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 Post subject: Fabricator Development
PostPosted: Wed Aug 28, 2013 11:47 pm 
Admin Wizard
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Joined: Mon Jun 20, 2011 5:40 am
Posts: 3032
There is a LOT new in developments but I'm lousy and slow when it comes to updating the forums.
Right now I'm writing over 3000 lines of code under your nose developing what I call the fabricator.
I have tested 196 builds on my server environment offline and it's growing more moving along slow at times due to it's complexity. I update the TeamSpeak channel more than here lol.

Here's a copy of the Fabricator channel description,

Legend
+ New feature
* Fix
= Yet to be done
? Possible idea
- Removed feature

Current Build: 196
Lines of code: 3013

Progress
+ Created polished graphics for the fabricators interface
* Finally fixed text problems Test it now drawn exactly where it is in the simulator
+ Organization system defined tested and working Categories, Spawnables, Functions all defined
+ Holding Alt Fire and then pressing Fire selects the previous option
+ Holographic preview of the item and it's location before you spawn it
* Fixed it so that commands are sent from the client but authorized on the server
+ Once done ghosting a new FixWalk command allows mappers to walk normally without sinking and dyeing
* Made it so members of a category have a sort value number including the categories themselves
* Fixed it so when you go back one category you really go back one instead of going to the first one
+ Console commands are now available to create new categories on the fly!

= Add a command to save the fabricators configuration
= Allow the deletion of categories and other element types
= Allow the creation of other element types
= Add the possibility of inserting new elements in front or behind elements instead of just behind.
= Add a spawn distance multiplier for each different actor so a fly would be placed closer to you and a Titan would be put further away
= Add a locked rotation attribute that would spawn certain actors like a tentacle always straight and not at an angle
= Add an infinite option for spawn distance which would mean actors could be spawned plush again any solid surface
= Add spawn shapes such as lines circles and squares to help make placement of actors quicker
= Add more sounds for the other actions of the fabricator

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 Post subject: Re: Fabricator Development
PostPosted: Sun Aug 24, 2014 12:53 am 
Admin Wizard
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Joined: Mon Jun 20, 2011 5:40 am
Posts: 3032
- 8/23/2014 - Build 606
In order to better interface with map data I have also resumed development on the fabricator. I have already made small changes here and there that I have not logged formally. The biggest change is one that allow the new map data mod to tell if something was spawned by somebody's fabricator as opposed to spawning naturally by the game.

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