<br />
FIXES:<br />
- Fixed the zeppelin consuming any item in fuel slot and only giving fuel if base game value was less than 1000 (coal is 1600).<br />
- Fixed the boxcar linking distance.<br />
- Removed some overrides to the minecart core's datawatchers, should prevent some bugs.<br />
- Fixed some redundant management of train rotation on load, this might fix a lot of problems.... or have no effect at all. we'll find out.<br />
- Fixed some potential conflicts from variables having the same names.<br />
- Fixed some name issues reported by Thomas4peyton<br />
- Fixed the datawatchers that shouldn't be there, apparently they are needed by EntityMinecart, and not initialized by EntityMinecart.<br />
- Fixed some bugs with the linking not actually linking.<br />
- Fixed some recipes using steel instead of iron.<br />
- Fixed some recipe conflicts with railcraft.<br />
- Fixed ore directory name for plastic.<br />
- Fixed a bug with the lavacart render.<br />
- Fixed some z-buffer issues on the 0-4-0 alice.<br />
- Fixed some rotation bugs on the Climax.<br />
- Fixed a bug in the crafters that caused crashes from too many results, and it should also fix the duplicate entry bugs.<br />
- Added some missing calls in the jukebox cart, might fix the sound bugs.<br />
- Fixed Small Freight Car linking distance<br />
- Fixed a crash with tenders on diesel locos<br />
<br />
ENHANCEMENTS:<br />
- Reworked TMT a bit to improve performance and reduce VRAM use.<br />
- Made some changes to the train/rollingstock render to hopefully improve performance.<br />
- Players should no longer take trains with them when they log out.<br />
- Reworked rail render, should have a good bit less RAM use and hopefully a bit less CPU.<br />
- Removed a LOT of unnecessary typecasts, and local variable declararions.<br />
- Fixed some boolean checks that were complex and would still always return the same value.<br />
- Switched some if statements to terinaries, should help CPU use.<br />
- Small performance enhancements to the linking calculations.<br />
- Textures are now cached, should improve performance a decent bit.<br />
- Small improvement to drawing calls in the render, may fix some bugs and improve performance.<br />
- upgraded MHP and km/h values of some trains<br />
<br />
NEW CONTENT:<br />
- Added config option to force texture binding, may fix render bugs for some users.<br />
- Added config option to disable NEI registrations (they're kinda broken anyway).<br />
- Added config option to disable the train workbench.<br />
- Controls should now be blocked while the chat window is open.<br />
- Diesel trains got a stat update courtesy of Mutt_1066.<br />
- Changed the color of the diesel canister to a more realistic color<br />
- Lava cart now uses storage based on fluid heat.<br />
- Locomotive Detector track can now be set by train type. Change by KennyPeachKing aka PeachMaster<br />
- Added new GS4 rollingstock skins by Trainman, (I added the texture noise)<br />
- Added new GS4 engine and tender skin (blue) by Trainz1901<br />
- Added the BR185 Electric train by Mothership_Q<br />
- Added new F7 and F3 icons by Mothership_Q<br />
- Added new 4-4-0 skin by Miner47000<br />
- Added the Class 85 by Kutoari.<br />
- Added the Deltic by Kutoari.<br />
- Added the EWS Class 66 by Kutoari.<br />
- Added the Coranation Class and it's tender by Larky2k.<br />
- Added the CSX skins for the Box Cart US, Freight Wellcar, and Tank Wagon US by broscolotos.<br />
- Added the new MILW_H1044 skin by broscolotos.<br />
Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-15877899904260852272017-10-02T17:27:00.003-07:002017-10-02T17:27:45.562-07:00The truth about my event with MacTiromAlright so I'm getting a lot of complaints (and harassment) over an event that happened Saturday (because everyone is buying into a lot of BS). Let me set the record totally straight here.<br />
<br />
<br />
Mac was distributing a texturepack made by another group, in the terms of use for that texture pack, it was stated not to distribute it elsewhere (similar to Traincraft).<br />
Of course, like he's done with traincraft assets in the past, he did it anyway and didn't actually care till he got punished. (What great consideration for others....)<br />
<br />
One of my admins hastily temp banned him for it before we could really try to reason with him.<br />
<br />
I confronted him in private about it to try and take care of it peacefully before anything bad happened, and he said to me<br />
"MacTirom - Last Saturday at 12:45 PM<br />
ok<br />
ok i will do it better<br />
now"<br />
<br />
So giving him another chance (this was like the 6th chance I've given to him on issues regarding ToS and copyright infringement), I unbanned him from discord.<br />
<br />
Not even a half hour later he began harassing Trainsa for a greifing incident he couldn't prove (and could have been fixed in a couple minutes with a schematic), attempting to use revenge as an excuse to continue his illegal actions of breaking the texturepack's ToS.<br />
(Seriously who does this kid think he is? China? And it was in all caps too, so is he Kim Jong-un too?)<br />
<br />
Again I attempted to advise him to stop, which he blatantly ignored. And continued harassing, not just Trainsa but also multiple people of the community who also stepped in (myself included).<br />
I gave him one last warning that he needs to make this right or I would ban him from not just the discord but TiM as well (which is the core mod that the 1.7/1.9 TC rewrite will need to run).<br />
<br />
He took that warning and blatantly told me to go ahead and ban him because he would never take it down, because he believed Trainsa deserved this. (So a few minutes of gameplay is worth defaming someone for an entire texturepack, and illegally distributing it too? I don't think so).<br />
I'm all for 2nd chances, I have a firm belief people can learn and grow from mistakes and that they should be given that opportunity, but 7th is just unreasonable, so my threat is now an action and he has no one but himself to blame.<br />
<br />
Growing up is learning responsibility for your actions and learning from life experiences, Something he clearly has been neglecting to do, and my kind attempts to help that clearly weren't working.<br />
My only hope is, now that he's getting some real punishment, he will finally learn to respect other people's work and rights.<br />
