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TOPIC: The Future of TOB?

The Future of TOB? 1 year 7 months ago #46654

I think it's important to keep a balance between spamfest immaturity and....Cemetech. That way it allows the users to have fun and keep it constructive, because after all this is a forum based around a game, not some school/corporate prison. Whilst I haven't seen the image since my browser refuses to load it for whatever reason, I can sort of guess what it is.
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The Future of TOB? 1 year 7 months ago #46659

I'm going to brainstorm this some more and see if I can't come up with better ideas for a site.
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The Future of TOB? 1 year 7 months ago #46666

If we like the acronym, we could call the new mod, "The Order of Builders" or something. Though I was hoping we could come up with something short and catchy, like "Tekkit" or "Bukkit".
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The Future of TOB? 1 year 7 months ago #46668

Build-It?

Also, that Box.com link contains many more of my ideas, and ours too. Check it out, it's organized... *forever alone*
If you missed it, check the link here.
www.box.com/s/xt84bzc32x83c77ed1nm
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The Future of TOB? 1 year 7 months ago #46669

DarknessDude wrote:
Build-It?

Also, that Box.com link contains many more of my ideas, and ours too. Check it out, it's organized... *forever alone*
If you missed it, check the link here.
www.box.com/s/xt84bzc32x83c77ed1nm

- Social

--Voice Chat


Finally. The Wait. Is finally. Over.

No more dealing with Skype's shitty voice call system.

No more dropping calls.

No more random headset disconnects.

No more cutouts.

Just being able to talk to my friends without stopping in the middle of camping to type out something really long.


This is the greatest moment of my life.
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The Future of TOB? 1 year 7 months ago #46670

Here's how I think it's gonna break down:

Freebuild- core rendering and physics engine, building system, character customization, chat. Bare essentials

TOB- content pack, guns, RP elements, extensions, etc.
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The Future of TOB? 1 year 7 months ago #46672

madraven wrote:
No more dealing with Skype's shitty voice call system.

No more dropping calls.

No more random headset disconnects.

Someone should just set up a TeamSpeak server?
DShiznit wrote:
Here's how I think it's gonna break down:

Freebuild- core rendering and physics engine, building system, character customization, chat. Bare essentials

TOB- content pack, guns, RP elements, extensions, etc.

Pretty much this.
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Last Edit: 1 year 7 months ago by elfprince13.
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The Future of TOB? 1 year 7 months ago #46673

We already tried Mumble and that failed.

Also, isn't what DShiznit suggesting exactly what RTB is now and what he doesn't want?
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Last Edit: 1 year 7 months ago by Lucas W.
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The Future of TOB? 1 year 7 months ago #46679

Lucas W wrote:
We already tried Mumble and that failed.

Also, isn't what DShiznit suggesting exactly what RTB is now and what he doesn't want?

Nope. RTB doesn't add any content, it's basically just a set of near-worthless GUIs.
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The Future of TOB? 1 year 7 months ago #46680

DShiznit wrote:
Lucas W wrote:
We already tried Mumble and that failed.

Also, isn't what DShiznit suggesting exactly what RTB is now and what he doesn't want?

Nope. RTB doesn't add any content, it's basically just a set of near-worthless GUIs.
Yes. I agree. The forums were just too quiet lately.
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The Future of TOB? 1 year 7 months ago #46681

madraven wrote:
- Social

--Voice Chat


Finally. The Wait. Is finally. Over.

No more dealing with Skype's shitty voice call system.

No more dropping calls.

No more random headset disconnects.

No more cutouts.

Just being able to talk to my friends without stopping in the middle of camping to type out something really long.


This is the greatest moment of my life.

What's fun is skype is actually quite good unless your router is a brick.
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The Future of TOB? 1 year 7 months ago #46682

It's nothing compared to how easy and convenient native voice chat is.
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The Future of TOB? 1 year 7 months ago #46687

-Blocks effected by explosions. Block physics would just be cool though I imagine this would technically fit in "better physics".(**)

-Vehicles built from blocks would be cool to have come apart from explosions as well.(**)(***)

-Different methods of vehicle control: such as one you build a vehicle you can set whether it drives like a car or flys like either a plane or helicopter or balloon. (I hate flying the heli like a plane it looks so wrong)

-Able to set your own mount points on a vehicle and whether or not it's a turret and then be able to control how far that turret can rotate if at all.

