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11
General Discussion / Re: Questions
« Last post by Enigma on November 20, 2019, 10:10:21 am »
Hi and welcome to the Blackvoxel Forum.

Quote
I would like to ask a few questions before purchasing BlackVoxel's paid content (adventure mode):
What the limitations to the school mode are, what extra
functionality is added in the paid Adventure version that makes
it worth buying?

To make it simple, in adventure mode, you have access to the whole world : http://www.blackvoxel.com/view.php?node=1641
You are intended to play, extract resources, process it, use machines to build stuff, machines and make airplanes.
You have access to all materials, so you can access the complete tech tree.

In school mode, you are limited to the flat blue central zone. The other zones doesn't exists in this mode.
The school mode is mainly intended to teach and learn programming with the 3 actual programmable robots.
In this mode, you can get stuff like programmable robots and automation directly with the "J" key.
The school mode in not really intended for playing. Even if we did not disabled the regular game mechanics,
 you can not access other zones in the world, so some materials will be missing to really play the game.

Quote
is the Voxel Fire engine modifiable
to include octree /light rendering systems or would it be an
impractical modification for the underlying code? If not, what is the
extent of the engine's capability, would it be easier to start from
scratch to make a sandboxed game like TROVE or Un-turned (with
physics) or could the engine manage it?

To answer in few words, the VoxelFire engine is a specialized game engine, not a general purpose game creation tool like (as example) Unity, the Unreal Engine or the Godot Game engine (to speak about a free software tool) that would allow easy game creation. I know that many of the game like you mentionned are often made with the Unity game engine.

The VoxelFire engine was thinked in first place to make possible what the Blackvoxel game needed to do. This game have very specific needs that would not have been possible without a custom engine. Programming an engine like the VoxelFire takes a long time.

With the definition you gave, you are far enough from the Blackvoxel paradigm. And modifiying a game engine (or more, creating a new one) is not something I would recommand unless you know very well what you are doing. It requires a very good level in programming and can take a very long time.

In addition if you want to create a game, you have take also into account the terms of the licence of the game engine. The GPL V3+ licence of the VoxelFire code means you have to comply with it. https://www.blackvoxel.com/view.php?node=1571

Quote
keep improving, and it will become what most hope for... A software that
can be used for almost anything voxelized, best of all, Open Source.

Such a tool would be a dream. But I'm affraid it won't exist.
First because the word "voxel" can mean a lot of very different things. I mean, really different. And there is not best choice. What is good depend on the game.
Then because game engines are like cars. You can't have an "all in one" vehicle that can be best than specialized vehicle in their specific area. What you can call "the best car" depends on what you want to do.
VoxelFire can be good in Blackvoxel because it is specialized for what this specific game have to do.
Unforunately, specializing means making choices. Some choice you have to make in a game engine to make it better for some uses means... that you have a price to pay : it will be worst or not suitable for some other uses.

Best regards,
The Blackvoxel Team

12
General Discussion / Questions
« Last post by Voxel Space on November 20, 2019, 03:11:05 am »
I would like to ask a few questions before purchasing BlackVoxel's paid content (adventure mode):
What the limitations to the school mode are, what extra
functionality is added in the paid Adventure version that makes
it worth buying?  is the Voxel Fire engine modifiable
to include octree /light rendering systems or would it be an
impractical modification for the underlying code? If not, what is the
extent of the engine's capability, would it be easier to start from
scratch to make a sandboxed game like TROVE or Un-turned (with
physics) or could the engine manage it? 

This is a good base engine,
keep improving, and it will become what most hope for... A software that
can be used for almost anything voxelized, best of all, Open Source.

Thank You!


~=VS=~
13
General Discussion / Re: School Mode
« Last post by Enigma on November 15, 2019, 09:51:24 pm »
Hi D3x0r,

Thanks for your comment and tought!

The good new is that you don't have to dig. In school mode, a special key "j" give you access to programmable robots and other automations automation stuff directly without following the habitual proces (digging, collecting resources, making metals).

Open the inventory and press "j" key. Pressing again give access to another page. Look at this page http://www.blackvoxel.com/view.php?node=1560

Your post suggest us some improvements to the school mode to let user know minimal information on how to get started. We will think about it.

Best regards,
The Blackvoxel Team
14
General Discussion / School Mode
« Last post by d3x0r on November 01, 2019, 04:11:02 am »
Hello!  Great to see updates from y'all.

School shouldn't be tedious.... Right now, to get to be able to make your first tool... you have to dig, and I'm gussing it's 1.5 seconds(? 2?) per dig block?

( 64 * 3 = 192 ) * 1.5 = 382 seconds... 6 and a half minutes. (9 almost 10 minutes?)

And then I can find greenstone, and be able to return with it to the surface where my machine.

The document says.
'Where can you find it ?
You can find this voxel in the ground into the central blue flat zone.'  And the picture shows it on top of black rock blue... I know it's just showing the same block on the same oroginal blank stage, but... it does sort of imply that it can be over blackrrock blue - and it never is.

