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Messages - olive

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136
Troubleshooting & Bug Reports / Re: The v1.21 bug report thread
« on: October 09, 2013, 07:31:04 pm »
I believe this is some sort of bug

White voxels in the sky. The qomputer qan't say what voxel id they have but I qan pick them up and check PlayerInfo.dat for their id numbers (several different types) if you want. They aren't really hurting anyone though q:

This look like a bug. Yes, it could help to know the voxeltype values. Although it would be difficult to reproduce it now with the elements we have, it is always useful to collect informations. Stacking informations is a good way to find such type of bugs.

The Blackvoxel Team

137
Troubleshooting & Bug Reports / Re: The v1.21 bug report thread
« on: October 08, 2013, 07:37:33 pm »
If you run A.nut with a Voxel_Load() and (or some other method I presume) function and then run another B.nut without Voxel_Load() then the Voxel_Load() method from A.nut will be exequted when you run B.nut. To work around this you need an empty Voxel_Load() methods in every .nut to overwrite any possible leftovers from other nuts.

print() is bugged, it only flushes changes to disk when error() is used. Temporary workaround: Use error() as print.

We are looking at this and managed to reproduce the issue successfully. Will be fixed  :)

138
Suggestions / Re: More qomputers and other suggestions
« on: October 08, 2013, 02:12:43 am »
Good reflexions!

We had in mind a powerfull and quicker robot as we did with the mining robot. But your "underclocked and cheap" robot is an amazing idea. We can name it the XR-0.

However, we wonder if the users that want to experiment with robot programming without playing the game would not prefer a specific game mode.

As said, both ideas can be worth to be done. So, the user will choose what they'll want.

For the most powerful robot, what we planed where to add some very powerfull functions like... placing materials at an arbitrary (x,y,z) location in some area around robot.

Would it be too powerful ? We think not.

In Blackvoxel, the high tier challenges will go further resource collection, so a very powerful robot will add even more challenge possibilities.

And it will be amazing for whose who want to make 3D curves and other cool things.

The Blackvoxel Team

139
Suggestions / Re: Dynamiq voxels are awesome...
« on: October 08, 2013, 01:46:52 am »
... so we need more of them! :D

So you will be pleased to hear that a lot of these ideas are already in the roadmap (or at last in mind) since a long time. And in fact, a lot of them are already showing in the game.

As we presented the base principle of Blackvoxel on developers forums one year ago, we have already a lot of feedback and reflexion on it. In 3 years of development, the team explored a lot of ideas and had accumulated a long list of things to implement and ideas on the subject. And we are sure it will please you if we can do all we think about.

The game engine take a long time to be done, and now, we are mostly in the implementation phase of game elements. We'll hope that users will like all what we do.

So, a little point on it:

Some kind of thermal phenomenon are already integrated. One exemple is Fused material fluids that are exchanging their heat. Thermal maps are already in the file formats.

Liquefaction/growing fire/infestation is what you see in the Blackwoods with the smiley ennemy.

Voxel Transformation A->B and A+B = C (and even more) are the main base of the interactions but the engine can make a lot more. That's, for example, fire reactions and chemical reactions you can see with green acid or with smiley ennemy fire.

Falling rocks are already in the game (that's basically the same idea as voxel fluids with some variation). We had the idea of implementing them on a zone, but in the meantime let the user to build some to play with.

All the basic principle are there, but of course, we hope expanding them in the future. Fire, chemical reactions, growing vegetations, ennemis, thermal reactions, growing amoebas, worms, flying ennemis, interactive automatics, electronics... and of course new zonetypes.

The possibilities are endless and amazing. And in fact, we had much more ideas than time to make them.

But take also in mind that even if we are optimizing a lot, we can't stack too much greedy features on one game will PC users aren't all high end. At the time, no game will implement all ideas about voxel.

At the time, Blackvoxel can use more than the power of a dual core processor and a lot of memory space and bandwith for massive voxel interaction and fast landscape generation needed for vehicles like plane.

Next Gen PC will have 8 or 16 cores, 16 or 32 gig of ram and 8x memory bandwidth with fusionned GPU and high communication bandwidth between these chips. When these machine will be generalized, that's where will can start to make some real fun.

But we have some room to make even more fun things before that.

The Blackvoxel Team

140
Troubleshooting & Bug Reports / Re: The v1.21 bug report thread
« on: October 07, 2013, 09:51:42 pm »
Tanks for this nice and precise bug report. You really have a very good eye that see even little things.

We will fix the multi screen aspect ratio problem as soon as possible because it's an important feature.

The ghost translucent voxel flickering is also a known bug that we will try to kill someday even if it show rarely.

For other glitches like the sector sometimes not showing on the edge or  black voxel sometime visible, they are not really bugs.

Yes, we understand that's may sound very surprising.

So, let's explain : they are the consequence of very aggressive display optimisations.

The problem is that even modern and powerful PC hardware had hard pain at rendering a massive voxel dynamic world.  Actual PC hardware isn't too bad for Vector game engines. But when it's coming to Voxel, there's a lot of bottlenecks everywhere. High level graphics API wasn't designed for Voxels.

