• 0

    posted a message on Mazeworld [WIP]
    Sigh... well, I've been dreading this. This project has proven to be far more difficult than I expected, and with everything that's going on with my personal life, I've come to realize that I don't have the time or the skill to tackle something of this scale. I've been trying to keep it going so as not to disappoint anyone, but at some point I just have to come clean here. Sorry about this, I hope you guys can find someone a little more skilled to work this out.
    Posted in: WIP Mods
  • 0

    posted a message on Minecraft Movie?
    Quote from TheEpicDude2
    If they have Villagers in the movie, I seriously want the guy from this video to voice them.
    Also, I'm not saying that I think they will, but Warner Bros. had better not mess it up like Disney did with the Super Mario Bros. movie. It was probably the worst movie I had ever seen, and that's coming from a Super Mario fan.

    Everybody walked the dinosaur...
    Quote from SVGK
    (lets face it, whatever comes out of the movie is going to be regarded as canon by everyone).
    Lol nope. You forget that this community hates everything.
    Posted in: Discussion
  • 0

    posted a message on Mazeworld [WIP]

    Maybe the terrain should consist of a mix of hills and flat terrain, and then the city would generate on top of that, somewhat similar to villages? So a pathway could be flat in some places, sloping in others. And some buildings might generate on a hillside.

    Another way of giving it more life is to make it a little less mazelike, and more city like. For example, roads could generate with things like lamp posts, fountains, sidewalks, and so on. Buildings could have awnings, columns, arched windows, mosaics, domes, and other things that make them seem like real architecture.

    The street grid could also incorporate more open areas pretty regularly, like plazas, circles, and piazzas, so you're not just in narrow corridors the whole time.

    And maybe there can be something of a zoning code that limits the height of buildings, and varies by area? That way you can see the skyscraper parts of the city from far away, and it'll make big landmarks stick out more.

    The trouble with natural slopes is they don't really fit too well into the 8x8x8 system I've been working with. It *might* be doable, but it would be a hassle.

    What I had in mind with the layering was that the flatter buildings would have some exposed rooftops with walkways connecting them (one or two levels above "ground level"), to create more of a multi-tiered effect. Mockups might be more useful for explaining this... I'll get on that.

    I think the trick is going to be: a) finding a good building density that makes the world feel like a city without making it feel cramped, and B) doing something more interesting with the space inbetween buildings. I like the idea of making the surface more like an actual city and less like a maze. The mazelike pathways on the surface felt a bit unnatural to me outside of the hedge mazes I was planning for the garden district; buildings should really be the things that form the "maze" on the surface, not arbitrary three-block high plateaus.
    Posted in: WIP Mods
  • 0

    posted a message on Mazeworld [WIP]
    Okay, good news and bad news. The good news is that my life has settled down a little bit, so I can work on this a little more regularly.

    The bad news is, with the changes in 1.7, most of the generation code will have to be totally overhauled, to the point where it would be easier to just rewrite it from scratch. This would, of course, mean I can fix a few issues I was running into with the old one.

    I figured I would post here to get some input on what the generation should end up looking like. I definitely want to find a way to copy modules from in-game, as this would make adding them to the mod so much easier than hard coding them in. But I got to thinking about a few things:

    -I want to put a lot of focus on procedurally generated rooms and structures. With a few different base generation archetypes, the world can be populated with a very large variety of structures. Because of this, I think I might skip the rather complicated code involved with mirroring and rotating entire structures at a time, as canned floor plans should be very uncommon.

    - The surface of the present generator seems awfully... flat. And kind of barren. Sure, there are towers and walkways, but there are a lot of flattened walkways and very few buildings. It feels more like a plain with lots of little ditches than a cityscape. Because of this, I think the buildings should be more densely packed. Also, I think the surface buildings themselves should be more layered, with anywhere from 1-4 levels and walkways connecting them.

    - The underground seems a bit too deep. Right now it's seven levels of winding tunnels. I think it could be cut down to five or so without really missing much, especially if the surface would be more varied.

    Thoughts?
    Posted in: WIP Mods
  • 0

    posted a message on Mazeworld [WIP]
    It is still an ongoing thing, but it's kind of on the back burner right now. There's a lot I have to get figured out to get this working for 1.7.
    Posted in: WIP Mods
  • 0

    posted a message on Mossy bricks craftable
    Quote from StalePhish

    You should have started complaining when 1.7 first came out, because Mossy Cobble already isn't just from dungeons. It's all over the surface of Mega Taiga biomes.

