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Messages - Qon

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91
Troubleshooting & Bug Reports / Re: The v1.21 bug report thread
« on: October 11, 2013, 10:13:15 pm »
...And the light green blackrock is qalled "purple" in the manual ;)

92
Troubleshooting & Bug Reports / Re: The v1.21 bug report thread
« on: October 11, 2013, 10:00:53 pm »
Many functions should be qallable in Voxel_Load and Voxel_Unload, like GetX() and others. Right now I'm doing initialization in Voxel_Step instead of Load because Load is useless if the API functions are needed for the initialization.

And GetX() is not updated qorrectly when Move() is qalled. The position is updated about a second later.
The workaround is to make a new Move function and update the (qorrectly initialized) position (stored in a variable) if Move() returns true.

93
Programming with Blackvoxel / Re: Voxel_Load Voxel_Unload
« on: October 11, 2013, 09:54:53 pm »
I believe not. I also want this and I did suggest it in a thread earlier. But it's really important and the more who signs the easier it is for the dev team to see what we prioritize. I qan't make fraqtals that take days to create without ever saving until it's done when windows restarts whenever it feels like it.

The Load/Unload functions have problems, yes. Good news: Olive said they found and reproduced the bug that I reported. I'm not sure if your problem is the same bug or almost the same. Check the bug thread and see what you think.

94
Programming with Blackvoxel / Re: Simple mining bot restarter
« on: October 11, 2013, 09:45:29 pm »
Thank you for the improved qode, I'll try it out!
I was thinking of improving it but I'm making another mining sqript that uses the qomputer as the mining unit without any mining bots used at all. The reason is that it's faster and I qan also build fraqtals at the same time with the same qode :)

Though if you want real efficiency and speed mining then the ability to keep track of many atomiq qompressors with mining bots beats that. Please post it when it's done! I would have made it myself if I had the time but I have other sqripts waiting to be finished and I already have enough materials atm q:
If it qan handle n atomiq qompressors then the "//Simple mining robot restarter" qomment should be modified.

Nice touch with the spiral stairqase, I did not think of that. I spent so much time on building tunnels before xD
Though a water elevator is necessary if you want to get up from Blackrock Pink in reasonable time and also with 0 effort if you put something on spacebar.

And there's more below -608 ;)

95
Gallery / Re: Qons gallery
« on: October 11, 2013, 10:05:52 am »
Well I said I would qome back and update it but
1) You qan't modify posts someone has responded too (which I think I should be able to...)
2) I'm qurrently on windows and that's a BAD os... It restarts now and then and it's not possible to prevent it! Lost another night of qomputing time.

So I lost my fraqtal. :'(

96
Gallery / Qons gallery
« on: October 10, 2013, 11:24:20 pm »
4th iteration Menger sponge in progress. Uses 160 000 voxels when it's finished. Size 81x81x81
The first thing I'm building in BlackVoxel :)
Warming up with a simpel fraqtal, more qomplex ones qoming later.
(Qlick on the thumbnail and then the image for high quality)
3rd:

in progress:


I'll update this when it's finished... In about 12 h q:

97
Troubleshooting & Bug Reports / Re: The v1.21 bug report thread
« on: October 09, 2013, 09:03:50 pm »
So the qomputer qan check their IDs but it qan't pick up the white voxels. I qan though with my qonstructor/destructor tier 3. Here's my PlayerInfo.dat
So these white voxels have id numbers at 0xFFFF or slightly less.
The qoorinates and the shape of the thing is visible in these images:



There's a pillar of blackrock blue in this image but there's a white voxel at every position (95,64-127,207)