So ... I think " it's just another random block like copper, okay I'll keep digging sideways... surely they wouldn't force me to climb up and down all the time... " and dig t alot sideways, so now 30 minutes later and still no greenrock ...



Most voxelish digging games put rock only a little ways below dirt.... 4-8 voxels... because there's an infinite supply of dirt (blackrock blue).

So, optimally that's 6 minutes after the first 5-8 playing with the RTFM and external help; and having the cursor trapped to the game, so I can't click back on the browser... (tough, I know, to own the cursor, but give it up when you don't have it. )  There are lose focus events that you can revert the cursor capture... )

And if I was really new, I'd be sidetracked by copper and iron and other things, and it would really take me a long time to get to green rock; (I mentioned that earlier, it's realistically at LEAST 7 minutes, to make your first tool).

I wanted to learn to program, not spend my time in a clicker.

-----
let me just reiterate, as i was closing this window... I missed the (X) a little...


1) when the game is not in focus, do not setmousepotiion on mouse event.  (background window of the browser, I miss the scroll bar a bit, and my mouse snaps to the other thing, but I was JUST typing in the browser... and then I have to get back to the scrollbar, but if there isn't actually another window over where the mosue moves, it's stuck, until you hit I to get to invenotry (free mouse) or something

2) alt-F4 doesn't work.

3) window isn't resizable by clicking on the frame (if you could somehow get the mouse off the game-focus :) )
15
Programming with Blackvoxel / Re: Odd behavior
« Last post by Enigma on May 15, 2019, 07:22:15 pm »
Hello Animar,

I see what is the problem. The functions you mentioned are executed... but in your case,  they are doing nothing. That's because in some cases, your program is running out of "action ticket".

To make the things simple, you have the right to do only one Move() per Voxel_Step() call. Then, your Voxel_Step() function must terminate before you have the right to do another Move(). That's for limiting the power of the programmable robot to avoid being faster than extraction robots. If you call the Move() function another time, it will do nothing but return "false" to say the move action was refused. In the documentation, the functions consuming the "action ticket" are documented with the sentence like "You can move the robot only once per cycle (per Voxel_Step() call)" http://www.blackvoxel.com/view.php?node=1303

To understand more deeply, an important precision : The Squirell Robot is not running a continuously running program, but a function called cyclically. The function Voxel_Step() is called each time the voxels of the world are moving (Approx 5 time by seconds). It's working synchronously with the Molecular Voxel Interaction Engine. So it's synchronous with other machines. If you want to use a program behaving a more continuous way, see the trick below.

So, there is what you can do :

  • Rethink your program using some "state machine" like the example here : https://www.blackvoxel.com/view.php?node=1306 so you'll make only one action per voxel_step.
  • Always call any PickVoxel() before moving the robot.
  • Use the newest "Remote Programmable Robot" along with the Scratch programming language. It have a much simpler behavior and use a continuously running program (http://www.blackvoxel.com/view.php?node=1705). But Squirrel robot remains more powerful and faster.
  • If you want to use some loops with Move() and make it like it's running continuously, you can use a trick : the squirrel generators with the yield() function after each Move() . The yield() will return execution to the Voxel_Step and resume at the same point on the next call. Here is an example.
Code: [Select]
// Continous program called by a function.

// The generator

Rep<-0;

// My continuously running program

function MyStuff()
{
  local x,y;
 
  for (y=0;y<8;y++)
  {
    for (x=0;x<8;x++)
    {
      PickVoxel(5);
      if (y & 1) Move(1);
      else       Move(3);
      yield(true);
    }
    PickVoxel(5);
    Move(2); yield(true);
  }
 
  return(null);
}

// Calling the continuous program using a generator.

function Voxel_Step()
{
  // Creating the generator.
  if (Rep==0) Rep = MyStuff();
 
  // Calling the generator... or resuming where it was stopped.
  if (Rep==1) return(0);
  if (!resume Rep) {Rep=1;}
}


In the hope we have answered your questions, we wish you a good play.

The Blackvoxel Team
16
Troubleshooting & Bug Reports / Re: Sequencer Bug ?
« Last post by Enigma on May 15, 2019, 07:14:25 pm »
Hi Animar,

This is an intended behavior :)
The idea behind this is that the player should learn to "know what it does".
Like with the real world machines, some mistakes should have costs.  :P
But... not too much.
The problem with Atomic Compressors, they may contains a lot of things and/or very valuable things.
As we played, we found that mistakes with Atomic Compressors was too much punitive. It was very frustrating and ruined gaming experience.
That's why we made an exception to the default policy and protected the Atomic Compressor (and also XR robots in the unloading phase) from direct user mistake.

The Blackvoxel Team
17
Programming with Blackvoxel / Odd behavior
« Last post by Animar on May 15, 2019, 10:13:00 am »
Hi There,

I have some expirience in C and Lua but this Squirrel language keeps me confused.
So this bit of code troubles me.