(And no, that doesn't mean when he says to me, again, that he's learned that I'll unban him. Because I will believe it's just <i>another</i> lie).Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-28424642875819153592017-09-14T21:49:00.001-07:002017-09-14T21:49:20.684-07:00#Traincraft 011, 012, and #TrainsInMotion changesOkay so this is a big one.<br />Traincraft 011 released already, it was a hotfix for some things in 010, there were a number of rather large bugs. Not counting the version that got accidentally leaked.<br />So many new trains and rollingstock, I don't even remember them all, a big thanks to the community for all the contributions.<br />Not to mention a number of fixes. And when an Operator in creative mode removes a train or rollingstock, now it shows you who owned it, this is great for dealing with griefers. Or just spamming yourself in creative mode.<br /><br />Controls were also reworked, so now they piggyback off vanilla forwards/backwards, and you can use jump as a brake. It's still dependent on the direction you are looking though, so heads up there.<br /><br />012 already seems to be in the works. I think I'm giving up on giving up on this port, I apparently can't fully stop myself from working on it.<br />So far it seems it's gonna increase FPS by upwards of 20%, and there's some new skins being worked on.<br />Also more bugs fixes, mostly linking distances.<br /><br />One more thing, if you are experiencing lag in TC, try turning off the chunkloaders, the new versions in 010 are a lot more reliable, but also a lot more overhead.<br />Go ahead and check it out on curse.<br /><br />Meanwhile in TiM, the render has been through so many changes.... Of course this is one of the main reasons for the 20% FPS improvement in TC since they both use this thing.<br />Various systems have also been reworked to hopefully improve performance and reliability, mostly linking and hitboxes.<br />I think I'm out of bugs to fix, but I'll know in a couple days. If I am, then we finally get a new stable, public, release. And I finally get to begin work on 0.2.7.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-80134694169201162242017-09-07T22:39:00.002-07:002017-09-07T22:39:54.645-07:00#Traincraft Overhead lines, shoutcast, and much more for 010, this weekend!<div class="separator" style="clear: both; text-align: center;"><a href="https://cdn.discordapp.com/attachments/178992323265298432/355572492573736960/unknown.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="450" data-original-width="800" height="180" src="https://cdn.discordapp.com/attachments/178992323265298432/355572492573736960/unknown.png" width="320" /></a></div>Yes, you read that right, overhead lines and shoutcast support for TC, this weekend.<br />
With 010 being the last planned release of the port before I fully dedicate myself to the rewrite, it only seems fit to go out with a bang.<br />
Honestly this wasn't planned until it came up in a discussion with apoc today that we could check a block for RF output and use that.<br />
With mods like Thermal Dynamics that use the RF (CoFH) API, we can do just that, which lets us use RF transport methods from other mods to power TC trains like an overhead line.<br />
<br />
Then to add up the hype, the jukebox cart can now play ogg and mp3 streams from shoutcast and other sources that provide pls or m3u.<br />
I just randomly thought of how to fix it while talking to some community members about bugs in radio mods.<br />
<br />
Add to it we got a bunch of new trains and rollingstock, from the legendary GS4 Daylight, and the tiny 0-4-0 vertical boiler, to the crazy fast DSB ICE1 which hits top speeds of 280km/h, hope your chunkloader can keep up.<br />
In total there's 11 new trains and 12 new rollingstock, that doesn't even include all the new skins. That's a MASSIVE amount of content, gotta give a shout out to the community for all their work on the models and textures for these! Great work.<br />
<br />
And of course what's a new TC release without fixes and performance enhancements, if I haven't already mentioned it 17 times before, one of the most important bugfixes this release was fixing the dupe bugs. Also the performance has been improved a significant bit for clients, and a little for servers.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-84232354659388565862017-08-21T17:30:00.001-07:002017-08-21T17:30:06.982-07:00big improvements to #Traincraft rewrite and #TrainsInMotion also, I have a #PatreonWell first, I wanted to note, I do have a patreon now, since that was requested by a number of users. Check the banner on the menu to the left.<br />
<br />
Also a word of warning, the URI of the mod changed, so it will be removed from any save files that had it previously when you load them.<br />
<br />
Now on to the actual content.<br />
First off is new pathfinding, here's a comparison video The first one on the left is the old method that vanilla and current TC use. The second one on the right is the new method for TC's rewrite and TiM.<br />
<a href="https://cdn.discordapp.com/attachments/178992323265298432/349209514735697931/2017-08-21_10-13-17.mp4">https://cdn.discordapp.com/attachments/178992323265298432/349209514735697931/2017-08-21_10-13-17.mp4</a><br />
<br />
Now this isn't limited to just switches either, I also added support for rail intersections.<br />
<a href="https://cdn.discordapp.com/attachments/178992323265298432/349225796809916426/2017-08-21_11-17-22.mp4">https://cdn.discordapp.com/attachments/178992323265298432/349225796809916426/2017-08-21_11-17-22.mp4</a><br />
<br />
This stuff will help out a lot for making new rails, which will be one of my next goals, next to crafting.<br />
<br />
Lunar Tales also sent me the the texture (or at least what's actually finished) for the brigadelok.<br />
<br />
Bonus, I found and fixed a rendering glitch that nearly doubled FPS.<br />
<br />
And the usual changelog:<br />
- Linking is finally fixed, old code was removed, and some performance enhancements have been added.<br />
- Fixed the smoke offset for the brigadelok.<br />
- Added the new brigadelok model.<br />
- Added the unfinished brigadelok texture (lots of things are still invisible)<br />
- Changed the mod address which will break saves, but should fix some bugs and make error reporting easier.<br />
- Fixed a lot of organization problems in the config, so those settings will break too, sorry.<br />
- Disabled the slot debugging.<br />
- Added the logo for the modinfo.<br />
- Updated the modinfo to include more proper data.<br />
- Fixed a folder location bug.<br />
- Updated the raw file for the brigadelok.<br />
- Updated some documentation.<br />
- Fixed support for railcraft switches.<br />
- Transports can now use + rail intersections.<br />
- Transport movement through switches has been made substantially smoother.<br />
- Minor performance enhancements to bogies.<br />
- Linking should be a lot less "springy" now.<br />
- Bogie rotation should be more proper.<br />
- Fixed a bug with substantial amounts of unnecessary model processing calls (this fix improved my FPS from about 350 to roughly 670.<br />
- Hopefully fixed the bug with CTRL clicking items that were at the max stack size in the inventories.<br />
