Omicron - prerelease 0.7 "Tweaky Update"

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Re: Omicron - prerelease 0.5 "In the swamps..."

by LMD » Sun Nov 25, 2018 19:33

Remove the gray stuff, keep the island, scale the "O" down and it becomes perfect.
 

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Re: Omicron - prerelease 0.5 "In the swamps..."

by azekill_DIABLO » Mon Nov 26, 2018 19:54

Gray stuff? you mean remowing everything or the little dots? there are here for purpose though!

Why not making the island bigger? well, i should be able to scale down the O it'll be harder.
 

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Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Sun Dec 02, 2018 19:44

OMICRON pre-release 0.6 "Menupdate"


Image
After half-a-century and an hilarious playword (menupdate: menu - update got it, uh? lol! end my life pliz.) here's a new update. It includes not enough content for the time I spent of it but nevertheless, I hope you'll like it.

  • GUI / Menus
    • Addition of a start menu.
    • Addition of button(s).
    • Creation and Overhaul of the UI system (taken from an indev CraftNG version).
    • Creation of a new font for the game.
  • Minor bug fixes and tweaking.

*red is important.

Note: I received complaints about GLSL shaders version being unable to run well on some systems like Mac or Linux... If you have such a problem, please read the top part of this post to avoid further problems.

Have fun with the 0.6 update! If you encounter problems tell me, I cannot make the game work for you if you don't tell me!
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Sun Dec 09, 2018 19:52

DEVLOG: I'm currently working on details and bugs... I've change the menu logo to a more classic OMICRON written in stone. I also resolved some issues with font.
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Mon Dec 17, 2018 18:58

Omagah it's alive. No I know, I just feel a bit alone and forgotten ':)

EDIT / DEVLOG: I had the confirmation of an idea while playing an old rubbish but lovely version of minetest. The mapgen had an intereting feature I already thought to but never really applied because I found it ugly (In fact it's not ugly at all). I can combine the actual noise that generates the terrain we know and I can cross it with another 2d noise. When the new noise is higher than, for example 0.7, the original noise gets added up/multiplied by 8. It generates small cliffs and allows to create mountain like places.

My idea is to work by multipliying by the "intensity" of the new noise: for example, if the new noise is equal to 0.5, the terrain will go up by 5, if the new noise is equal to 0.7 by 7 and like this until a certain point to avoid weird things to happen. It will avoid generating "fat" cliffs that wreck havock in the terrain and allow me to create really sharp mountains.

paired with another noise to generate small cliffs it will add more height variety :D
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by LMD » Tue Dec 18, 2018 19:37

Other idea : Apply a noise to the noise.
Seriously, if you have a noise, you have a bumpmap, then you create directional vectors & a normalmap and then apply a 2nd noise multiplicating it with those vectors.
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Fri Dec 21, 2018 18:29

It's already being done! but thing is the terrain tends to get the same everywhere with this technique. The noise needs to vary!

EDIT / DEVLOG: Just tweaked randomly the noise and found a quite interesting result: a lower land, with some higher isolated hills, generally more massive and uncommon than previous noises! I really like it!

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Re: Omicron - prerelease 0.6 "Menupdate"

by TumeniNodes » Fri Dec 21, 2018 21:33

Looks nice azekill
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Re: Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Sat Dec 22, 2018 12:28

Thanks tumeni :D I'm really fond of this noise because it generates tiny bits of land at water level. It makes the coastline less smooth and gives a real nice effect in swamps. Minecraft used a similar technique in swamps I think, because they both look really similar!

DEVLOG: Added an exit button to the menu (which works) and finally found out the source of the segfault in the closing sequence! It was simply a function killing the window after the window was already killed. The function was then referring to something which didn't exit and this caused the segfault. Well, now it's solved ;)
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Fri Dec 28, 2018 20:03

thx a lot :D

tell me if you have problems to compile, the game segfaults at start on some systems for no apparent reasons :|
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Sun Jan 20, 2019 19:31

DEVLOG: I'm still working on adding parameters to the game, currently you can edit a text file to do this and the game will apply your parameters at start. Now I'm working on adding parameters editable in-game and it proves to be more difficult than I expected...
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by PowerOlive » Fri Jan 25, 2019 07:24

like the minecraft in 2013
...
Do you plan to add moving things like cloud animals carts?
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by LMD » Fri Jan 25, 2019 15:16

Well, judging by the current state of the game, I don't think this has a high priority ;)
At first, he'll probably be making some good mapgen, some more blocks and an inventory.
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by cHyper » Fri Jan 25, 2019 15:36

and a windows build would be a great thing... i do not have linux on all my computers...
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Sun Jan 27, 2019 16:07

sry everyone for not responding earlier I forgot the check the forum since a while
PowerOlive wrote:like the minecraft in 2013
...
Do you plan to add moving things like cloud animals carts?

