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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    Quote from Dinnerbone

    We've no plans to touch skins right now (except to fix them... the skin server is really unstable) but we're rewriting the whole rendering stuffs and maybe we can consider looking at this then, when it all becomes much easier.


    An acknowledgement from the developers! Happy day!
    Thanks, Mr. Bone, I totally understand your position and am elated that you'll consider revisiting this when the affected areas of code are more stable. I'm satisfied with that alone. :D

    And a big thanks to all who supported the idea!
    Posted in: Suggestions
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    posted a message on no me gusta hard mode fire >:-(
    I think Locklear308 said it best:

    Quote from Locklear308

    There isn't a thing you can do about the fire, that's true. You are POWERLESS. That is another kind of feeling in it's own. The world around you becomes less controllable. You don't need total control. This isn't easy mode dude. This is hard. It's unfair, and sucks, but.... that's why it is called hard mode.


    And I am also in agreement with the sentiment that having fire spread infinitely was far more interesting. I actually wish there was an option to enable it on lower difficulties. (Or maybe I should just grow a pair and play on hard).
    Posted in: Future Updates
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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    @ MuteProtagonist I've tried sending this suggestion to Jeb and Dinnerbone a couple of times... with a few months between the two attempts. Never got any response, so I don't know if they saw it or not. I'd love for others to spread the word, but do be careful... I wouldn't want them to actually get spammed...

    Dinnerbone has been posting around the forums a bit. Maybe he works like Bloody Mary?
    Dinnerbone... Dinnerbone. Dinnerbone!

    And Skylord, if one wants to have the same texture for both arms/legs, they can easily use the copy/paste/flip commands built into any regular image editor. If you use a custom minecraft skin editor, I have full confidence that people would create/update their editors to have a handy mirror tool for just that scenario. (I know that's pretty presumptuous of me, but I figure it has a high likelihood since those editors would need to be updated to use the new mappings anyway.

    Also... we're officially a "Hot Topic" now! Yay!
    Posted in: Suggestions
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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    Right, I forgot to say that this new mob was put on hold in lieu of the other content we're seeing now (pots/frames/etc)
    Posted in: Suggestions
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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    Yeah - but there is speculation going on with the latest mob Dinnerbone was working on. So far all we know is that is is meant to wear clothing. There is a theory that it could be a zombie villager model, so the modifications made to the normal zombie might only be temporary while he's testing them out.

    But again, that is just pure speculation.
    Posted in: Suggestions
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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    Laskeri, no, this suggestion wouldn't really cover that. That is not saying it couldn't be done, but it simply isn't the goal of this suggestion.

    The main goal for this suggestion is to make better use of the skin mapping - and in doing so, grant players the ability to have each arm and leg be uniquely textured.

    The original idea wanted to replace the current 64x32 skin mapping with the new one I proposed. However, there were problems with it unintentionally making all existing skin websites obsolete (because minecraft would not be able to tell the difference between the old/new versions). Using a 64x64 texture size solves this, since the program can see the differences in sizes. That way, players can use either the new format or continue using the old one without any problems.

    If the 64x64 texture I now suggest is used, the top half of it would contain the mapping I show in the OP. The bottom half could be reserved for future updates from mojang, or maybe spaces for mods to make use of!
    Posted in: Suggestions
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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    I think I can probably remove the poll, since the support is overwhelmingly positive, and there is a solution in place which makes it possible to keep using the "old style" skins.

    Also, would anyone be interested in me creating similar mappings for other mobs?
    Posted in: Suggestions
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    posted a message on How to stop zombies from setting on fire?
    The Command Block is being developed which can issue server commands when triggered. Perhaps you could set one at the begining of the map to lock the weather in an eternal storm with this new command:

    /weather <clear>, <rain>, <thunder> [duration]

    Where the duration would be a reeeaaallly high number.
    Not sure, but you might be able to set just thunder and get a darkend sky without rain...
    Posted in: Discussion
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    posted a message on Lava Lamps
    This feels unbalanced...

    You can get a strong light source without going to the Nether by using lava. The trade off is the inherit danger with using lava. On the other hand, you can get a safe light source (glowstone/glowstone lamps) but it requires a trip to the Nether to mine.

    So far, the only noteworthy aspect of this new lightsource is its high blast resistance. Wouldn't lava technicaly have that?
    Posted in: Suggestions
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    posted a message on Pistons Pushing Obsidian & Bedrock
    In addition to what has been said by everyone else...
    What would stop people from destorying the pistons or redstone wiring? Even if pistons could manipulate obsidian and/or bedrock, you still wouldn't have an indestructable piston door.
    Posted in: Suggestions
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    posted a message on Will 1.3.1 mods work with 1.3.2?
    The underlying code will have changed... so No, most (if not all) mods will break.

    That is the point of creating the MOD API... those function calls will not change, so Mojang can continue to change the code under the hood and not impact mods using the API
    Posted in: Future Updates
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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    Well this is interesting. The latest snapshot 12w32a adds zombie villagers. It currently does this by taking the regular zombie model and plopping a new head on it. They alter the zombie texture to be 64x64, with the new head in the lower half of the texture. In addition, zombies can now wear armor - but the armor textures have not changed. It seems those textures are not as closely linked as I previously thought.

    So we can safely change the armor/mob textures and the only thing affected would be custom packs - which will naturally be updated by their creators anyway.

    Back to the player texture, since we've now established that the model can support using the current armor texture and the new zombie texture, this gives us a bit more freedom. We very well could up the player texture to 64x64 and use that as the signal for a new mapping (with the top half using the mapping I presented in the OP). The bottom half, could then be used for mods or other additions to the layer model down the road! Either way, I believe Mojang can find a way - at this point, I just want to get the idea out there and known to them.

    I'll update the OP with this new information
    Posted in: Suggestions
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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    The "support" for the old textures I mentioned is not what you think.

    In the OP I explain that the entire current minecraft.net skin database would be coverted to the new format. So players would not notice the change. If a player decides to update their skin after that point, then the minecraft.net uploader would also be augmented to ask the player what format of skin they are trying to upload. If they choose to upload an old formatted skin, they indicate so. At that point, the uploader would take that old skin and change it to use the new formatting.

    So every skin in the database would always be the new format.

    As for Deadmau5.... *sigh* he's an edge case. If he is special enough to have a custom model, then I bet he can be equally special enough to have a custom skin to go with that model. Or Mojang can come up with some other hack to kep his avatar in tact. Not to sound stuck up, but I don't think this idea should be shelved because of one guy.
    Posted in: Suggestions
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    posted a message on Refactoring the Player Skin for added detail (ALMOST IMPLEMENTED)
    You would need to change those other textures because the mobs all use the same model with the same mapping. So the texture must be consistantly arranged. Same goes for armor.
    Posted in: Suggestions
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    posted a message on Thoughts on Villager Zombies
    Quote from Black_Drath

    Did he? That's good, I had a bit of a rant about this on another thread.


    Oops, wait... I was wrong. This is the tweet I saw, and thought he was referring to the zombie villager skin. In fact, he was referring to the beacon block.... https://twitter.com/...659195155681280

    So yeah, not sure if the villager zombie texture will change... but I guess there will always be texture packs if it doesn't.


    [Edit] Wow, wrong again. I just saw the other topic and you mentioning that the zombie villagers are basically just a new head dumped on the normal zombie model. That's gonna stink for texture pack makers. I hope this is just a work in progress (possible given it's just a snapshot)
    Posted in: Recent Updates and Snapshots
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