- Refactored the assets to fix the texture bugs.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-23461456693703898712017-08-14T21:25:00.001-07:002017-08-14T21:25:18.378-07:00Also I'm gonna start making games again.Lunar got me the game maker bundle, so I will probably spend a few minutes from time to time reviving my old game maker projects.<br />
I'll put the releases up on my patreon for all our donors.<br />
But, I'll throw my blogger followers some releases from time to time as well. I guess I'll have to make a page for that too.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-59801281334715354782017-08-14T21:20:00.001-07:002017-08-14T21:20:24.169-07:00one bug left till next release, I think... #Traincraft rewrite and #TrainsInMotionOkay, so lots of updates since my last post. I've been trying to fix things up, mostly the linking, that's been a menace. I'm still working on it with help from Zora no Densha, but this is the last known bug.<br />
<br />
Again, I put off updating the blog for way too long so this is a lot of news.....<br />
<br />
Long story short linking is remade to use the first and last hitboxes as positions and couplers, bonus hitboxes can now be positioned on all 3 axis, some things have a bit better performance, and a bunch of things got fixed.<br />
TMT changes: now if you make a flat cube, it actually renders as 2 sides rather than all 6, and the depth fix now works with shapeboxes.<br />
<br />
Actual long story:<br />
- Fixed a rotation issue with the render.<br />
- Added .tmp files to the gitignore.<br />
- Backported and fixed up the inventory code from 1.12, it seems to have fixed the shift clicking bug with inventories.<br />
- Added the start of a class to manage crafting items, still needs work but it's that much less I have to do for 0.2.7.<br />
- Reverted the slot manager to before I implemented the 1.7.10 code, since it just caused more problems.<br />
- Fixed a crash related to getting an invalid itemstack.<br />
- Added a linked velocity calculation to bogies, so linking and normal movement can have different managed values.<br />
- Fixed a bug where links were not removed on destruction.<br />
- Fixed a bug that caused random destruction of rollingstock.<br />
- Rebuilt linking management for rollingstock, it's far more reliable now and more performance friendly.<br />
- Linking now uses the first and last hitboxes as coupling points.<br />
- Fixed a depreciated call in the GUI.<br />
- Fixed some broken buttons in the GUI.<br />
- CMDBogie now stores it's geometry in the bae model variable, should improve performance a small amount.<br />
- Reworked keybinds to match TC 010 (more or less...).<br />
- Reworked hitboxes to skip some collisions it shouldn't deal with otherwise, and improve performance when dealing with other transport hitboxes.<br />
- Fixed bogies so server position is separate from client position, allows for render offsets.<br />
- Added NEI as a dependancy.<br />
- Added a function to actually disable NEI when you hide it, and enable it when you unhide it, and set the values back to what they were when you exit.<br />
- Cleaned up a lot of the GUI scaling.<br />
- Removed the now unnecessary click functionality that was back-ported from 1.12.<br />
- Hitboxes now define their positions on all 3 axis.<br />
- Fixed train colliding with blocks in a slope.<br />
- Updated bogie raw model.<br />
- Added the new rail model, although this might not be used long term...<br />
- Cleaned up the imports.<br />
- Removed the test code for the new rail render, a new method is in the works.<br />
- EntityBogie now has movement specific for linking.<br />
- Some optimizations have been made for EntityBogie.<br />
- Improved the acceleration math for trains.<br />
- The linking system has been fully overhauled with help from Zora no Densha, however it's still under development.<br />
- Entity links and variables are now cleaned up via setDead to be more friendly to vanilla stuff.<br />
- Fixed some GUI bugs related to NEI.<br />
- Fixed some tanker fluid and item management for tankers.<br />
- Fixed item management so now it takes the slot limits into account.<br />
- Fixed item management so it properly detects the start and end of the inventories.<br />
- Fixed the hitboxes so it doublechecks for it it's on a rail.<br />
- Fixed a crash in the hitboxes related to bogies being null.<br />
- Added the incomplete texture for the 080brigadelok<br />
<br />
<br />
TMT Changes:<br />
- Moved the depth bug fix, now it works with shapeboxes.<br />
- All cubes now only render the faces that are actually used, this means most wheels will only have 2 faces rather than 6.<br />
- Fixed a bug with normal boxes when trying to remove useless faces.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-61175439201984895882017-07-27T12:14:00.004-07:002017-07-27T12:14:48.762-07:00progress on #Traincraft 010 and #TrainsInMotionGeeze, it's been almost 3 weeks since my last post?<br />Well I have been busy, so at least there's news. And a lot of it. So you might wanna take a seat, there's a lot to read.<br /><br />First of all, after a lot of requests to do so, and even more delays, I'm finally opening a patreon for TiM and Eternal Media Bar, if y'all have ideas for rewards I'd love to hear it, everything is already in place and it should launch today or tomorrow.<br />
<br />
I'm also working on a new website to work with git, this should make it a lot easier for people to find what they are looking for, more on this to come later.<br /><br />So, here's the big news, Traincraft 010 finally has SMP Toolbox support for models (Shapes don't work, so use shapeboxes instead).<br />Every model that used the old custom model render has been reworked to run through the new render, this should fix a bunch of minor graphical bugs, and significantly improve performance. This will also make it easier for us to re-create these models in SMP toolbox with more details and animations.<br />From what I hear, Hagrud is close to making the track builder work with the small straight TC rails.<br />And there's a big controls rework, now there's forwards and backwards keys along with a brake, so now you don't have to look backwards to go backwards. Of course you can still play it similar to the old method if you want, the controls are still dependent on the direction you are looking.<br /><br />And yes, the dupe bugs have finally been fixed thanks to some of the community members who contributed to the code.<br /><br />Now I know everyone is asking for a release date, but I still don't have anything to give on that. There's over 3 new trains and 4 new rollingstock being worked on by the community, plus a rework to the IC4, this stuff is intended for release with 010, which is what keeps holding it up.<br /><br /><br />Now for the news on Trains in Motion.<br />Most of it is bugfixes, I'm working hard to get this next release as bug free as possible.<br /><br />- A complete inventory overhaul, Some of this is still unfinished, but essentially the change makes the inventory instanced to the transport itself rather than instanced to the individual interaction. A lot of the functionality is also designed after minecraft 1.12, which fixed a lot of bugs that were there.<br />
