Actual State of the Mod

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Iv121
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Re: Actual State of the Mod

Post by Iv121 » Wed Jul 17, 2013 9:43 am

A businessman ? It's not like we are planning to sell it ...
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Re: Actual State of the Mod

Post by fr0stbyte124 » Wed Jul 17, 2013 10:19 am

I've said many times before that it won't hurt to start on content. Anything not directly related to ship mechanics won't be significantly affected by the world proxy updates, and I can adapt whatever code we have once I am far enough along. We'll most certainly end up doing some things no one has done before, but we are also going to have plenty of stuff which has been done countless times by other mods, and you don't need me for that.

At the very least, we need to start experimenting with what sort of stuff should be in here. We've talked about sitting down and making a list, but it never leads to action, so lets start throwing stuff in. Building materials, resources, fuels, factory blocks, power sources, vehicles, tools and weapons, textures, etc. The sort of stuff you might see in any forge mod, we should start tossing into the pot just to see what we like. Even if most of it is placeholder and even if factory blocks don't connect to anything or look nothing like a finished product, that's good enough to get the ball rolling.

The Flans content pack was a fantastic start. I would recommend branching off from there.

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Re: Actual State of the Mod

Post by Crash Override » Wed Jul 17, 2013 10:36 am

Small list:

Frost framework and Engine.
[Along with that,textures and basic coding to make a interface]
After the engine and the framework are ready,THE WORLD IS OURS!

*,we have texture artists everywhere. We sure could get a help from people from outside.
Even texture pack creators.
" We explore... and you call us criminals. We seek after knowledge, and you call us criminals.We exist without skin color, without nationality, without religous bias... and you call us criminals.You build atomic bombs, you wage wars, you murder, cheat, and lie to us and try to make us believe it's for our own good, yet we're the
criminals.Yes, I am a crimial. My crime is that of curiosity."

EMPRAH * BRUVA

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Re: Actual State of the Mod

Post by Iv121 » Wed Jul 17, 2013 10:42 am

And I recommand to start with basics - building blocks, but if you go with the flan theme we should start adding weapons , we should think how we want to make them - for example entities or blocks ? Because of the scale entities seem like the way to go for me.
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Re: Actual State of the Mod

Post by Vinyl » Wed Jul 17, 2013 2:37 pm

In ship to ship combat, boarding is a legitimate tactic, and probably by the time we've developed starships we'll have some form of handheld gun too.
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Re: Actual State of the Mod

Post by fr0stbyte124 » Wed Jul 17, 2013 3:44 pm

Vinyl wrote:In ship to ship combat, boarding is a legitimate tactic, and probably by the time we've developed starships we'll have some form of handheld gun too.
That's the thing, though. If we only sit around waiting for the engine work to finish, we might not have anything but the ability to build star ships. We've talked a lot about it but none of that talk has led to action, and I am worried we are still not going to know what we want to do with the mod by the time we can implement everything.

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Re: Actual State of the Mod

Post by ACH0225 » Wed Jul 17, 2013 4:25 pm

I think the lack of item creation stems from the(possibly true) belief that the items might not be able to be meshed with Copernicus, and that they could be a waste of time.
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Re: Actual State of the Mod

Post by Iv121 » Wed Jul 17, 2013 4:40 pm

Doubtful, even than nothing keeps us from making some new blocks with new textures ...
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Re: Actual State of the Mod

Post by ACH0225 » Wed Jul 17, 2013 6:45 pm

Except that we did? Remember the coloured steel mod? But I feel most potential coders are afraid their work wil be in vain.
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Re: Actual State of the Mod

Post by Iv121 » Thu Jul 18, 2013 2:05 am

Well colored steel wasn't exactly a marvel of texture work, I mean making wholly new unique sets of blocks and textures.
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Re: Actual State of the Mod

Post by Prototype » Thu Jul 18, 2013 4:50 am

I did offer to create hull materials, but was told not to bother
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Re: Actual State of the Mod

Post by Iv121 » Thu Jul 18, 2013 5:30 am

By who ?
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Re: Actual State of the Mod

Post by Prototype » Thu Jul 18, 2013 1:03 pm

You told me there was little point until we had decided how amor would work, and IIRC I was told by a few other p concentrate on the Flan package
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Re: Actual State of the Mod

Post by fr0stbyte124 » Thu Jul 18, 2013 1:12 pm

Well change of plans. Let's wing it.

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Re: Actual State of the Mod

Post by Iv121 » Thu Jul 18, 2013 1:25 pm

I never said not to do the textures, Im slowly doing some myself to add to the collection, 32x32.
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