[Game] VoxelForge [Alpha Weekly Release 24w37d]

What structure do you want to see added to VoxelForge

Poll runs till Thu Sep 19, 2024 23:11

Trial Chambers
1
100%
Ancient City
0
No votes
Better Pillager Outpost
0
No votes
End City
0
No votes
 
Total votes: 1

DragonWrangler1
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Re: [Game] VoxelForge [Alpha-0.4.0-Pre release - 1]

by DragonWrangler1 » Post

I'm not mad. I'm just trying to clarify. Because your response makes me think you misunderstood what I said. The all caps words were so you didn't misunderstand what I was trying to say. And crispiebacon is just a friend of mine that was trying to help me out.

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Eris
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Re: [Game] VoxelForge [Alpha-0.4.0-Pre release - 1]

by Eris » Post

DragonWrangler1 wrote:
Fri Jul 19, 2024 21:22
And crispiebacon is just a friend of mine that was trying to help me out.
I don't buy that, but that's ok, have a good one mate.
Jump in the caac

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Re: [Game] VoxelForge [Alpha-0.4.0-Pre release - 1]

by crispiebacon » Post

can't load several images after updating to pre release version.

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Re: [Game] VoxelForge [Alpha-0.4.0-Pre release - 2]

by DragonWrangler1 » Post

## What's Changed
* fix vlf_entity_effects images not loading.
* fix sqlite database running out of memory when spawning villages.
* debundle vlf_music to improve default performance.
* fix golem spawn.
* fix crash when spawning village.

**Full Changelog**: https://github.com/VoxelForge/VoxelForg ... .4.0-pre-2

4 bugs and 3 critical bugs fixed in this release.

size decreased to 39.8 mb due to debundling vlf_music. (Which means performance should increase greatly)

You can download the latest release here

InterPotato
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Re: [Game] VoxelForge [Alpha-0.4.0-Pre release - 2]

by InterPotato » Post

Wow, finally some meaningful changes! I may try this later, if I will find time.
I'm only human, after all...

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Re: [Game] VoxelForge [Alpha-0.4.0-Pre release - 3]

by DragonWrangler1 » Post

Alpha 0.4.0-Pre-3
With 9 days left until the release of Alpha 0.4.0 we're starting to really work on fixing more bugs.
What's Changed
* Wind charge no longer sets velocity to entities like chests and signs. DragonWrangler1
* add a hud overlay when going underwater. TODO: make it optional.
* add the image for the hud overlay.
* bump version.

* farmers now have brims on their hats. SamMatzko
* fixed over abundance of breeding hearts.
* fix duplicated bowls when eating sus stew

* fix crash due to undefined values in breach and density. cora

* fix saturation being too weak. Willconker


**Full Changelog** https://github.com/VoxelForge/VoxelForg ... .4.0-pre-3

6 bugs have been fixed in this release.

You can download the latest release here

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Re: [Game] VoxelForge [Alpha-0.4.0-Pre release - 4]

by DragonWrangler1 » Post

Alpha 0.4.0-Pre-4
What's Changed

* Mace wind burst enchantment no longer always active. DragonWrangler1
* Fix item frame item dupe bug. Cora.
* Add loot to strongholds. Cora, DragonWrangler1.
* Add Experimental Bundles. DragonWrangler1.
* Add textures for the bundles. crispiebacon.
* add infested. oozing, and weaving enchantments. Willconker


**Full Changelog**: https://github.com/VoxelForge/VoxelForg ... .4.0-pre-4

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Re: [Game] VoxelForge [Alpha-0.4.0-Pre release - 4]

by DragonWrangler1 » Post

Just a little note. The release of Alpha 0.4.0 may be delayed by up to a couple weeks. Due to some last minute changes that I've decided to do.

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Re: [Game] VoxelForge [Alpha-0.4.0-Pre release - 4]

by DragonWrangler1 » Post

Alpha 0.4.0 - Pre Release - 5

* fix tropical fish collision box.
* Add tripwire. (originally made by neocraft) ported to VoxelForge. probably 97% of the code is by neocraft. All models and textures by crispiebacon.
* make vaults glow now.
* tripwire media.
* fix warnings with ores.


**Full Changelog**: https://github.com/VoxelForge/VoxelForg ... .4.0-pre-5

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Re: [Game] VoxelForge [Alpha-0.4.0 - Ominous Winds - Part 1]