- The rendering API has been reworked, now textures and models are defined in the transport's class and registering it only needs an instance of the class with a null world variable, this should make it a lot easier to implement and customize, even adds support for dynamically swapping the models out.<br />
- The recipe API has been dramatically reworked, they should take less processing power and be easier to manage now.<br />
- Tanker car slots have been reworked a little, the top slot is now for loading and the bottom slot is for unloading.<br />
- Tile entities should now no longer render when off-screen, this should be a dramatic performance increase (it was literally hundreds of FPS for me, but I'm on a GTX 1060, so...).<br />- Entities now continue to render when their center is off-screen, no more transports randomly going invisible because you kinda looked away.<br />- All the rendering data is now stored in the individual entities, this fixes a number of issues that the rendering had with positions, rotations, textures, etc.<br />
- Fixed an offset with the seats.<br />- The tessellator got some extra features to allow for proper alpha layer rendering and for culling, that should improve performance a little.<br />- A number of loops have been reworked to fix some null bugs.<br />- Tile entities no longer require a typecast during render, should improve their performance a good bit.<br />- Blocks now have unlocalized names, this will probably brake existing save files to a small extent, but now they can be translated.<br />
- Fixed a crash related to a datawatcher conflict.<br />- Fixed a crash related to the texture URI.<br />- Tanker cars should now properly support 3rd party fluids.<br />- Fixed smoke and steam rendering at the wrong positions, and moving at the wrong velocities.<br />- Fixed linked transports not moving with their counterparts.<br />- Reworked steam fuel calculations, should be easier to manage now.<br />- Linked rollingstock no longer collide with eachother, should stop a lot of bouncing.<br />- Fixed front and back links using the same identifier value.<br />
- The bogie model is under some massive reworks, and finally has a texture.<br />
- GUI's have been reworked, now liquid and furnace displays should be in the correct place, or at least a lot closer.<br />- Braking is now calculated into acceleration and movement.<br />
- Weight of linked transports is now properly calculated in to acceleration.<br />- Fixed trains not being able to move.<br />- Fixed item drops for the transport and it's inventory, now they should properly react to destruction based on if player is in creative mode.<br />- GUI text is now outlined, makes it a lot easier to read with texturepacks.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-81679194588292796672017-07-07T20:05:00.002-07:002017-07-07T20:05:35.437-07:00progress update for #TrainsInMotion #Traincraft rewriteI've been working closely with a new tester which has helped uncover dozens of bugs in 0.2.6 which I have been rapidly fixing.<br /><br />There will be a 0.2.6.5 release to fix all the bugs and add a little new content. This time I have a tester to help me be sure it actually works (thanks Xelbayria).<br /><br />
<br />
<br />
<br />
<br />
Also some news for 0.2.7, I have a new theoretical render method for spline based rails, if it works out, it will be very efficient, and no models will be needed to render the geometry. Textures will also be able to contain more detail while being significantly smaller.<br />Basically the idea is to define the points of the normals manually from offsets, using points for every microblock, and then an angle from the previous point to the current to define shape.<br />So here's to hopes that works out when the time comes!<br /><br />Meanwhile I still have to rework the entire inventory system, again (forge inventory code hates my new GUI, so I guess I gotta make my own).<br />While I'm in there I might as well prep it for the crafting stuff in 0.2.7....<br />
<br />
<br />
Since I don't provide these update lists as often as I should, this list will be really long. Sorry. <br />
<pre>- Reworked the curve model and texture.
- Updated the slope models.
- Bogie now compensates for derail and ZnD rail.
- Added debugging info for ZnD rails.
- Changed around the casting in the bogie, should be slightly less overhead now.
- Datawatchers are now only updated when needed, rather than when changed.
- Fixed texture size of RailStraight.</pre>
<pre>- Rails now properly return a max rail speed based on what the rail is made of, this effects the movement rate of minecarts, trains, and rollingstock, similar to railcraft rails.
- Fuel storage is now managed in GenericRailTransport (useful for furnace carts).
- Heat and cooldown for steam trains is now calculated realistically, and is effected by the current biome and height above/below sea level, credit to zodiacmal for the heat-up calculation.</pre>
<pre>- Fuel reworked, now only 1 item of fuel is used at a time, all burnables have different heats which effect how quickly steam is generated and how long it burns.
- the lastFuelConsumed variable is now unnecessary since we can just check what's in the slot.
- Fixed some mouse functionality with inventories.
- Fixed a bunch of other potential errors with inventories related to the containers not being closed properly.
- Fuel handler info is now transferred through the datawatcher to sync it with the client.
- GUI now displays the countdown timer for burnable fuel (re-using the fire graphic from the furnace).
- GUI now displays the boiler temp.</pre>
<pre>- Fixed an issue with GUI getting steam values. </pre>
<pre>- Fixed railcraft fluid loader/unloader compatibility (for real this time).
- Refactored some code because I found it hard to read.
- Reworked the check for if the bogie should update it's rotation, this still needs work and testing.
- Updated the Railcraft API, which fixed a typo and added the license.
- Acceleration has been totally revamped with some help from zodiacmal, should be significantly more realistic now.
</pre>
<pre>- Fixed the brigadelok's stats.
- WeightTons is now WeightKg.
- Fixed some GUI positions.
- Fixed a small degree of documentation
- Fixed the bogie weight calculation.
- Fixed a crash due to a null link.
- Improved bogie rotation, should be more reliable now.
- Improved wheel rotation, should better match up with movement.
- Fixed some render bugs that caused geometry to not render sometimes.
- Improved rendering performance to make up for the extra overhead in the new method.
