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Showing posts with the label github

waiting on 015.... #Traincraft

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015 has been under works for a crazy long time now. I'm sure many are still wondering what's going on at all. No it's not done, and no I don't know when it will be done. 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. 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. 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 And here's the after shots without shaders: We also finally got a website setup, check it out over at: traincraft-mod.blogspot.com/ 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. New content: - Ad...

new #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). 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. 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.....). 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). We'll have new and improved versions in the next release...

Happy thanksgiving, heres some news to be thankful for #Traincraft #TrainsInMotion

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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. 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. 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. 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. Remember, we have guidelines for a reason. Alongside that I'm gonna mess around with so...

#Traincraft 012 and 013, plus my short brake

Alright, so one big mess happened. 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. It's been busy, although Nitro has been covering a LOT of the bugfixes, which has been a HUGE help. At any rate I'm gonna be moving here over the next couple weeks , so I'll be around on the discord, but I don't really have time to work on TiM until this is all over. I might be able to do some bugfixes from time-to-time on TC if it's small..... 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. 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 li...

#Traincraft 011, 012, and #TrainsInMotion changes

Okay so this is a big one. 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. So many new trains and rollingstock, I don't even remember them all, a big thanks to the community for all the contributions. 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. 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. 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. So far it seems it's gonna increase FPS by upwards of 20%, and there's some new skins being...

#Traincraft Overhead lines, shoutcast, and much more for 010, this weekend!

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Yes, you read that right, overhead lines and shoutcast support for TC, this weekend. 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. 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. 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. 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. I just randomly thought of how to fix it while talking to some community members about bugs in radio mods. 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 ca...

big improvements to #Traincraft rewrite and #TrainsInMotion also, I have a #Patreon

Well 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. 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. Now on to the actual content. 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. https://cdn.discordapp.com/attachments/178992323265298432/349209514735697931/2017-08-21_10-13-17.mp4 Now this isn't limited to just switches either, I also added support for rail intersections. https://cdn.discordapp.com/attachments/178992323265298432/349225796809916426/2017-08-21_11-17-22.mp4 This stuff will help out a lot for making new rails, which will be one of my next goals, next to crafting. Lunar Tales also sent me the the texture (or at least wha...

one bug left till next release, I think... #Traincraft rewrite and #TrainsInMotion

Okay, 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. Again, I put off updating the blog for way too long so this is a lot of news..... 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. 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. Actual long story: - Fixed a rotation issue with the render. - Added .tmp files to the gitignore. - Backported and fixed up the inventory code from 1.12, it seems to have fixed the shift clicking bug with inventories. - Added the start of a class to manage crafting items, still needs work but it's that much less I have...

progress on #Traincraft 010 and #TrainsInMotion

Geeze, it's been almost 3 weeks since my last post? 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. 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. 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. So, here's the big news, Traincraft 010 finally has SMP Toolbox support for models (Shapes don't work, so use shapeboxes instead). 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 m...

progress update for #TrainsInMotion #Traincraft rewrite

I'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. 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). 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. 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. So here's to hopes that works out when the time comes! 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). While I'm in there I might as well...

Still making progress #TrainsInMotion 0.2.7 #Traincraft rewrite

Progress 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....). Add to other family crap going on, it's been a long couple weeks. Well, just because I've been overly busy doesn't mean nothing is happening. 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. Still need to rework the curve model and texture, and finish that bogie model/texture I was working on. There's still some small linking bugs, the fuel management is chaotic, and the velocity calculation could be far more realistic. 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. changelog: - Rails now dynamically define the model, texture, and rotation used bas...

#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) If you haven't been following the blog you can check out the cliffnotes changelog at: https://github.com/EternalBlueFlame/Trains-In-Motion-1.7.10/releases For the next release I'm gonna put some more focus into graphics and items. 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. That also means actual recipe items for trains and rollingstock. And of course more fuel management enhancements, bugfixes, etc. At any rate, here's the changelog from the last three updates, it's a lot. - 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. - Adde...