Code: [Select]
if(GetX() == (Start_X - DimX + 1) && NextRow){
  PickVoxel(2);
  Move(2);
  NextRow = false;
  Display( "I Should have moved", 5000, 2);
}

how can it be that the specific display text "I Should have moved" is shown but the Pick(2) and Move(2) is NOT executed.


This is the whole thig so far. The whole digging and movement will be replaced with loops. But first, i need to figure this problem out. As far as this code goes. It should check for a Storage device then go one down, two to the left and finaly one back. But i does not execute the last part ?

Code: [Select]
// Test

BotInit <- true; //        X  Y  Z
Workmode <- false; // 0 =  { 0, 0, 1 } = Front of the robot.
Start_X <- 0; // 1 =  { 1, 0, 0 } = Right of the robot.
Start_Y <- 0; // 2 =  { 0, 0, -1} = Back of the robot.
Start_Z <- 0; // 3 =  {-1, 0, 0 } = Left of the robot.
MaxDepth <- -64; // 4 =  { 0, 1, 0 } = Above the robot.
DimX <- 3; // 5 =  { 0,-1, 0 } = Under the robot.
DimZ <- 3;
NextRow <- false;

function Voxel_Step(){
  local VoxType;
if (BotInit == true){
VoxType = Look(0);
Start_X = GetX();
Start_Y = GetY();
Start_Z = GetZ();
if(VoxType == 49){
BotInit = false
Workmode = true;
PickVoxel(5);
Move(5);
}
else{
Display( "Error, no Storage Found at X = " + Start_X + " - Y " + Start_Y + " - Z " + Start_Z, 5000, 2);
}
}
if(Workmode == true){
if(GetX() > (Start_X - DimX + 1)){
PickVoxel(3);
Move(3);
NextRow = true;
}
if(GetX() == (Start_X - DimX + 1) && NextRow){
PickVoxel(2);
Move(2);
NextRow = false;
Display( "I Should have moved ", 5000, 2);
}
}
}

Thanks for your help.
18
Troubleshooting & Bug Reports / Sequencer Bug ?
« Last post by Animar on May 14, 2019, 01:38:55 pm »
Hi There

Just noticed that an old "bug" still exists. Sequencers can be mined by hand when they still have stuff in their inventory. Would be neat if they had the same protection as Atomic Compressors when not empty.
19
Suggestions / Re: My Long Waiting Wish
« Last post by Enigma on May 12, 2019, 02:31:28 pm »
Hi Animar,

Thanks for exposing your problem and thoughts. We understand better why you want a better tool.

A faster tool dedicated to machines and automations sounds like a good idea. We will think about it.

About something to make vertical travel easier, be sure we have a lot of ideas. A lot of things were already discussed in the forums like lifts, cars, trains, space ships, etc...

But we have some good news for you, lifts are already possible with the current game. The programmable robot can do it. You can also do multiblock animation and some vehicles with it.

I have posted some example scripts here : https://www.blackvoxel.com/view.php?node=1614. One simple proof of concept. And one complete lift with a command panel.

About collecting ores, don't forget that there is some world area with much more ores than in the blue flat central zone. The best is the Flat White http://www.blackvoxel.com/view.php?node=1637

The ground scanner will be useful for exploration. Update 2.41 was released with the fix for it.

Thanks for loving our game. Support from users is very important for us.

Have a good play :)

The Blackvoxel Team
20
Suggestions / Re: My Long Waiting Wish
« Last post by Animar on May 08, 2019, 11:26:43 pm »
Tanks for the Reply,

I get that your focus is on automation, hence thats the reason I play this game as well as similar ones (Factorio, Factory Town, Satisfactory, Production Line, Autonauts... I could go on but I think you get it)

The reason why I want a faster Constructor/Destructor is not for the sake of gathering resuces but to build and rebuild parts of my Factory faster. XR Robots do not help in this case as no one would use a chainsaw for a heart surgery, at least no sane person would.
And writing scripts for jobs you only whant done once in a certain way, is just overkill.

How about a compromise, a specialised Constructor/Destructor that is faster but has a predefined White/Blacklist of what can be deconstructed.

For example:
  • Can deconstruct "Basic Voxels, Machines, Voxel's handling and Materialization"
  • Can not deconstruct "Raw Resources, Metal Bars and Parts"
In regards to stairs, if they are simply not possible due to how the game engine is written thats all fine and good. But would some sort of Up/Down lift mechanik be possible ?.
Usually untill I have the Z1 available I do some trikery with water. But in early and midgame there is just no good way to get all the stuff from your multiple XR mining Operation.
The Z0 on the other hand is of no good use at all. I would have to build a runway wich becomes obsolete with my next XR mining cycle.
 - to be clear I am running several XR's simultaneously

Oh and by the way, even if the game stays as it is now. And for what ever reason, I loose acess to the game.
I wouldn't hesitate and buy it again.
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