- Texture binding should now be more efficient and reliable.
- Fixed steam trains generating steam when not hot enough to realistically generate steam, nerfed steam generation to match the changes.
- Rollingstock are now more realistically difficult to push, some will require multiple people pushing to make it move (yes that does work).
- Fixed a collision detection issue with blocks.
- Minor hitbox performance improvements.</pre>
<pre>- Cleaned up the hitbox class, should fix some minor potential bugs, and improve overall performance.</pre>
<pre> </pre>
<pre> TMT changes:
- Removed TextureGroup, it's just a list of TexturedPolygons now, it doesn't need it's own class.
</pre>
Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-51981666811139737772017-06-25T21:49:00.003-07:002017-06-25T21:49:58.259-07:00Still making progress #TrainsInMotion 0.2.7 #Traincraft rewriteProgress has been slow. Mom got a new puppy, and I finally got the chance to clean the grime out of my car's carpet and seats. or at least most of it (I just remembered, i forgot to do the trunk....).<br />Add to other family crap going on, it's been a long couple weeks.<br /><br />Well, just because I've been overly busy doesn't mean nothing is happening.<br />The base of the new rails are in and smoother than ever, the render is getting more efficient, and a bunch of bugs have gotten fixed.<br />Still need to rework the curve model and texture, and finish that bogie model/texture I was working on.<br />There's still some small linking bugs, the fuel management is chaotic, and the velocity calculation could be far more realistic.<br /><br />With stuff fixed I can get back to the actual new features for 0.2.7, crafting, items, and inventory management. Easy and tedious. A nice change of pace that I'm looking forward to.<br /><br />changelog:<br />
<pre>- Rails now dynamically define the model, texture, and rotation used based on the nearby blocks.
- Bogies now take weight into consideration for drag.
- Linking management has been moved to the hitboxes for more reliable management.
- Linking is now properly separated between front and back of the transport (I still need the stake item to actually make use of this).
- Linked ID's now run as a null rather than a 0 to prevent some conflicts with entity ID's.
- Fuel management and updating client data from packets is now only called every 10 ticks (twice a second).
- Linked transports should now properly transfer over the datawatcher.
- Linking should now properly add velocity again.
- Bogies now use a small vector cache.
- New and reworked rail models.
- Removed the rail model management from the ClientProxy, it's better off in the rail's class.
- Rail is now actually registered as a tile entity.
- Reworked block check in the HitboxHandler, should be more efficient now.
TMT CHANGES:
- Now uses our modelBase rather than vanilla (true it still extends vanilla, but we'll see how long that lasts).
- ModelBase render has been cleaned up a little.
- Removed a pointless call in ModelPoolEntry.
- Removed a large degree of unnecessary functionality from ModelRendererTurbo (just stuff that's never used by the actual modeler).
- Reworked the displaylist functionality to improve performance.
- Removed the legacy compiler, it's never used anyway, not even as a fallback.
- Removed the childModels, they are never used, not even by the modeler.
- Added a new texture binding method to the render, this way prevents binding textures that are already bound (should help significantly for models with multiple textures and rails).
- Disabled lighting for our models, might be added later, but probably best to do it from the texture like everything else in MC.
- Removed the InvertNormals option in TexturedPolygon since it's never used.
- Removed the texture from TextureGroup, because it's never used.</pre>
<br />Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-68146484749018046832017-06-14T20:19:00.001-07:002017-06-14T20:20:27.207-07:00#TrainsInMotion Alpha 0.2.6 release!Finally a release, better late than never, and this one is actually playable (unlike the regrettable 0.2.5 release)<br />
If you haven't been following the blog you can check out the cliffnotes changelog at:<br />
<a href="https://github.com/EternalBlueFlame/Trains-In-Motion-1.7.10/releases">https://github.com/EternalBlueFlame/Trains-In-Motion-1.7.10/releases</a><br />
<br />
For the next release I'm gonna put some more focus into graphics and items.<br />
That means textures (finally), a caboose with a crafting table and furnace, new rendering features like lense flares and support for rendering geometry using minecraft's textures, that will be very useful for windows, crafting tables, furnaces, etc.<br />
That also means actual recipe items for trains and rollingstock.<br />
<br />
And of course more fuel management enhancements, bugfixes, etc.<br />
<br />
<br />
<br />
At any rate, here's the changelog from the last three updates, it's a lot.<br />
<pre>- Reworked the sitting positions for the Pullmans palace.
- Reworked the model the the Rail Curve and Straight Rail.
- Reworked the texture for the Rail Curve.
- Added the raw models for the rails.
- Reworked the VAT Log Car and it's texture.
- Fixed a positional bug with the grouped model render.
- Fixed the missing link in the mod info.
- Changed the version number in the main file.</pre>
<pre> </pre>
<pre> TMT CHANGES:
- Removed Angle3D, easily replaced with Vec3f, which is a simpler class, might add the functionality back in later if requested for animations.
- Removed Shape3D, I no longer have plans to support it since shapeboxes can do the same job and work better.
- Removed Coord2D, Shape2D, and Vec2f, they were only needed for Shape3D which is no longer supported.
- Removed ModelPoolObjEntry, the important functionality is now built into ModelPoolEntry.
- Reworked some statements into terniary where applicable, improves performance.
- Removed RenderOffset(), instead use RenderOffset(false), cleans up code a bit.
- Cleaned up the ModelPool, should improve performance substantially and fix some potential I/O errors.
- Changed a number of variables that would always be assigned a set value during initialization of the variable to use that value as default, should improve performance slightly.
- Made the degrees calculation a static value, should be more efficient and accurate.
- Removed a redundant try on addPolygon.
- Reworked a number of calculations so they no longer need to instance as many variables.
- Added some missing brackets.
- Removed a function to render intentionally without the texture, kinda redundant when you can just define an invalid path and get the exact same result.
- Removed field_1402_i, it's kinda redundant since it's exactly the same as showModel.
- Removed forcedRecompile, it's kinda redundant since it's exactly the same as compiled.
