VoxelMotion?

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VoxelMotion?

Postby Bryguy » Mon Apr 02, 2012 6:01 pm

I remember hearing here that VoxelMotion would be release back in January. Was this meant as simply being released for the server itself, or for everyone? Just wondering since the plugin looked quite interesting and I have not heard anything about it for three months now.
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Re: VoxelMotion?

Postby Burgerkrieg » Tue Apr 03, 2012 3:08 am

VoxelMotion is now part of VoxelTronics, I think.
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Re: VoxelMotion?

Postby coolpilot » Tue Apr 03, 2012 3:31 am

But... VoxelMotion was originally a part of Tronix, and was separated from it. If it's true that it's a part of Tronix again, then that's confusing as hell. ><
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Re: VoxelMotion?

Postby psanker » Tue Apr 03, 2012 6:19 am

No, it's not part of Tronix, and maybe. It's in a rather poor state at the moment, so the change of release is 30%.
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Re: VoxelMotion?

Postby sysfailure » Mon May 07, 2012 10:43 am

I keep hearing that development has been stopped on VoxelMotion and I notice it is now listed as a legacy plugin too, without being on the actual plugin pages. :cry:

As I've not been on the server much lately due to biting off way more than I could chew by working on my first ever adventure map, I was wondering what broke? Plus didn't have many details when I last asked him.

Also, might it be an idea to release it on github with the other plugins and see if anyone else can help fix it? Just a thought. :ugeek:

I've forked the current plugins personally, but I'm new to Java, so I don't think I'd be the person capable of fixing VoxelMotion lol. :geek:
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Re: VoxelMotion?

Postby thedeadlybutter » Mon May 07, 2012 12:15 pm

sysfailure wrote:I keep hearing that development has been stopped on VoxelMotion and I notice it is now listed as a legacy plugin too, without being on the actual plugin pages. :cry:

As I've not been on the server much lately due to biting off way more than I could chew by working on my first ever adventure map, I was wondering what broke? Plus didn't have many details when I last asked him.

Also, might it be an idea to release it on github with the other plugins and see if anyone else can help fix it? Just a thought. :ugeek:

I've forked the current plugins personally, but I'm new to Java, so I don't think I'd be the person capable of fixing VoxelMotion lol. :geek:


Motion is not in the best shape, and has some serious bugs like corrupting chunks. It still *works* in 1.1, but other than that no. We can hope peter would fix it but no promises.
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Re: VoxelMotion?

Postby sysfailure » Mon May 07, 2012 2:18 pm

thedeadlybutter wrote:Motion is not in the best shape, and has some serious bugs like corrupting chunks. It still *works* in 1.1, but other than that no. We can hope peter would fix it but no promises.


I can see why corrupting chunks would be a VERY bad idea for a plugin! Thanks for letting me know. It's such a shame as I had great plans involving it, as I'm sure many people did! Last I had heard, it was just having problems with liquids and it ended up causing a small lava fountain in spawn to break and spread lava all over the water pond it was in.
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Re: VoxelMotion?

Postby Billyyjoee » Mon May 07, 2012 3:34 pm

I've spoken with Prz about this. The development for this plugin has stopped, as there is better things that has been done since then. He wants to revisit it, and do it again from scratch, and completely differently. Do not expect this soon, we are in the midst of updating the servers core plugins first before we begin to create any fun ones.
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Re: VoxelMotion?

Postby BlockCat » Tue May 08, 2012 6:41 am

Billyyjoee wrote:I've spoken with Prz about this. The development for this plugin has stopped, as there is better things that has been done since then. He wants to revisit it, and do it again from scratch, and completely differently. Do not expect this soon, we are in the midst of updating the servers core plugins first before we begin to create any fun ones.

May I take a look at the old source?
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Re: VoxelMotion?

Postby thedeadlybutter » Tue May 08, 2012 2:52 pm

BlockCat wrote:
Billyyjoee wrote:I've spoken with Prz about this. The development for this plugin has stopped, as there is better things that has been done since then. He wants to revisit it, and do it again from scratch, and completely differently. Do not expect this soon, we are in the midst of updating the servers core plugins first before we begin to create any fun ones.

May I take a look at the old source?


1. Billy is not the guy too ask about these things
2. You have access to the writing codez forums, discuss its source their
3. Ask Przerwap, cant promise anything
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Re: VoxelMotion?

Postby thedeadlybutter » Tue May 08, 2012 2:55 pm

sysfailure wrote:
thedeadlybutter wrote:Motion is not in the best shape, and has some serious bugs like corrupting chunks. It still *works* in 1.1, but other than that no. We can hope peter would fix it but no promises.


I can see why corrupting chunks would be a VERY bad idea for a plugin! Thanks for letting me know. It's such a shame as I had great plans involving it, as I'm sure many people did! Last I had heard, it was just having problems with liquids and it ended up causing a small lava fountain in spawn to break and spread lava all over the water pond it was in.


That wasn't the plugins fault * entirely*. Morons would turn the fountain on, leave it, fly away. Next server reload, Motion looses track of the liquid (Obviously not its fault), and the entire pond gets covered in lava. Which left Plusnine countless times to fix it.

And this is why we don't have nice things.
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Re: VoxelMotion?

Postby Gavjenks » Tue May 08, 2012 8:45 pm

motion circuits did, I believe, turn themselves off when chunks unloaded. Whether or not they remembered which frame they were on, etc., I don't know (which would be necessary, at a minimum, to avoid troubles with liquids). But it is certainly possible to avoid somehow, and may be one of the things prz has worked on fixing since then. Shrug.
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Re: VoxelMotion?

Postby gab0607 » Wed May 09, 2012 12:22 am

Gavjenks wrote:motion circuits did, I believe, turn themselves off when chunks unloaded. Whether or not they remembered which frame they were on, etc., I don't know (which would be necessary, at a minimum, to avoid troubles with liquids). But it is certainly possible to avoid somehow, and may be one of the things prz has worked on fixing since then. Shrug.


off topic but i havent seen prz lately, :(
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Re: VoxelMotion?

Postby Gavjenks » Wed May 09, 2012 1:26 am

prz has been online like 10 times in the last 24 hours that I have seen personally.
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Re: VoxelMotion?

Postby Billyyjoee » Fri May 11, 2012 10:19 am

While thedeadlybutter is right, I am not the person to ASK about these things, what I have said is right. Progress on this plugin has stopped until Prz has the time, and, if it is to be redone, it will be done from scratch and with new controls. You're very unlikely to get the source, it's one of his babies. Prz is active though, so you can speak with him about it.
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Re: VoxelMotion?

Postby Jinzha » Fri May 11, 2012 10:23 am

gab0607 wrote:
Gavjenks wrote:motion circuits did, I believe, turn themselves off when chunks unloaded. Whether or not they remembered which frame they were on, etc., I don't know (which would be necessary, at a minimum, to avoid troubles with liquids). But it is certainly possible to avoid somehow, and may be one of the things prz has worked on fixing since then. Shrug.


off topic but i havent seen prz lately, :(

I think he used to be a little inactive but returned, he's very active lately.
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