Watch the Panel. 1.5 has HD texture support for all sizes and support for animated textures. They are also pushing a redone version of the Rendering engine since they could not work out a deal with the creator of Optifine, they have stated it will do everything Optifine does, plus more.
I think what people consider "client side mods" on these forums and what the devs consider client side are two separate things. Multiple times during the API panel they said that to them, client side mods consist of 1) Texture Packs, 2) Sound Packs. Everything else falls into the "Plugin" category.
They said that they are unsure if Bukkit will continue to be around after the API as the API more or less does everything bukkit did already, it has all of bukkit's functionality plus more. They said that bukkit is old and too restricted, so they didn't even consider just integrating bukkit into vanilla. They further stated that if bukkit is to stay around after the API, it would have to be built as a plugin on top of the API. All current bukkit mods would be portable to the new API and it would allow them more functionality of more traditional mods found on this forums, the so called "client side mods".
They also stated that updating mods to the API is a one time change.
I think that client side mods are mods that only take efect after the calculations are made for the map, i.e. texture packs or mini-maps.
Answers to questions about a programming aspect that hasn't even been written yet, and will probably have its timeline changed and/or be found to be unworkable. Whatever happened to those vertical 1/2 slabs, anyway?
Why next year? Because it is sufficiently far enough away to buy some time. Right now, Bukkit causes more lag than anything else on our server. What we have here is a statement that in about 3 months, Mojang will fix something neither they nor Bukkit have managed to completely address in 2 years. The re-writing to "clean up code" has resulted in even more lag and inefficiency, not to mention two sound folders, two texture folders, and little stuff stuck in everywhere. Therefore, I welcome this official effort, but I sincerely doubt the time frame is realistic. We'll see. Call us when you've actually got something to show us. Good luck.
Finally. I wonder if it will be possible to connect to a modded server without installing the mod on the client...
I'm hoping it will work in the way where every server has something like the server texture pack but for mods so it just asks you if you ant to download the mods right when you join and you may accept or decline. Though, when you decline you will get kicked. Again, this is me hoping how it will be.
I have something of an awkward question to ask, as I haven't seent the same concern risen by anyone.
I greatly prefer vanilla servers, but at the same time run a few simple mods like Inventory Tweaks and fun stuff that chages the player models. I really, really don't want to say good bye to that and have servers dictate which mods I can and can't have.
And what if a server wants to run shaders? Will I have to get the shader mod? There's no way I can run that.
It seems to me that I'm the only one who really dreads the api, and I don't understand why everyone else wants it. :I
"Something even better. Overall, the game engine is being simplified, taking most of the load off of the client, and having the server doing the heavy work, greatly improving SMP. Smoothstone stairs are not planned. No new mobs are planned."
I can see this go wrong, SMP will run more smooth but at the same time SSP is going to be a pain to run. As you need to host a server for your selfs. People with lower specs would gain so much lag that minecraft is going to be impossible to run. If you have less then 2 gigs ram you go get problems. The server takes 512-1024MB ram and the client also. Then java would need ram to.
Good luck doing it with out creating problems.
But again, people are missing the second part where they stated at the panel that they are redoing a lot of code so that it is simplified and streamlined, so it takes less processing power to play the game in the first place. So servers will be under about the same amount of strain as they are now even while doing extra work and clients will probably not see any dip in performance in SSP.
I have something of an awkward question to ask, as I haven't seent the same concern risen by anyone.
I greatly prefer vanilla servers, but at the same time run a few simple mods like Inventory Tweaks and fun stuff that chages the player models. I really, really don't want to say good bye to that and have servers dictate which mods I can and can't have.
And what if a server wants to run shaders? Will I have to get the shader mod? There's no way I can run that.
It seems to me that I'm the only one who really dreads the api, and I don't understand why everyone else wants it. :I
Server owners will probably not install something that is going to limit their playerbase, that would kill their server and who wants to pay for a low pop server? The mods used by a server are only what are REQUIRED to join the server, I think things like inventory tweaks and such are not going to be an issue and can be installed by the client themselves and used on a server that doesn't have said mod. It is things that add new blocks or gameplay mechanics that need to be installed onto the server like any RPG mod or something like IC2.
Only thing I'm feared about is the fact that they are simplifying the game engine. When the did that to the terrain generation, bad things happened.
I don't think it's quite the same. Obviously if you simplify generation, it generates... simpler.
On the other hand, an efficient engine that runs simpler would be a boon for the automobile industry.
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It's hard criticizing ideas when one is tired, so you'd better appreciate it when I criticize yours.