- Reworked Vec3f so it is used more like Vec3d.</pre>
<pre>- Updated the README.md to reflect the TMT changes.
- Removed TransformGroup, it's only ever used for TransformGroupBone, so we might as well just use that.
- Added some missing documentation.
- Removed some unnecessary type casting.</pre>
Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-55444233295058878092017-06-08T17:31:00.000-07:002017-06-08T17:31:07.943-07:00Another poll, plus TMT support in the port? #TrainsInMotion #TraincraftAlright, so here's some news. As some of you are aware (aka the people in the discord chat), I am reworking the render for the rewrite/TiM.<br />
<br />There has been a number of problems with Shape3D, such as not rendering correctly and not rotating correctly, and I'm considering removing support for it. From what I know you can get the same results by using shapeboxes instead (making a box, and changing the type).<br /><br />One rather difficult solution is to make a conversion to turn the Shape3D into an array of shapeboxes, although that's really inefficient.<br /><br />So I wanna hear you're opinions.<br />Think I should toss it, save time, effort, simplify the source, etc?<br />Or does anyone have a reason I should try and make it work?<br />Another option is if anyone has a better idea.<br /><br />Let me know in the comments/retweets/the poll in the discord announcement channel/whatever. I'm keeping an eye on all of it.<br /><br /><br /><u><b>Bonus news:</b></u><br />I've talked about this in the discord before, but I have found some interesting ways to implement TMT into the traincraft port.<br />So after the Shape3D update, I'll try and get it into the mod, and to give an example, I will rework one of the models. Which one, I'll leave as a surprise.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-14021967721981915432017-06-03T19:14:00.001-07:002017-06-03T21:27:37.284-07:00Start of new 3D rails #TrainsInMotion 0.2.6 #Traincraft rewrite<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="margin-left: auto; margin-right: auto; text-align: center;"><tbody>
<tr><td style="text-align: center;"><a href="https://images.discordapp.net/.eJwNyUEOhCAMAMC_8ABaQUX8DUGCRm0JrdnDZv--HifzNU-_zGp21SYrwHZI5r5ZUe6pFluZ61VSO8RmviGpprzfhVTARYzTOPgwOFwQw7yAd_jqjSlGHD0GDw-dxB-yjar5_QEFeCLO._qdkO-8ZVWf1_S7xK4Qsd6sAS-o" imageanchor="1" style="margin-left: auto; margin-right: auto;"><img border="0" data-original-height="450" data-original-width="800" height="179" src="https://images.discordapp.net/.eJwNyUEOhCAMAMC_8ABaQUX8DUGCRm0JrdnDZv--HifzNU-_zGp21SYrwHZI5r5ZUe6pFluZ61VSO8RmviGpprzfhVTARYzTOPgwOFwQw7yAd_jqjSlGHD0GDw-dxB-yjar5_QEFeCLO._qdkO-8ZVWf1_S7xK4Qsd6sAS-o" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">The rails don't have textures yet, and there's a render issue with shapeboxes....<br />
Credit to ApocTheWanderer for the (unfinished) rails </td></tr>
</tbody></table>
Alright, so I'm basically ready for the 0.2.6 except for a render error that I'm not sure what to do about.... Ferdinand has been working with me on it for a couple days now to see what exactly is going wrong, because this could potentially effect both our mods (my render is a spinoff and backport of his).<br />
You can check out his vehicle mod here: <a href="http://flansmod.com/">http://flansmod.com/</a> (No he didn't ask me to share that link, but I did it anyway)<br />
<br />
<br />
Here's the big thing. New rails.<br />
They extend vanilla rails so anything that can use them, can use the new ones, and they are used exactly the same, so y'all already know how to use them.<br />
With time I can add more advanced rendering, and new models, to support diagonal rails, S-bends, etc. Add pre-built designs, and eventually get into wider turns and parallel switches as well.<br />
<br />
My original plan was to do a graphics override to the vanilla rails, but it appears that's not an option, so... Good thing railcraft has a track replacer. (Guess I don't need that 3d rails toggle in the settings file anymore now...)<br />
<br />
<br />
<br />
<br />
<br />
I also finally figured out the real issue to syncing bogies and seats, it wasn't how I was doing it, but rather when I was doing it, so it finally works reliably.<br />
<br />
<br />
changelog:<br />
- Removed GenericRegistry, the proxies can handle the same functionality.<br />
- Fixed the syncing issues with seats and bogies, for real this time.<br />
- Added more proper drag to bogies.<br />
- Fixed smoke and steam, now it properly updates depending on the running state of the transport.<br />
- Updated the art requirements in the readme.<br />
- Improved performance for particle calculations.<br />
- Cleaned up the array in BitList.<br />
- Improved performance of hitbox calculations<br />
- Added new rails that extend vanilla rail functionality but use our own render and models.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-11789885940701618232017-05-29T20:29:00.002-07:002017-05-29T20:29:57.034-07:00Alpha release soon, ish. #TrainsInMotion 0.2.6 #Traincraft rewriteDidn't get to really do anything yesterday, but I'm still making decent progress.<br />
<br />
Looking over the code I just need to do some bugfixing and then I'm ready to release Alpha 0.2.6.<br />
Due to some desync issues in the bools, I ended up moving them to their own class and just using bit shifting like FirEmerald suggested.<br />Beyond that, most of the changes were enabling/fixing features that already existed but weren't used, and cleaning stuff up.<br /><br />
As I write this I noticed a couple bugs I'll have to fix tomorrow....<br />
<br />
Changelog:<br />