    Complaining? I don't see anyone complaining...
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on 14w04a Poorly Optimized?
    Quote from RADIOACTIV56

    Did you know that some toasters actually run java?

    I did, actually. That's partially why Java was created, actually. The idea was that you could compile and run code on just about anything that can run a Java virtual machine. That way, you could have a "home of the future" type of deal where you could have one remote control that could talk to all of your appliances, all of which ran Java.

    I hadn't heard about the daily forecast, though. That's... interesting.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Tinkers Construct
    Quote from Alexander0507

    But moss balls don't really work in other inventorys like the autonomus activator :D

    Slap on tons of obsidian to get a high unbreaking modifier...
    Posted in: Minecraft Mods
  • 0

    posted a message on Tinkers Construct
    Hello, I do quite enjoy your mod, and I would really like to try the bows out more, only the FPS drop makes them basically unplayable for me. I noticed you had said something about this issue earlier:

    Quote from mDiyo

    Alexiy: It probably has to do with the way the icons are layered and looked up. I don't think there's anything else I can do.


    Which is a bit of a disappointment, but after some thought I had an idea on how to sort of "fix" this. Would it be possible to make some sort of config option or graphics setting that, instead of rendering the bows with all of the different layers on them (which is where I presume the problem comes from), renders a simple generic bow texture without all of the layers? It might fix a lot of this problem for some with lower-end graphics cards, though at the cost of not being able to see their pretty bows...
    Posted in: Minecraft Mods
  • 0

    posted a message on Theres nothing Big about the BIG SURVIVAL CHANGES!11!one!
    Quote from Milikeny

    Am I the only one who thinks they nerfed difficulty to make testing easier. Is this not a possibility. Not to mention is there not a hardcore/hard difficulty? Do you play it? Do you introduce your own rules? Have you tried maps? There already are solutions for your silly issues, you just want someone to hold your hand and walk you to them like lost children.

    While I agree with your sentiment, try to be a bit civil about it. No sense starting a flame war.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on 1.7 Horrid World Generation
    Quote from Wanderer

    THIS FORUM IS FOR CONSTRUCTIVE FEEDBACK, which I see very little of from either side after the very first post. Really, act like adults! Even if you're not one. No wonder it's so rare to see a 'jangster posting in this forum.

    This. The community here, as a whole, has become extremely hostile to differing points of view.

    As for my two cents on this, beta 1.8 - release 1.6 had very good biome distribution, but each instance of the same biome looked pretty much like every other instance of that biome, causing worlds to become quite monotonous. The new generator does a better job with making each instance of a biome interesting, but the temperature system and the larger biome sizes really messed up the distribution, IMO. You have to travel through the same handful of biomes quite a bit more than before in order to find anything new; and while these regions are more varied than they would have been before, there's only so much that can be done to make instances of the same biome look different while still looking like the same biome.

    Ideally we'd see a return to 1.6's distribution with all of 1.7's biomes, but I suspect Mojang probably doesn't want to touch the terrain generator anytime soon...
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Phantom in the nether
    Yeah, had the same thing happen just now. Was pretty annoying, too, because FTB gets really slow in the Nether so I couldn't do anything about it in time. Probably a Biomes O Plenty thing as hattrix suggested.

    Edit: Yep, right here:
    http://www.minecraftforum.net/topic/1495041-16x-forge-biomes-o-plenty-v112-1-year-anniversary/page__st__8000
    Posted in: Mods Discussion
  • 1

    posted a message on Is there any point to the Bat?
    Actually, their squeaks can help you find nearby unlit caves. Just saying...
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Achievement "Adventuring Time" doesn't work.
    May be a bit of a longshot, but you said you teleported into them? It could be set up to only register you as having been in a biome when you physically enter one (i.e. walk from another biome into that one). Just guessing, but it might be set up that way so the game doesn't have to check what biome you're in constantly, and they might not have taken teleportation into account...
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Please Nerf Skeletons
    Quote from Genouious

    I would support the knockback being reduced somewhat, never been a fan of that in games, but otherwise their fine.

    This. The knockback is ridiculous for a projectile that size. Especially since arrows are piercing weapons, not blunt, so most of the force would push them further into the target's squishy flesh as opposed to pushing the target.

    What should happen is have arrow knockback reduced substantially, but change the damage formula a bit so armor has less of a damage reduction for damage taken by arrows. That way they're still relevant later on in the game. Granted, the trouble with difficulty in this game is there's little scaling, so everything's frontloaded... and why more people don't realize this I have no idea grumble grumble grumble...
    Posted in: Suggestions
  • To post a comment, please or register a new account.