by DragonWrangler1 » Post

Alpha 0.4.0 - Ominous Winds - Part 1

Changes since Alpha 0.3.2
  • Added setting for font size and font shadow size. by @SamMatzko
    Add Vaults, by @DragonWrangler1 and Cora
    Add Tridents (WIP).
    fixes first loot table not being used in shipwrecks. cora and willconker
    adds a mesh for plants so that they always sit at the edge of a node instead of the center. DragonWrangler1
    fixes a crash with unknown enhancements. Cora
    fixes recovery compasses dropping as regular ones. ryvnf
    cleans up the code and removes all luacheck warnings. DragonWrangler1
    vlf_potions rewrite. by @DragonWrangler1 and Herowl
    rooted dirt and hanging vines issues fixed. JoseDouglas26
    fix iron golems spawning underwater. bramaudi
    fix zombies and skeletons floating. bramaudi and kno10
    Clear itemstring when picking up or merging items. Ogelgames
    fix vlf_entity_effects images not loading.
    fix sqlite database running out of memory when spawning villages.
    debundle vlf_music to improve default performance.
    fix golem spawn.
    fix crash when spawning village.
    Wind charge no longer sets velocity to entities like chests and signs. @DragonWrangler1
    add a hud overlay when going underwater. TODO: make it optional.
    add the image for the hud overlay.
    bump version.
    farmers now have brims on their hats. @SamMatzko
    fixed over abundance of breeding hearts.
    fix duplicated bowls when eating sus stew
    fix crash due to undefined values in breach and density. cora
    fix saturation being too weak. Willconker
    Mace wind burst enchantment no longer always active. @DragonWrangler1
    Fix item frame item dupe bug. Cora.
    Add loot to strongholds. Cora, DragonWrangler1.
    Add Experimental Bundles. DragonWrangler1.
    Add textures for the bundles. @crispiebacon.
    add infested. oozing, and weaving enchantments. Willconker
    fix tropical fish collision box.
    Add tripwire. (originally made by neocraft) ported to VoxelForge by @DragonWrangler1. probably 97% of the code is by neocraft. All models and textures by @crispiebacon
    make vaults glow now.
    fix crash when right clicking horses. DragonWrangler1
    finish chest api redo rudzik8 cora DragonWrangler1

aapolon2000
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Re: [Game] VoxelForge [Alpha-0.4.0 - Ominous Winds - Part 1]

by aapolon2000 » Post

What's the point to create Mineclonia fork instead of directly developing Mineclonia? There are three fragmented small development teams instead of one bigger team - Mineclonia, VoxelForge, VoxeLibre. If the teams can work together then they probably can build very powerful minecraft like game.

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Re: [Game] VoxelForge [Alpha-0.4.0 - Ominous Winds - Part 1]

by DragonWrangler1 » Post

aapolon2000 first of all. We all have slightly different goals. Voxelibre isn't a minecraft clone anymore, MineClonia is starting to head off slightly too. VoxelForge is trying to remain a perfect MineCraft clone. Also MineClonia does things I just can't agree with.

rstcxk
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Re: [Game] VoxelForge [Alpha-0.4.0 - Ominous Winds - Part 1]

by rstcxk » Post

Just curious, what is the issue with minecolonia? the only differences i see are some extra stair nodes and other nice little features that can be disabled in the settings

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Re: [Game] VoxelForge [Alpha-0.4.0 - Ominous Winds - Part 1]

by DragonWrangler1 » Post

there's nothing wrong with the game. but with some of the developers there, we don't see eye to eye.
the only differences i see are some extra stair nodes and other nice little features that can be disabled in the settings
extra stairs and a few little features are only a couple of the differences. I think that anyone who plays my game for a while and then moves to mcla will notice a difference. And with Part 2 of the next update I hope that difference will be even bigger.

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Re: [Game] VoxelForge [Alpha-0.4.0 - Ominous Winds - Part 1]

by DragonWrangler1 » Post

Breaking Changes coming soon. Please backup your world

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Re: [Game] VoxelForge [Alpha-0.4.0 - Ominous Winds - Part 1]

by DragonWrangler1 » Post

Breaking Changes Here. Please Backup Your World
Alpha 24w36a-and-b

With the work on the very new blog website. Now all info about new updates will be found on the github.io page Here

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Re: [Game] VoxelForge [Alpha Weekly Release 24w36b]

by Kazooo » Post

Wait datapacks!? So like would MC datapacks work with this?

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Re: [Game] VoxelForge [Alpha Weekly Release 24w36b]

by DragonWrangler1 » Post

Conversion is possible, however, it’ll be easier when the next full release happens. Soon it’ll have the template pools for structures. Mainly.

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Re: [Game] VoxelForge [Alpha 24w36c]

by DragonWrangler1 » Post

Alpha 24w36c
Thanks to everyone who helped VoxelForge reach 1k downloads. And to celebrate the occasion, we're releasing one of our experimental features earlier than planned.
Changes can be found here

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Re: [Game] VoxelForge [Alpha Weekly Release 24w37d]

by DragonWrangler1 » Post

Alpha 24w37d
Changes can be found here

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Re: [Game] VoxelForge [Alpha Weekly Release 24w37d]

by DragonWrangler1 » Post

We will be starting a bi-weekly poll cycle to see what features players want the most. And since we are releasing new content on Thursdays it's only fitting that we swap out the polls on thursdays as well. First part of the cycle is one week, and it consists of greater than 2 possibilities. The second consists of the two winners of the first round, and the ultimate winner gets priority.

You can find the poll here

Optionally you can use the poll on this forum topic. At the top of the page.

Poll ends on the 19th of this month.

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