- Fixed some desyncing issues with the bogie and seat entities.<br />- Added weight to the transports, to more realistically calculate acceleration.<br />- Trains now properly increase or decrease speed dependent on if linked trains are running, and it's weight if it's not running, or it's a rollingstock.<br />- Bools are now stored in their own class that can more simply translate them between bools and an integer, they also now have more readable values.<br />- Transports now save the velocity of their bogies.<br />- Removed the respawn packet, that was a horrible idea.<br />- Booleans now save to the proper value in the datawatcher.<br />- Removed the filterFluids function from the API, it's simpler to just override canFill.<br />- Fixed a bug with the inventory size.<br />- Fixed a desync with the GUI button text.<br />- Added support for RF batteries in electric and maglev trains.<br />- Added a tracker for the last fuel consumed, this will help allow for special effects dependant on fuel.<br />- Fixed creative support in electric and maglev trains.<br />- Removed an unnecessary, and buggy check from the HitboxHandler.<br />- Added more compensation for things we shouldn't collide with in the HitboxHandler.<br />- Fixed some vector caching, or lack there of, in the HitboxHandler.<br /><br />Bonus round:<br />- Smoke now only updates if the transport is running... This is half a bug, and half a new feature... I'll fix it.<br />- Unintended feature, technically now we can check if rollingstock are running... This wasn't intended, but might actually be really useful later on with more advanced rollingstock like the track builder, work cart, and jukebox.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-54872999688872932152017-05-25T23:37:00.001-07:002017-05-25T23:37:48.679-07:00Reinventing the boolean #TrainsInMotion 0.2.6 #Traincraft rewriteFirst day in a week I've actually been awake. Screw coffee, Subway's sweet tea is some strong stuff.<br /><br />Most of my day ended up being lost to reinventing the boolean so I can sync data between client and server better. Why? Because Datawatchers are more efficient than making my own packets (thinking about it, I should rewrite this again tomorrow, I have an idea to simplify it more.....)<br /><br />The basic idea is using a BitSet as a list of booleans, and when we need to transfer it, convert it to a long that we can cast to an int which we can sync over the datawatcher.<br /><br />Plus side I did cover most of the fuel management stuff yesterday, so, yay, progress you can see.<br /><br />All the changes since 0.2.5, the 0.2.6 release changelog is not gonna be fun to make....<br /><br />And the usual changelog:<br />- Booleans are now stored as bytes in an int, and synced through the datawatcher.<br />- Added fuel efficiency to the API.<br />- Removed the redundant explosion from the damage function.<br />- Fixed the datawatcher sync, now it only updates when it's supposed to.<br />- Fluids now more properly support nulls.<br />- FuelHandler now properly gets the fluid value of the item from the FluidContainerRegistry, this adds support for 3rd party fluid containers.<br />- Simplified the calculation for fuel use, still not accurate, but it's a lot closer.<br />- Fixed some GL errors in the GUIs and the player render.<br />- Reworked the button ID's in the TransportGUI, it's a little more efficient but the code is much simpler.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-40817140423169742142017-05-23T16:33:00.002-07:002017-05-23T16:34:28.194-07:00some more progress on #TrainsInMotion 0.2.6 #Traincraft rewriteWell it's been a while since I uploaded any of my rewrite changes, so time for another massive update. (Just because I'm not uploading changes doesn't mean I'm slacking)<br />
<br />
Right now my focus is reworking the models and fuel management, with those out of the way I'll finally release alpha 0.2.6.<br />
<br />
The major changes thus far are that the GUI's got a full rework, complete with new features and organization, Tanker cars finally work, the API got new features, and a bunch of bugfixes.<br />
<br />
If you want specifics, here's the changelog:<br />
- Reworked the CMD Bogie model.<br />
- Reworked the GATX 13000 Gallon Tanker model.<br />
- Bogies, Seats, and hitbox should no longer be persistent.<br />
- Fixed seat rider position.<br />
- Fixed trains moving without fuel, and not capping max speed.<br />
- Fixed some inventory bugs.<br />
- Fixed inability to remove a transport from world when the hitboxes don't spawn.<br />
- Fixed some positions in the GATX 13000 Gallon Tanker.<br />
- Updated fuel management, now it can be overridden in the API, and can manage things like consuming fluids from buckets for tanker cars.<br />
- Added a custom button class for buttons with hover text rather than buttons with text in them, it can be expanded later to also handle the icons as well, to significantly simplify the GUI code.<br />
- Full GUI rework, simplified code and management, more space in larger cars, support for inventories up to 9x12, and better overall organization.<br />
- New animations for GroupedModelRenderer, used to scale geometry based on inventory usage percentage, with either the default texture of the model or the texture of the relevant block/item.<br />
- Reworked the particle render, now properly instances the tessellator, because apparently that's important.<br />
- Fixed a glitch in the tessellator due to the GL calls not being cleared when they are supposed to be.<br />
- Added a backup function for client to send a packet to server for forcing respawn of hitboxes and bogies.<br />
- Updated hitboxes, now they properly push entities, and eachother, away.<br />
- Added an experimental ore directory manager to the RailUtility.<br />
- Added tanker support to the slot manager.<br />
- Resized the base textures to their proper scale.Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-24641420489834790442017-05-14T23:29:00.001-07:002017-05-14T23:29:31.235-07:00Progress report for #Traincraft 010 and #TrainsInMotion 0.2.6TC Port news:<br />
Some more TC issues have been fixed, such as the armor health resets, some recipe fixes, and removal of some unused textures.<br />
Apoc has also said he was going to re-compress the textures, which should reduce the size of the mod by a couple mb, without effecting quality.<br />
<br />
TiM news:<br />
After a talk with Fir, I realized I need to rework the render even more, so that's gonna happen soon.<br />
Meanwhile, adding/making the model for the new tanker car I realized my existing models needed some fixing, I'll have to finish that tomorrow. Also fixed a few bugs.<br />
Here's that changelog, which make's TC's look tiny (because it is):<br />
<pre>- uploaded some base textures for existing models.
- Updated the CMD Bogie to scale better to the models.
- Added the GATX 13000 Gallon Tanker Car. (I need to rework the model some in the morning...)
- Fixed an NBT error with fluids.
- Improved the performance of the transport GUI a bit.
- Improved the entity render to scale the position of the bogie with the scale of the entity.
- Fixed a caching error with the render.
- Fixed how some models used the vanilla ModelBase instead of the TMT ModelBase.
- Fixed a glitch where bogies and hitboxes did not despawn on server when the host entity was removed.
- Simplified the registry a bit more, and fixed a recipe error.
- Added a config option for 3D rails (actual feature to come later).