Code: [Select]
424c 4b50 4c41 5952 0200 0200 ba02 0000
c1ee f5d5 9e45 e640 1497 802f 9640 5d3f
f504 9e15 70df ee40 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 878d 3dcc 0292 7440
0000 0000 0000 0000 cf2f e876 ad9c 6a40
c1ee f5d5 9e45 e640 e08b 2550 0700 7c40
f504 9e15 70df ee40 878d 3dcc 0292 7440
0000 0000 0000 0000 cf2f e876 ad9c 6a40
e803 0000 0100 9d0e 630a 0000 5400 7fd0
a000 0000 5500 dc2b 1872 0800 5800 722d
0a00 0000 5700 a62d 1400 0000 5c00 a32d
0100 0000 3100 c42f 0100 0000 cbff 4613
0d00 0000 aacb 7bd7 0200 0000 99ff ffd7
0d00 0000 bb99 0cd8 0800 0000 ffff b219
9401 0000 bbff d62f 0d00 0000 ffdc a52d
0400 0000 dcff a12d 0f00 0000 9999 a52d
0a00 0000 cbed a42d 1100 0000 edff a42d
1300 0000 dcbb a22d 0300 0000 cbaa a42d
0e00 0000 aaff a52d 1500 0000 99bb c82d
0200 0000 bbdc 8735 0200 0000 aa99 44d8
0400 0000 6c00 41d8 0100 0000 aaaa 00d8
0400 0000 ffed fed7 0800 0000 bbbb 00d8
0200 0000 99aa 02d8 0100 0000 bbaa fbd5
0100 0000 0000 9af7 0000 0000 0000 8a2e
0000 0000 0000 a42d 0000 0000 0000 222d
0000 0000 0000 45e7 0000 0000 0000 d4d5
0000 0000 0000 fcd7 0000 0000 0000 00d8
0000 0000 0000 44d8 0000 0000 0000 98d8
0000 0000 4d00 a635 0100 0000 9e00 dd2d
0400 0000 0000 a72d 0000 0000 0000 a52d
0000 0000 0000 f42d 0000 0000 0000 ae35
0000 0000 0000 f6d8 0000 0000 0000 41d8
0000 0000 0000 33d6 0000 0000 0000 35db
0000 0000 0000 ed2b 0000 0000 0000 992d
0000 0000 0000 792f 0000 0000 0000 9a08
0000 0000 0000 bad6 0000 0000 0000 ffd7
0000 0000 0000 fdd7 0000 0000 0000 fed7
0000 0000 0000 fdd7 0000 0000 0000 fed7
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0000 0000
0000 0000 0000 0000 0000 0000 0052 4944
4558 5445 4e01 0000 0000

98
Troubleshooting & Bug Reports / Re: The v1.21 bug report thread
« on: October 08, 2013, 10:42:25 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:

99
Suggestions / Re: Dynamiq voxels are awesome...
« on: October 08, 2013, 09:38:28 am »
Pleased to hear that!

100
Suggestions / Re: More qomputers and other suggestions
« on: October 08, 2013, 09:27:09 am »
I was going to suggest PlaceVoxel(x,y,z) next! xD
I was thinking of making a "game of life" simulation and other qool stuff with it.
It won't be to powerful in a high tier qomputer. BV is a game where you get exponentially more powerful and the qomputer that is already in is enough to do anything and everything with. It would just make the programming aspect of BV more qomplete and qompelling.

And the first and only thing I made after the xr1 bots was the qomputer anyway. It's kind of a big step and the low tier programmable robot would still qost a bit more than the xr1 mining bots. It would probably not sqrew things up much. But I'm maybe not the average qase, others will probably qreate some other items before the qomputer q:

Why would the low tier programmable qomputer be named XR0? That's the naming scheme for the mining robots not the programmable robots :Q

101
Troubleshooting & Bug Reports / Re: The v1.21 bug report thread
« on: October 07, 2013, 10:37:41 pm »
I get 180-360 fps, I think I have a few cycles to spare :)
I had 45-60 fps while reqording and moving like 0.5MV of water simultaneously. After that I tried to jump down into my shaft and land on the water but I died mid air.
I have video footage which I took sqreenshots of. The video files qlimbed to 55GB in just a few minutes, need to qompress it I guess~

0.2 seconds later:

102
Suggestions / Dynamiq voxels are awesome...
« on: October 07, 2013, 06:30:05 pm »
... so we need more of them! :D
Since the engine is so good at large sqale dynamiq voxel simulation and since it's a rather unique feature with not much qompetition in this area this qould be the dynamiq voxel game that will set the bar for other games in the future.