But again, people are missing the second part where they stated at the panel that they are redoing a lot of code so that it is simplified and streamlined, so it takes less processing power to play the game in the first place. So servers will be under about the same amount of strain as they are now even while doing extra work and clients will probably not see any dip in performance in SSP.
Server owners will probably not install something that is going to limit their playerbase, that would kill their server and who wants to pay for a low pop server? The mods used by a server are only what are REQUIRED to join the server, I think things like inventory tweaks and such are not going to be an issue and can be installed by the client themselves and used on a server that doesn't have said mod. It is things that add new blocks or gameplay mechanics that need to be installed onto the server like any RPG mod or something like IC2.
I really do hope so. That makes sense, but I dunno if that's how it'll play out. Only time will tell.
its about time the Mod API goes live that would really help with getting plugins to work if the base game could support it without needing to install/uninstall things it would make it so much more easier for those who want to find cool plugins!
I'm fairly certain it's free to make mods, and I think MCP will stick around for a bit since the API isn't supporting client mods just yet...
"Client-only mods" is something that is completely and fully client-side. Almost every mod in existence is not a client-only mod. The ones that are client-only mods are generally considered cheating on servers if they actually do something. I don't remember ever using such a mod since Creative Mode was released. So, yes, MCP will stay, but it will be far, far less popular than it is right now.
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It's hard criticizing ideas when one is tired, so you'd better appreciate it when I criticize yours.
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I don't think that the server should be given anymore load, as it will then just increase the amount that the server owners will have to spend on the upkeep of their server, thus making hosting minecraft servers less popular.
Something even better. Overall, the game engine is being simplified, taking most of the load off of the client, and having the server doing the heavy work, greatly improving SMP.
I think most people would rather have a bit more lagg in SMP, than have the servers lagg more.
Also, if Minecraft was ported to C, or C++ It would run even faster, and a lot more people would be able to play it, even with an older PC.
Just a suggestion
This is like one of those I will believe it when I see it things. How many versions ago did they first say the modding api would be added 1.2? 1.3? They have lied to us many times already and I have ranted about it multiple times and I would expect another delay in it as of course they have to re-write the game engine first which hasn't been done so I would say they are just getting everyone hyped and trying to have something to show at Minecon. I think that is all it is. I will believe the modding api when I see it. I don't trust Mojang for anything now as certain features get delayed over and over and they add useless crap to the game to try to make it look better. Just my thoughts.
"Something even better. Overall, the game engine is being simplified, taking most of the load off of the client, and having the server doing the heavy work, greatly improving SMP. Smoothstone stairs are not planned. No new mobs are planned."
I can see this go wrong, SMP will run more smooth but at the same time SSP is going to be a pain to run. As you need to host a server for your selfs. People with lower specs would gain so much lag that minecraft is going to be impossible to run. If you have less then 2 gigs ram you go get problems. The server takes 512-1024MB ram and the client also. Then java would need ram to.
SSP is not getting more intensive. SSP is already just a server + a single client. If the load is taken from the client and put onto the server, then overall, you aren't making anything more intensive, just redistributing the workload.
This is like one of those I will believe it when I see it things. How many versions ago did they first say the modding api would be added 1.2? 1.3? They have lied to us many times already and I have ranted about it multiple times and I would expect another delay in it as of course they have to re-write the game engine first which hasn't been done so I would say they are just getting every hyped and trying to have something to show at Minecon. I think that is all it is. I will believe the modding api when I see it. I don't trust Mojang for anything now as certain features get delayed over and over and they add useless crap to the game to try to make it look better. Just my thoughts.
They would not go through so much trouble to describe to the community the Modding API if they were just going to disappoint the community at the end anyway, so I'm fairly certain this is the real deal.
At first I thought it would be out later than 1.5 but now I am excited to finally have the API and I am able to believe it will come out with 1.5 without getting pushed back.
Now I am kind of confused since it said the api will not be client-side only; does that mean that mods you have installed when will affect everyone on your online multi-player server or just your local LAN multi-player or none at all? I find that kind of confusing.
Now I am kind of confused since it said the api will not be client-side only; does that mean that mods you have installed when will affect everyone on your online multi-player server or just your local LAN multi-player or none at all? I find that kind of confusing.
Client-side only means that it doesn't directly affect the server (doesn't matter whether it's SSP or SMP), which means things like TooManyItems and MiniMaps and such.
Now I am kind of confused since it said the api will not be client-side only; does that mean that mods you have installed when will affect everyone on your online multi-player server or just your local LAN multi-player or none at all? I find that kind of confusing.