So, we had to develop a lot of optimisations to make Blackvoxel Massive Voxel Interaction a true reality. That's why the engine take nearly 2 years of work.

Sometime, we had to make some difficult choices : does a very fast algorithm is suitable even if it show rarely some discrete and minor glitchs?

There are some cases where it is worth really the horsepower gain. And Blackvoxel needed a lot of power to make a dynamic world. So aggressive optimizations are a necessity.

Some of these algorithms has been fine tuned to get the best rapport between performance gain and visibility with standard hardware in mind. In the future, we may expose some additional settings for the user to fine tune with their hardware and their preferences.

They are also additional things you can do for optimizing rendering like disabling vertical sync as it's speed up sector refresh and minimize the apparition time of the "black under voxel" effect. Yes, even for powerful hardware. And yes, the optimisation guide said the opposite. In fact, it is outdated since the last rendering engine interaction.

Dreaming on the future is showing us nextgen PC with their huge memory bus, integrated GPU without bus bottlenecks and maybe low level graphics api that will help for non-vector rendering engines.

The Blackvoxel Team

141
General Discussion / Re: Material Sourcing/Disposal
« on: October 07, 2013, 03:40:54 am »
Yes, the Water Generator, the Green Acid Generator and the Sewer System are not available anymore by the way of cheat keys. What was said in the manual was wrong since 1.21, so we corrected it.

The cheat keys were removed in the 1.21 because in this version, most Items gets an official way to be obtained with game mechanics. Some get a mean to be made, others were placed in the world. The Water Generator and the Sewer System are now used in the world for the waterfalls in the Big Canyons zones that where added in this version. At the time, these can be collected with any tool. In the future, we may made these blocks only collectable by robots or special tools.

So, we can confirm that the water is an infinite and renewable resource in Blackvoxel.
We said that most items was used in the world or get a way to make them, but there are exceptions like the green acid generator that can't be get at that time. An official way to get it will be re-introduced in the future.

[spoiler]
At the time, yes, hacking the inventory file can be done to get it. That's in the PlayerInfo.dat file in the universe save directory. The Green Acid Generator is VoxelType 92. The inventory is at offset 164. There is 40 main entries. Each entry is made of 2 bytes for the VoxelType (Indicated in the manual) followed by two reserved bytes, followed by 4 bytes for the quantity.

If you want to try a (very) cheated and (very) overclocked robot, try the VoxelType 158.
[/spoiler]

The Blackvoxel Team

142
Gallery / Re: Your creations in Blackvoxel
« on: October 06, 2013, 11:23:29 pm »
Ok, we reproduced the issue successfully.

It seem Windows 7 take the image of the terminal background rather than the displayed image when you press the "print screen" key. Windows 8 and Linux takes correct screenshot of the rendered surface. Windows XP is untested.

As we plan to suppress the terminal in the future on the windows port of the game (Blackvoxel is developed on Linux) it will hopefully fix the issue.

For now, you can use the following workarounds that we tested are working good on Windows 7:

(1) Use windowed mode for taking screenshots in blackvoxel rather than fullscreen mode. You might have to eventually crop the image to take out the borders. If you need to get back the mouse cursor, use the F1 key (F2 to lock it back).

(2) Use a dedicated program like Fraps. That's what we use. It is not only good at taking screenshots of games and getting fps informations, but it takes also good video without taking too much CPU time. The program isn't free but there is a free version that can be sufficient for occasional use.

The Blackvoxel Team

143
Programming with Blackvoxel / Re: Simple mining bot restarter
« on: October 06, 2013, 07:58:25 pm »
Nice program and very good idea!

The Blackvoxel Team

144
Gallery / Re: Your creations in Blackvoxel
« on: October 06, 2013, 07:28:53 pm »
We will look at it.

The Blackvoxel Team

145
General Discussion / Re: The Blackvoxel forum is open!
« on: October 06, 2013, 07:20:46 pm »
Yes, BV is 100% bug free! ;D

So, we created the section Troubleshooting & Bug Reports.

The Blackvoxel Team

146
Gallery / Re: Your creations in Blackvoxel
« on: October 06, 2013, 05:45:58 am »
Hello Qon,

What Operating System are you using to run Blackvoxel?

The Blackvoxel Team

147
General Discussion / Re: The Blackvoxel forum is open!
« on: October 06, 2013, 05:43:55 am »
Hello Qon,

Welcome to the Blackvoxel Forum!

We have created a new programming section.

Have fun!

The Blackvoxel Team

148
Gallery / Your creations in Blackvoxel
« on: October 05, 2013, 11:18:39 pm »
Hello,

The Gallery is dedicated to your creations in Blackvoxel!

Post here the screenshots of your creations.

If you want, you can upload your images to the forum hosting space. Use the "Attachments and other options" located below the text posting box. The recommended size is 640 pixels wide.

The Blackvoxel Team

149
General Discussion / The Blackvoxel forum is open!
« on: October 05, 2013, 12:01:45 am »
Welcome to Blackvoxel Forum!

We hope you enjoy using our forum.

Thanks!
The Blackvoxel Team

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