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      ATTENTION Forum Database Breach   03/04/2019

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Jed1314

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Everything posted by Jed1314

  1. I still lurk about here sometimes .. I've just been so busy it is unreal -.- .. Yeah, there has been plenty of posts on this and, as mentioned before, dunk has a plan in mind for combat. That said, keep up the ideas because that seemed pretty solid
  2. I want to take this opportunity to apologise to everyone for disappearing for so long. I don't want to go into it, but a lot of stuff is going on within my family and with my friends. It's been a difficult few weeks, sorry the server never worked out like I'd hoped
  3. I want to take this opportunity to apologise to everyone for disappearing for so long. I don't want to go into it, but a lot of stuff is going on within my family and with my friends. It's been a difficult few weeks, sorry the server never worked out like I'd hoped
  4. I was wondering if anyone would be willing to attempt to port the JohnSmith texture pack ? (http://www.minecraftforum.net/topic/26727-johnsmith-texture-pack-v95a-32x-13x-updated-0810/) It is a beautiful pack, but one I couldn't do justice to sadly :/
  5. Server should be back up, fixed and updated !
  6. Please try connect now
  7. Guys, we were all wrong >.< Turns out, there is a much more detailed McMyAdmin pannel. I feel humiliated >.<
  8. Seriously ? >.< I'll need to look into it when I wake up :/
  9. Server is up, but I'm having strange issues :S .. I will leave it up for you guys so you can play until I sort it out
  10. Your miserable failure of a server owner has been dragged out of his house to socialise. Man I picked a bad week to try and reset the sever >.<
  11. Fuck it, I am getting far too frustrated trying to pregen this terrain, I will upload the server as is, with 50c
  12. Please read the comment above yours. I would also like to apologise to all the people who play on the server for the extended downtime :/
  13. Guys, total disaster. The programme that was pre-genning the terrain actually overwrote the server .jar that had TFC on it. In practice, this means the pre genning failed miserably. I haven't managed to get it to work on mcedit or MLG so I have two choices: Keep the server down and keep trying OR Upload the server now, it will be up in 20 mins but none of the terrain will be generated before, so it could be quite laggy. Your choice.
  14. Hey guys, the terrain is pre-genning but taking longer than expected. It should still be up by tomorrow lunchtime though
  15. I GOT OVER MY TREMENDOUS STUPID ! Server ETA is tomorrow as soon as I get my lazy ass out of bed Terraforums please AWESOME ! .. It's really nice man I like where you took it ! ALSO: Could everyone please re-apply on the terra forums application site ? I know this is a hastle, but it will make my life 1000x easier when I have to do the whitelist
  16. Guys, I am (for some unknown reason) really struggling to get any land to pregen for the server at all. If anyone else could do it, I would appreciate it big time. Right now, I am moments away from breaking my PC in rage I was hoping to implement the cannons, but Balkon has not updated the weapon mod for 1.3.2 so no luck there
  17. Organic Combat Programming