If a server owner installs mods to his server, clients will be given the option to automatically download them when they join. If they refuse they will not be able to join the server. Mods that the clients have installed for themselves will be more or less restricted to their own worlds and will not effect the server. I assume that things like inventory tweaks however, since they do not affect the world, will still work for the client however, even if the server does not have it installed.
So if a sever admin loads up RP2, clients must download it and will enjoy RP2 on the world, if a server does NOT have RP2 and a player joins the server with it, RP2 will not be accessible, just like it is right now.
No. Client-side only means that it doesn't directly affect the server (doesn't matter whether it's SSP or SMP), which means things like TooManyItems and MiniMaps and such.
What do you mean by "doesn't directly affect the server"?
I think that client side mods are mods that only take efect after the calculations are made for the map, i.e. texture packs or mini-maps.
Answers to questions about a programming aspect that hasn't even been written yet, and will probably have its timeline changed and/or be found to be unworkable. Whatever happened to those vertical 1/2 slabs, anyway?
Why next year? Because it is sufficiently far enough away to buy some time. Right now, Bukkit causes more lag than anything else on our server. What we have here is a statement that in about 3 months, Mojang will fix something neither they nor Bukkit have managed to completely address in 2 years. The re-writing to "clean up code" has resulted in even more lag and inefficiency, not to mention two sound folders, two texture folders, and little stuff stuck in everywhere. Therefore, I welcome this official effort, but I sincerely doubt the time frame is realistic. We'll see. Call us when you've actually got something to show us. Good luck.
Check out my Minecraft Modding Tutorials!
I'm hoping it will work in the way where every server has something like the server texture pack but for mods so it just asks you if you ant to download the mods right when you join and you may accept or decline. Though, when you decline you will get kicked. Again, this is me hoping how it will be.
I greatly prefer vanilla servers, but at the same time run a few simple mods like Inventory Tweaks and fun stuff that chages the player models. I really, really don't want to say good bye to that and have servers dictate which mods I can and can't have.
And what if a server wants to run shaders? Will I have to get the shader mod? There's no way I can run that.
It seems to me that I'm the only one who really dreads the api, and I don't understand why everyone else wants it. :I
But again, people are missing the second part where they stated at the panel that they are redoing a lot of code so that it is simplified and streamlined, so it takes less processing power to play the game in the first place. So servers will be under about the same amount of strain as they are now even while doing extra work and clients will probably not see any dip in performance in SSP.
Server owners will probably not install something that is going to limit their playerbase, that would kill their server and who wants to pay for a low pop server? The mods used by a server are only what are REQUIRED to join the server, I think things like inventory tweaks and such are not going to be an issue and can be installed by the client themselves and used on a server that doesn't have said mod. It is things that add new blocks or gameplay mechanics that need to be installed onto the server like any RPG mod or something like IC2.
I don't think it's quite the same. Obviously if you simplify generation, it generates... simpler.
On the other hand, an efficient engine that runs simpler would be a boon for the automobile industry.
I really do hope so. That makes sense, but I dunno if that's how it'll play out. Only time will tell.
"Client-only mods" is something that is completely and fully client-side. Almost every mod in existence is not a client-only mod. The ones that are client-only mods are generally considered cheating on servers if they actually do something. I don't remember ever using such a mod since Creative Mode was released. So, yes, MCP will stay, but it will be far, far less popular than it is right now.
I think most people would rather have a bit more lagg in SMP, than have the servers lagg more.
Also, if Minecraft was ported to C, or C++ It would run even faster, and a lot more people would be able to play it, even with an older PC.
Just a suggestion
SSP is not getting more intensive. SSP is already just a server + a single client. If the load is taken from the client and put onto the server, then overall, you aren't making anything more intensive, just redistributing the workload.
They would not go through so much trouble to describe to the community the Modding API if they were just going to disappoint the community at the end anyway, so I'm fairly certain this is the real deal.
Edit: for those who dont believe me https://twitter.com/Dinnerbone/status/272733076738682881
If you want us to look at Dinnerbone's tweets, link them to us.
Client-side only means that it doesn't directly affect the server (doesn't matter whether it's SSP or SMP), which means things like TooManyItems and MiniMaps and such.
If a server owner installs mods to his server, clients will be given the option to automatically download them when they join. If they refuse they will not be able to join the server. Mods that the clients have installed for themselves will be more or less restricted to their own worlds and will not effect the server. I assume that things like inventory tweaks however, since they do not affect the world, will still work for the client however, even if the server does not have it installed.
So if a sever admin loads up RP2, clients must download it and will enjoy RP2 on the world, if a server does NOT have RP2 and a player joins the server with it, RP2 will not be accessible, just like it is right now.
What do you mean by "doesn't directly affect the server"?