Minecraft and Blade

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Any news about project?


I played warband 2000+ hours, and it seems that  i will repeat this with minecraft.


will be cool to have both games in one ))
 
Black_Corsair 说:
Any news about project?

No real news I'm sorry to say.  I haven't been working on it much lately.  My plan is to have one scene built this way in my next mini-mod (for 1.011) then I'll move on to Warband, where I can use the script Theoris posted, or a slight variation on it, to spawn and build larger Minecraft-style scenes.  I doubt it will ever be a major mod, but it should be an enjoyable novelty when it eventually gets done.

Saying that, I just saw in the new Festung Breslau video that they have players spawning objects in relation to the ground level.  That might mean it will eventually be possible to collect destroyed blocks and then build new structures with them.

Nobody should hold their breath for that though. 
 
Brilliant!  Absolutely brilliant!

Hope to see it on Warband one day maybe.  Either way, gets two thumbs up from me.  Highly creative use of the Mount and Blade engine.  :grin:
 
Laszlo 说:
CraftBand

MineWar

BandCraft

CraftWarMineBand

Mine&Craft
Craft&Mine
CraftWar
BlockWarOverMining
Craft&Mount: Mining
Mining for Warcrafts
Crafting Warbands via Mining
 
Well the idea is nice but it still sucks.

In the video you only manage to destroy the cubes, you don't catch to then plant them....and I bet scripting that will be really hard....

Anyways, good luck!  :wink:
 
I might be wrong here but this mod could be crippled by the Warband engine not supporting the removal of props.

I think you could easily place blocks, maybe devise a cunning way to have them align themselves with other blocks (so they stack together neatly like in Minecraft) but ....

... Say there's a block of dirt. You whack it and destroy it and have a piece of dirt in your inventory, you then place the block. But the 'destroyed' block is really just sitting far below the ground. When you place the new block you've duplicated it. So block numbers will climb endlessly and grind the game to a FPS halt.

 
Another tip, don't try to add all the blocks by hand but let the script create all the cubes.
On that way you are able to generate the environment randomly.
And making scene objects disappear to put them under the ground. By destroying you could easely spawn a block dirt as an item (throwing weapon like).
The next step is when you throw it take the location where it lands to be the place where the hidden scene prop will move to at a high speed, i think when you use animate to position it will automatic move the characters so they will not get stuck in the object.

Probably you already noticed this yourself but anyway i wish you the greatest luck, the idea is pretty funny :razz:.
 
Flanged 说:
No real news I'm sorry to say.  I haven't been working on it much lately.  My plan is to have one scene built this way in my next mini-mod (for 1.011) then I'll move on to Warband, where I can use the script Theoris posted, or a slight variation on it, to spawn and build larger Minecraft-style scenes.
You can put all the cubes underground in the beginning, then arrange them through script in ti_before_mission_start to create different scenes out of the same scene template, and from a same initial cube collection obviously.

When destroying a cube, move it inderground and mark it's prop instance as inventoried one, then you can script to move it into place from underground hiding when building something, and unmark inventoried flag at the same time. No new props/spawning needed, would work fine in 1.011.

With making cubes and collision meshes low poly you can achieve quite some number of cubes in a scene. given there will be no mass battles fought, looks quite doable. Given one cube is 12 tris, colmesh is 6 quads, and i saw scenes runs fine with hundreds thousands tris in models and tens thousands quads in colmeshes you can cram pretty lot of cubes in one scene.

Note that not every cube needs colmesh, as most of them will not be touched by player. So if a number of tris in colmeshes becomes an issue at some point you can go with a 2 kinds of cubes, second kind being just a visual, and substituted wherever possible into places where you don't need colmesh, like underground
 
i think this whole idea is pretty nice, possible for sapping under castle walls? oh hey, laszlo posted here how about we get this in PW? nah, jk.

but seriously, maybe you could just make this an addition to native rather than a full blown minecraft mod, add certain areas in battles (like castles) where you can use a shovel to dig up and get behind the walls of a castle.
 
Guys, here is the code and objects for the Minecraft Mod since I will probably not complete it now.  There is a "playable" version included, but it is just the very basics.  After putting the mod in your modules folder you can access the Minecraft-y scene by going to the first Quick Battle (if it's not the first, try the second, I made this ages ago and don't have a very clear memory of it).

Anyway, everything that's needed for someone to continue the mod or just to experiment is included.  Have fun!

It's for M&B, but should require minimal work to port to Warband.

http://www.4shared.com/zip/d3-MKKb3/MinecraftModdersPack.html 

 
if warband has a way to detect the scene props, then a script can be made to detect the cube you're looking at, then build a another cube on top. Which would solve the problem of building new stuff
 
Bad Idea 说:
if warband has a way to detect the scene props, then a script can be made to detect the cube you're looking at, then build a another cube on top. Which would solve the problem of building new stuff
WSE's cast_ray could be useful for that, yeah.
 
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