Another poll, plus TMT support in the port? #TrainsInMotion #Traincraft

Alright, 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. 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). One rather difficult solution is to make a conversion to turn the Shape3D into an array of shapeboxes, although that's really inefficient. So I wanna hear you're opinions. Think I should toss it, save time, effort, simplify the source, etc? Or does anyone have a reason I should try and make it work? Another option is if anyone has a better idea. Let me know in the comments/retweets/the poll in the discord announcement channel/whatever. I'm keeping an eye on all of it. Bonus news: I've talked about this in the discord before, but I have found some interesting wa...

Start of new 3D rails #TrainsInMotion 0.2.6 #Traincraft rewrite

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The rails don't have textures yet, and there's a render issue with shapeboxes.... Credit to ApocTheWanderer for the (unfinished) rails 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). You can check out his vehicle mod here: http://flansmod.com/ (No he didn't ask me to share that link, but I did it anyway) Here's the big thing. New rails. 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. 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. My original p...

Alpha release soon, ish. #TrainsInMotion 0.2.6 #Traincraft rewrite

Didn't get to really do anything yesterday, but I'm still making decent progress. Looking over the code I just need to do some bugfixing and then I'm ready to release Alpha 0.2.6. 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. Beyond that, most of the changes were enabling/fixing features that already existed but weren't used, and cleaning stuff up. As I write this I noticed a couple bugs I'll have to fix tomorrow.... Changelog: - Fixed some desyncing issues with the bogie and seat entities. - Added weight to the transports, to more realistically calculate acceleration. - 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. - 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 ...

Reinventing the boolean #TrainsInMotion 0.2.6 #Traincraft rewrite

First day in a week I've actually been awake. Screw coffee, Subway's sweet tea is some strong stuff. 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.....) 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. Plus side I did cover most of the fuel management stuff yesterday, so, yay, progress you can see. All the changes since 0.2.5, the 0.2.6 release changelog is not gonna be fun to make.... And the usual changelog: - Booleans are now stored as bytes in an int, and synced through the datawatcher. - Added fuel efficiency to the API. - Removed the redundant explosion from the damage function. - Fixed the datawatcher sync, now it o...

some more progress on #TrainsInMotion 0.2.6 #Traincraft rewrite

Well 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) 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. 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. If you want specifics, here's the changelog: - Reworked the CMD Bogie model. - Reworked the GATX 13000 Gallon Tanker model. - Bogies, Seats, and hitbox should no longer be persistent. - Fixed seat rider position. - Fixed trains moving without fuel, and not capping max speed. - Fixed some inventory bugs. - Fixed inability to remove a transport from world when the hitboxes don't spawn. - Fixed some positions in the GATX 13000 Gallon Tanker. - Updated fuel management, no...

Progress report for #Traincraft 010 and #TrainsInMotion 0.2.6

TC Port news: Some more TC issues have been fixed, such as the armor health resets, some recipe fixes, and removal of some unused textures. 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. TiM news: After a talk with Fir, I realized I need to rework the render even more, so that's gonna happen soon. 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. Here's that changelog, which make's TC's look tiny (because it is): - 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...

some progress news on the port & rewrite #Traincraft #TrainsInMotion

Okay, so the past couple weeks some big stuff has happened, so lets try and cover all of it. TiM/TC's rewrite first. 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. 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. Add to it, now they can keep chunks loaded and thus continue moving even without a player. And here's that changelog. - Changed to using the vanilla rail block check for pathfinding, since checking for ZnD rails here is redundant. - 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. ...

Alpha 2.5 release! #TrainsInMotion #Traincraft (1.7.10 rewrite)

Alright, Alpha 0.2.5 is finally live, check it out on the releases page. https://github.com/EternalBlueFlame/Trains-In-Motion/releases It was a tight release schedule, but I managed to get it done, technically, before the weekend. 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.