-Able to control the type of projectile fired from a turret as well as the details of it; Damage, fire rate, projectile speed.

(**) A little detail that would be really nice for the exploding blocks and vehicles would be to have each piece emit a smoke particle trail as it flies through the air.

(***)A choice to be made is if to consider the vehicle operable once hit from an explosion or from the blast. perhaps if over 10% of the vehicle is destroyed or the driver mount then the vehicle can no longer be driven but perhaps any turrets will remain working if un damaged
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The Future of TOB? 1 year 7 months ago #46697

I would presume that if the physics engine is efficient enough, we could just build vehicles out of movable parts like in gmod. If that's the case we wouldn't even need pre-defined vehicle classes.
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The Future of TOB? 1 year 7 months ago #46699

DShiznit wrote:
I would presume that if the physics engine is efficient enough, we could just build vehicles out of movable parts like in gmod. If that's the case we wouldn't even need pre-defined vehicle classes.

I'll probably provide some presets for convenience sake, but there should be no real reason why you're locked to those.
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The Future of TOB? 1 year 7 months ago #46702

elfprince13 wrote:
DShiznit wrote:
I would presume that if the physics engine is efficient enough, we could just build vehicles out of movable parts like in gmod. If that's the case we wouldn't even need pre-defined vehicle classes.

I'll probably provide some presets for convenience sake, but there should be no real reason why you're locked to those.
yea... like if your lazy or just wanna drive... :D
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made this image in 5 mins xD
Эй! Сергей! Зачем мы бродим по этому району?
Мы не бродим, мы патрулируем здесь, идиот.
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The Future of TOB? 1 year 7 months ago #46704

Exactly :) I've been brainstorming algorithms I can use to make driveable mechs a reality as well to help automate the keyframing process for important poses. There are some cool algorithms used for training industrial robots that I think could be combined with Bullet joint constraints to build physically accurate animations, and then save those joint positions to an animation to be used for walking/using giant-fricking-weaponry. But all of the vehicle talk is a bit of a ways off. First we need to get the core stuff up and working.

I'm hoping some of the other programmers among you (looking at you, Wiggy), will get in the mood to be helpful. :) pr0gr4mm3r's already been pretty helpful so far.
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The Future of TOB? 1 year 7 months ago #46711

elfprince13 wrote:
DShiznit wrote:
I would presume that if the physics engine is efficient enough, we could just build vehicles out of movable parts like in gmod. If that's the case we wouldn't even need pre-defined vehicle classes.

I'll probably provide some presets for convenience sake, but there should be no real reason why you're locked to those.

I would love basic airplane mechanics, that can be constrained in such a way so that you have to balance the weight and relative(for blocky lego parts) aerodynamics of your plane in order for it to fly, rather than just sticking an engine on something or giving it arbitrary flight rules.
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The Future of TOB? 1 year 7 months ago #46712

Obviously this won't be Xplane, but if I can figure out a way to make a rough estimate of center of mass/center of drag to determine aerodynamic stability I wouldn't be opposed to that, for people who want to make airplanes instead of spaceships. In general though, I want to encourage freedom of design decisions, not constrain them, so enforcing those sorts of rules will probably be up to individual server operators.
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The Future of TOB? 1 year 7 months ago #46716

elfprince13 wrote:
Obviously this won't be Xplane, but if I can figure out a way to make a rough estimate of center of mass/center of drag to determine aerodynamic stability I wouldn't be opposed to that, for people who want to make airplanes instead of spaceships. In general though, I want to encourage freedom of design decisions, not constrain them, so enforcing those sorts of rules will probably be up to individual server operators.

You could make the drag and gravity thing be toggle-able in the admin menu or whatever the equivalent of that will be.
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