It's the whole thing :D

clouds are there already, they'll maybe move one day… animals and entities will obviously be Added one day or another, but not soon. And btw, carts are just entity rided by other entities, so it shouldn't be added far after entities, however, rails will be harder to make so idk.


LMD wrote:Well, judging by the current state of the game, I don't think this has a high priority ;)

I was about to simulate an Overeaction but your quite right about this.

At first, he'll probably be making some good mapgen, some more blocks and an inventory.

Yeah, I'm making a lot of mapgen and GUI as you can see on the discord. Inventory will be extra hard to make I think.

About Windows builds:
My Windows is in such a state of buggyness and incompetency to handle code-related-stuff that I cannot compile any sort of things on my PC as all PATH doesn't work at all. Python doesn't work at all, nor does Java unless helped really hard and C/C++ compilers are just vomiting random things about: "not being installed" and stuff like that. Nothing works on my PC as it normally should, I must also admit half of Windows is radically from a machine to another.

For example, I have someone with the exact same configuration as me and almost the same apps installed apart from games: his PC boots in 2 minutes, mines on 17 secs. Just this.



Thanks everyone for still being interested by Omicron ;)
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Sun Jan 27, 2019 17:40

Dev's Images:
Image
Made this by error, gives me ideas :D

EDIT:

Image
Another blatant example of why I take 7 weeks to do anything.
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Re: Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Wed May 29, 2019 18:43

DEVLOG: After lacking time to work and post, I'm finally back... and I made the configuration working just fine (at least the config.txt part, the edit from in-game could prove to be tricky). You can now edit the game's properties and render option without having to recompile the whole game. The game also has a basic config tab, which allows you to see the current game config while in-game, and in the future, edit them directly!

Have a good day!
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Thu May 30, 2019 13:18

Long time no see LMD!

DEVLOG:
  • I learnt backups are life-saving!
  • Game menu properly adapts from the 4:3 resolution up to… idk… very horizontally streched mess. You cannot see the black borders anymore!
  • Thought of an inventory system for the game. Needs a lot of work though!
  • Did a lot of testing to spot bugs and found almost none (except a weird behavior making somehow the chat not render what you said, but as there's no multiplayer, it's hard to verify)
 

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Re: Omicron - prerelease 0.6 "Menupdate"

by azekill_DIABLO » Mon Jun 10, 2019 11:32

Image

DEVSTATUS: Hello everyone! I hope you're having a great day. This project I started thinking about almost 3 years ago will soon reach its 1st anniversary (the 14th of July, funny thing I chose this date as it's France National Day, I sure won't forget that!).

I wanted to take a moment to tell how grateful I am of all the help and support the game has received. It means more than you'd think to me! I've certainely not been a perfect dev (not at all), I didn't listen enough to your clever advices nor I did help some people struggling with things like compilation. But I hope you will forgive me!

This will soon be one of my longest projects and I'm glad to see it keeps going strong, despite my lack of time and motivation (sometimes) to work on it. Omicron is really the big project I always wanted to work on, and it wouldn't have been possible without you guys, so, thank you!

Have a remarkable day!
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The new menu. You will get it soon!
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Omicron - prerelease 0.7 "tweaky update"

by azekill_DIABLO » Mon Jul 01, 2019 15:55

psst: 200th post :D

OMICRON pre-release 0.7 "Tweaky Update"


Image
After another long hiatus caused by important exam, I'm pleased to bring you the "Tweaky Update" for omicron! Many, many hours of work went into, yet I'm not satisfied with it. Experience better performance and improved GUIs with omicron 0.7!

  • GUIs
    • Major update on GUIs in general
    • Backgrounds are now supported
    • Extended play menu, with more options and information
    • A brand new configuration menu showing the actual config of the game
    • New background for main menu
  • Configuration
    • Added the file `config.txt` to the game's DIR
    • You are now able to edit the game's parameters from this text file
    • Compilation is no longer needed to change config
    • Menu ingame shows actual config
    • Backup config is always here to avoid any major issues
  • Textures
    • UI textures overall Rework
    • Extended the number of UI textures
    • Reworked some minor details on some blocks (planks for ex.)


As Always I hope you enjoy this update and solves any issue you had. I'm working actively on compilation issue which seem to multiply, alongside the apparent lack of updates/fix for MinGW Under Windows, causing some issues. Documentation will also be revised and greatly simplified to give a better expereince to the user.
 

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