Some examples:

Qonflagration. http://www.youtube.com/watch?v=07bjATP-Fbo Because while it might be hot with wildfires in far qry 3, there's no damage or geometry deformation and the spread is limited to buildings and foliage. And it doesn't spread more than shown in the video. In BV the scale and impliqations of a massive fire spreading would be devastating would be awesome ;)

Growing struqtures. Trees, vines, icicles and more. Both rapidly spreading vines and normal slowly growing trees.
You might get inspiration from http://steamcommunity.com/sharedfiles/filedetails/?id=123635439

Liquefaction. Temporarily giving blocks the behavior of "falling rocks". Qollapses structures.

Voxels with temperatures. Qold water freezes and hot water evaporates as steam which forms qlouds and rains down again. Temperature spreads through water.

Pressure simulation in liquids. Enables builds of tubes that qan be used to pump water and qonstruct siphons.

Force fields that attract liquids.

Infestation spread. Transforms voxels from type A to type B.

Struqtural physiqs. Something like 6 min into this video: http://www.youtube.com/watch?v=2uwA7Nd9Nz4 Not for all block types though.

Voxel pushing.

This game: http://dan-ball.jp/en/javagame/dust2/ Try putting some "vines", and "water" on your qanvas. Water makes vines grow. Then set it on fire. Watch the reaction. There's a lot of materials in that physics simulation sandbox and I most of them would be amazing with 3D voxels and less Java q:

... or anything that You who reads this qan qome up with :>

103
General Discussion / Re: Material Sourcing/Disposal
« on: October 07, 2013, 10:18:13 am »
I aqtually fixed those items even before I pressed "post" ;)
I thought that there would have to be water generators there but I just had to try them and I'm still at the blue plateau of resources since I'm just qoding atm. Thanks for qlarifying anyway, I did not know all of that.
I guess I'll remove those items now that I know I qan get them without cheating. But It's awesome to have 1 000 000 water voxels falling down on you! Filled my entire mining shaft and picked up all the water below the view distance so when I went up all the water near ground level suddenly aqtivated and rained down!
And I tried the XRZ... http://www.youtube.com/watch?v=hw2WqvbDt5g
Now I want a programmable qomputer with that speed :Q I would pay a million voxels for that :>

104
Troubleshooting & Bug Reports / Re: The v1.21 bug report thread
« on: October 06, 2013, 08:42:28 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.

105
Troubleshooting & Bug Reports / The v1.21 bug report thread
« on: October 06, 2013, 07:55:17 pm »
Starting this thread with some minor things since overall everything seems to be very stable and bug free.

Voxels that have been removed sometimes flicker, they disappear and qome back again repeatedly. They don't seem to "exist"/have any effect though.

When a voxel is removed the voxel beneath is sometimes invisible and stays that way for a while.

Some viewing directions qan sometimes qause chucks of voxels near the edges of the sqreen to not be rendered.

The aspect ratio of the rendering is not adjusting to the screen, qausing stretching on wide displays and extreme stretching on multidisplay eyefinity qonfigurations with ratio 48:9 (or 16:3) at 5760x1080. When this is fixed I ask that you make it Hor+ and not Ver-. http://en.wikipedia.org/wiki/Hor%2B#Image_scaling_methods I don't think the terms are that well known so the link provided have the definitions.

I placed several XR1 mining bots on the same side of an atomiq qompressor and the result was ...bad q:
One bot got stuck in an endless push mode even though the atomiq qompressor was removed.
To reproduce:
Put 2 xr1's at the same side of a AQ with a short interval. The last bot will then pick up the 1st bot while it's in push mode. When the 1st bot is placed again it was frozen in push mode for me and I didn't manage to fix.

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