    Ok, so first I want to apologise to Dunk because I know he already has a system in mind and I am just putting him in a corner because if I suggest anything he will implement, he can't say anything about it without releasing many spoilers. Also, I know this has been discussed into the ground already. So sorry Dunk Anyway: I was looking back on a lot of combat suggestions and a lot of what Dunk and Bioxx have said about "organic" programming. That is to say, rather than fixing certain things (e.g. Desert Biome), we allow values to determine these things (low precipitation, high average temperature, close to equator= desert). With that in mind, I have re-approached some features of combat in a "broad strokes" manner. So, what am I blabbing on about ? Key Values of Combat: Breaking down real life combat into a set of values which could be used to express this in a programmable way. First, the strike: Before we even talk about what the combatants are holding, lets look at how they can swing any object. Ranged weapons excluded, all weapons require some form of "strike" to actually do any damage. Which is to say, without actually swinging that axe, not much will happen. What are the main categories of possible strike ? Surprisingly, there are really two (in the very broad sense): Thrusting: Pushing (or pulling I guess) the weapon. Swinging: Swinging the weapon, both pretty self explanatory. Break it down more if you like (for example, you do not use the same swinging technique with an axe and a sword) but these two categories cover every type of strike that would ever be used in combat. Period. So there, two variables already. Is it swung or thrusted ? Clue: The answer is actually both, but for the sake of any programmers sanity we'll say that weapons (with the exception of some "special" weapons perhaps) are used in only one capacity. Why is this even relevant ? It helps define weapons (and would have much more important effects in a more realistic system with better blocking ) Second, "damage types": Most weapons are designed with one (or maybe two) primary "damage types" in mind. For example, the mace is a weapon designed to crush. That is it's primary "damage type". When thrust, the longsword is designed to pierce and when swung, it is designed to cleave. The scimitar (a curved middle eastern sword) isn't designed to be thrust at all and is primarily designed to slash (or cut basically, compare it to a kitchen knife. You cut with a kitchen knife by pushing it across the food, cutting it. This is contrasted with cleaving, which is when you use force, combined with a reasonably sharp edge to "push" through the object in question.) Slashing: Think kitchen knife again. Uses the horizontal movement of a sharp edge along the surface of an object to "cut" through it. Also could be called cutting. Cleaving: Think meat cleaver. Uses force concentrated along a reasonably sharp edge to force through tissue, metal and other such things. Crushing: This one is obvious. Uses force across a wider area to cause impact related trauma. Crushing weapons are very heavy for their size and rely on this weight to do their damage. Piercing: Force concentrated on a very small point. This is usually with the intention of penetrating at one local point. (E.g. A knife in the back will penetrate at one point, a knife slashed across the back will do less deep damage, but across a much wider area. Third, armour: This one is a bit tricky. It is easiest to define armour in terms of it's resistance to the above damage types. Here is an example with arbitrary values out of 10: Plate: S-10 Cl- 7 Cr- 5 P- 4 Chainmail: S-8 Cl- 5 Cr- 0 P- 1 Leather: S-5 Cl- 3 Cr- 0 P- 0 How do we define ranged weapons ? That is slightly harder again. At their core, all hand held ranged weapons (with a few rare exceptions, namely the throwing axe and slingshot) are piercing weapons. However, we can easily construct a model for ammunition types, which will fit into the system described above. By using cleave as an equivalent for broadhead style arrow damage, we can basically describe ammunition as either primarily piercing or primarily cleaving orientated. Why all of this bother ? Simple, this system would make adding new weapons/armour much easier. In a "rock, paper, scissors" model, once you add a new type of weapon or armour, you must rebalance the entire system. By making a more natural system like this, you remove that limitation. "Effects" I know that a lot of you want bleeding effects and such. This is how I see them fitting into the suggestion: Any effect can be caused by any damage type. It requires different amounts of damage to cause the effect depending on the damage type (low indicates low damage to cause effect). Bleeding: Slow loss of hearts, caused by S- low Cl- med P- med Cr- High Crippled: Limb damage, severe weakness and slowing, caused by Cr- low Cl- med P- high S- high Faint: Caused by repetitive bleeding (more than 3x), results in slowing, weakness and dim screen edges (less severe than crippled) If anyone finds any holes which I haven't covered, tell me !
  18. Ok, I have been afc for a couple of days, so sorry for the poor admin :/ I am thinking of taking the sever down, resetting the map, installing some new mods and bringing it back up tomorrow. What does everyone think ?
  19. Organic Combat Programming

    Actually, if you really break it down, there are only two types of attack: a swing and a thrust. You muddled damage types and attack types there It's good that you are trying to think though Here is an example of what I was thinking: Axe: swung S- 1 Cr- 3 Cl- 8 P- 0 Spear: thrust S- 3 Cr- 0 Cl- 0 P- 7 Again, numbers are just examples
  20. The Craft.

    Enough of your sarcasm It is good advice for anyone stupid enough not to know that in the first place :L
  21. Organic Combat Programming

    My girlfriend tried, and she had double D's and blowjobs on her side. In summary, you will fail P.s. Finally added effects to OP.
  22. Organic Combat Programming

    I dunno, I would argue it has been made with the coders in mind with the aim of fitting the features to them and not the other way around I have added some more detail to the OP
  23. Organic Combat Programming

    I feel that was deserved. I'll go think about what I've done Haha Thanks , Bioxx is awesome. Notch sucks. That is the difference I left out effects, such as bleeding, crippling etc. because they are a whole other kettle of fish. I do have an idea though which I will add to the OP. Nooooo ! My new and reasonably decent suggestion has been ponied already ? T.T .. I should just give up on this internet business :L
  24. The Craft.

    Yeah, he took mushrooms at a party where he didn't know anyone else. Doing hallucinogenics in a place where you feel even a little uncomfortable is a bad bad move
  25. Organic Combat Programming

    Haha .. Basically To be fair, I actually thought of this system all by my lonesome just there I learnt playing the forbidden version of DnD which had none of this depth or complexity :L The armour values were more of a sample than anything else A barbed arrow would probably be a light piercing wound with heavy cleave damage I based the plate resistance to pierce on a bec-de-corbin or similar weapon, but you are right. I should have based it on a spear If you really want values for some more armour types I could provide them :L