- Added an extra opportunity for hitboxes to force respawn on server restart, since for some reason they don't always do that.
- Removed the Well Car's texture, forgot that part.</pre>
<br />Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-53331005957190079302017-05-10T22:55:00.002-07:002017-05-10T22:55:19.136-07:00some progress news on the port & rewrite #Traincraft #TrainsInMotionOkay, so the past couple weeks some big stuff has happened, so lets try and cover all of it.<br />
TiM/TC's rewrite first.<br />
This took a lot longer than planned, but there have been some MASSIVE rendering reworks, allowing for not only me to add new animations easier, but also for 3rd party mods.<br />
In the process of this change I also overhauled the particles, now they are in 3D and run roughly 3.5 times better than the vanilla 2d particles. Of course the entire render has had performance improvements, not just the particles, I went all the way down to the tesselator.<br />
Add to it, now they can keep chunks loaded and thus continue moving even without a player. <br />
<br />
And here's that changelog.<br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">- Changed to using the vanilla rail block check for pathfinding, since checking for ZnD rails here is redundant.</span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">- Reworked the entire particles system, we no longer use vanilla code for it, the new particles are 3D and far more efficient than vanilla's 2D particles, with more realistic physics.</span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">- Particles now use hex values for color, it's more efficient, and probably easier for end-users.</span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">- Fixed some javadoc errors.</span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">- GUI now uses the TMT tesselator.</span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">- Reworked some variables to have more efficient scopes.</span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">- New Grouped Model Render, this makes it far easier to add more features to the renders for blocks and cargo, from both 3rd party mods and from the mod itself.</span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">- New Static Model Animator, this makes it far easier to add more animations for trains and rollingstock, from both 3rd party mods and from the mod itself.</span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">- Entity render has been significantly overhauled to improve performance and simplify code.</span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">- TMT CHANGE: the tesselator has been optimized a bit more, a number of unnecessary variables and calculations have been tossed, and a large degree of type casting is no longer necessary.</span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;">- TMT CHANGE: the TexturedPolygon class has been modified to better support the tesselator changes, should help overall performance without really changing anything.</span><br />
<pre><span style="font-family: "arial" , "helvetica" , sans-serif;"><span style="font-size: small;">- Complex chunkloading system that supports entities with sub-entities.
Most all of it is handled from a single class to keep it simple.
- Changed some public variables to private since we don't expect anybody
to be accessing them anyway.
- Fixed a glitch with entities crashing on spawn.
- Hitboxes now spawn on both sides, this should fix some collision and
interaction issues.</span></span></pre>
<br />
<br />
<br />
<hr />
<br />
Okay and now for the TC port news.<br />
So 009 was released, with cool's Ic4, fixed chunkloding, and no more slope bug.<br />
<br />
The chunkloading has been an issue since the 1.7.10 port started, I never understood the system as a whole, once I started on it in the rewrite, I finally understood it. Come to find out, the system is simple enough that I was able to just copy-paste what I did for the rewrite, and it just worked.<br />
There was also a bug with the slope detection that's been an issue off and on for a number of revisions, this actually ended up being an issue with the entire slope pathfinding calculation.<br />
<br />
We also got some help from another minecraft user, this helped fix a large number of minor issues, and stuff we just never got around to.<br />
<br />
So here's the 009 changes:<br />
<pre>- Chunkloading has finally been fixed!
- Improved performance of EntityBogie
- Reworked some redundant variables from the transport classes and the transport enum
- Removed BogieUtility since it was nevcer defined nor actually used
- RollingStock speeds up/slows down on slopes again like it did in 1.6.4
- Fixed trains and rollingstock derailing/stopping/reversing on TC slopes
- Reworked Small straight track
- Changed rail recipe to iron-only
- Made it possible to convert MC tracks to TC tracks
- Improved performance of all TC rails
- Added IC4, courtesy of Cool9535
- and it RollingStock</pre>
<br />Now we all know 009 had some bugs. And those are being tended to, here's the progress thus far on 010:<br />
<pre>- Fixed the IC4 recipes.
- Added the missing recipe for the center beam freight car.
- Improved the ItemHandler performance for Freight-Cars --- courtesy of TheBlueCrystal
- Powered Track new draws RF-Power from the block below the track --- courtesy of TheBlueCrystal</pre>
<pre>- windmill now checks blocks above it to be sure it could actually be powered by some form of wind, --- courtesy of TheBlueCrystal
- Added better fuel management for steam and zeppelins, now they support all burnables, even from other mods I don't know exist.
- Improved general performance of defining the recipies.
- Removed some unused variables.
- Distil should now allow crafting even while TC ore gen is disabled. </pre>
<pre> </pre>
No release date yet on 010, but there's some stuff to look forward to. We're still looking into other fixes that can be included, and discussing some model changes/improvements (mostly the ic4).Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0tag:blogger.com,1999:blog-7978762871725491959.post-17542865865458501612017-04-28T14:48:00.000-07:002017-04-28T14:48:12.948-07:00Alpha 2.5 release! #TrainsInMotion #Traincraft (1.7.10 rewrite)<pre>Alright, Alpha 0.2.5 is finally live, check it out on the releases page.
<a href="https://github.com/EternalBlueFlame/Trains-In-Motion/releases">https://github.com/EternalBlueFlame/Trains-In-Motion/releases</a></pre>
<pre>
It was a tight release schedule, but I managed to get it done, technically, before the weekend.</pre>
<pre>Now I can start getting some more work in on Alpha 3 features like new rollingstock, crafters, chunkloading, and hopefully some textures.
And the usual changelog for the latest git commit:
- Finished re-documenting the code, again.
- Refactored some variables to be more readable.
- Reworked the fluid management to support filtering fluid types, be more efficient, and probably fix some bugs.
- Removed a useless check, and rotation modification in the Hitbox Handler.
- Removed the LiquidManager, we don't need that now that transports and tile entities do it themselves.
- Removed the well car, it was never actually intended for TiM.
- Optimized the imports.</pre>
Eternal Blue Flamehttp://www.blogger.com/profile/03896734964483394489noreply@blogger.com0