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    posted a message on Height Limit Mod?
    Funny! I've answered this three times today! Please read this post. You will note that they say it's possible to change the height limit. However, to do so requires a lot of alteration of the game's code (mostly to change the size of the numbers the variables are able to store). So, as has been said, the computer is completely irrelevant. The codebase itself can't handle an increase in the height of the levels. Yes, you could alter the codebase to accommodate an increase in the height (as mentioned in that post I linked), but doing so would require a reasonable amount of effort, and it would break compatibility with all other versions of Minecraft (no online, and you wouldn't be able to load older saves, or share your new saves with others). So, realistically, no, it's not really a good idea (at this time?) to modify the height limit.

    Tl;dr - The variables used in the game's code can't accommodate taller worlds. It would break the game to do so. Mouser X over and out.
    Posted in: Mods Discussion
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    posted a message on Subterranean SMP Mod v1.4 - Superceded!
    Quote from Wickity »
    Quote from Mouser X »

    "stuff regarding selectable mapgens per world"


    It's a lot tougher to do it like that. I'm working on it, but I'm just not there yet. :-)

    Oh, cool! I honestly wasn't expecting that. I sort of figured there'd also be the issue of the world saves, and figuring out how to specify which "mapgen" to use for which one (saves and whatnot).

    Quote from Wickity »
    Quote from Mouser X »
    "stuff regarding server.properties being "ported" to SSP"


    It is definitely a possibility to port the .properties file over. It wouldn't even be all that hard honestly. I like the name mapgen.properties. I may even make it world specific in there so you can control which worlds will be subterranean and not. That way you can manually set it, until I can integrate a UI into the client to control them. I'll start working on that as soon as the update drops. :-)

    That's awesome! I'm really looking forward to the Minecraft update then, so that I can then look forward to yours. :wink.gif: That will be a lot of fun! Regarding world saves, and specifying each save to a specific mapgen.properties setup (I'm sure you already have a lot of good ideas on this), it occurred to me that because the current saves are simply stored in a directory, you could probably include your own custom file into that directory, and I strongly doubt that it would cause Minecraft to stop working on that save. So, for example, in the .minecraft folder, there could be a mapgen.properties file that would store the defaults, and in each "World#" folder, there could be a mapgen.properties file that specifies the specific settings for that save. I'm only mentioning that idea, since it occurred to me that altering the format for Minecraft saves (thereby storing all relevant changes into the "World Save" itself) would most likely not be worth the effort, and could be a bad idea, since it would most likely cause a lot of compatibility issues.

    Anyway, awesome to hear this! Good luck, and I look forward to your progress (even if I'll have to wait a few days/weeks). Mouser X over and out.
    Posted in: Mods Discussion
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    posted a message on [WIP] Console/Cheat Mod (Video)
    Quote from Iggyhopper »
    No, I've been setting the seed in-game with this mod too. That is why everything looks so weirdly generated. Granted, you have to set the seed every couple of seconds and walk too, but I might make it a toggle thing like my punch cheat where if you enter "superseed", it will automatically randomize the seed to generate wackier landscapes. --snip-- I'm considering adding a main "cheats on/off" command to turn them all on or off easily.

    Oh, too bad. That'll be fun though, changing the seed in-game. I'm sure that'll result in all sorts of oddities. As for the cheats on/off, that's a good idea. While this can be a lot of fun, it'd also be nice to play the game normally without the alterations sometimes. Mouser X over and out.
    Posted in: Mods Discussion
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    posted a message on [WIP] Console/Cheat Mod (Video)
    The "Falcon Punch" is pretty funny, but shouldn't it do more damage as well? And, seeing you flying into the sky, the thought I had as you were falling was "He'd better have fixed the fall damage, because he's going to die if he didn't..." Having said that, mind posting your world seed/save somewhere? Those cliffs looked awesome! Mouser X over and out.
    Posted in: Mods Discussion
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    posted a message on Shadow of The Colossus -Savegame
    Quote from Zahn »
    Quote from Xeonveridan »
    Yeah there's a whole gallery on my facebook album that I linked- I wanted to save the space.

    I don't have Facebook. I hate social media.

    I do have a Facebook account, but I still agree with Zahn. I shouldn't have to have an account, or login to something, just to look at pictures. Either make that particular album public (I know it can be done, but I don't post pictures on Facebook, so I don't know how to do it), or put them up somewhere else that doesn't require a login just to look at it.

    As for the save, I downloaded it a day or 2 ago (whenever you first posted it, I think), but I haven't had a chance to play Minecraft yet. It sounds pretty neat, so I'm definitely looking forward to it. Mouser X over and out.
    Posted in: Alpha - Survival Single Player
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    posted a message on [V1.8.1]HoverBoat
    Quote from Neku »
    Really the point of hover boat seems to be fast. (when you see hover cars there not going like turtles) I feel like its meant to be fast and how the original is meant to be.

    Regarding hover cars, excluding F-Zero (futuristic video game, in case people didn't know), the ones I'm familiar with travel essentially the same as their regular car counter-part. The specific example I'm thinking of is Back to the Future II. In that, the hover cars we see are basically the same as a regular car, except in the air. Thus, to correlate it with hover boats, it makes sense that the hover boat would mirror the original boat, except in the air. I'm not complaining (well, I am *now*, but that's only because the issue came up) about the fact that the Mark V is 1.1x speed of the original, especially considering that, being in the air, there's going to be less frictional resistance than there would be in the water. However, 1.8x speed of the original is by far too much, and as I already said, would make this unusable for me. If people are going to complain about it so much, I would have to agree with what was said earlier. Release two versions. A usable version (which is the Mark V at 1.1x), and a "souped up" version (since speed is apparently the complaint, why not make it 10x, or something else sufficiently ridiculous?). That should make both parties happy. Mouser X over and out.
    Posted in: Minecraft Mods
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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Quote from Ickarious »
    Anyone got an idea how to make the lava/water animated? >__> Its a great pack! I love it imensly but lava/water falls dont look very nice yet :c not gonna deter me from using this though.

    Try reading the original first post a little more thoroughly. Specifically,
    Quote from Glimmar »
    Here is the first draft of my "Steampunk" texture pack. v1.00
    http://s3.amazonaws.com/scrnshots.com/screenshots/261727/terrainpng

    Download zip file here http://www.mediafire.com/?h8xqaqsvs5a9wuh containing terrain.png, particles.png, cart.png and sign.png.

    --SNIP--

    Don't forget to use "xau's HD texture fix" if you're moving up from 16x16 pixel textures or you'll experience lots of glitches with fire, water and lava and you won't get the "pea-soup" water either! Available here:

    http://www.minecraftforum.net/viewtopic.php?f=25&t=46173


    --SNIP--


    Hope that helps. Mouser X over and out.
    Posted in: Resource Packs
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    posted a message on [V1.8.1]HoverBoat
    You didn't see all the posts complaining about the speed being too fast? I'm glad he slowed it down. The "halfspeed" Mark IV is still too fast for my needs, most of the time. And that was 0.9x the speed of the minecart (IIRC, that's what was said earlier in the thread). The Mark V is 1.1x. If 0.9 is considered too fast by some, 1.8x is significantly too fast. As I said, I'm glad he slowed it down. However, as someone else in the thread mentioned, he could have two versions. One that's the happy medium (probably the 1.1x as it is now), and a "souped up" version that's 1.8x or something thoroughly ridiculous. If this was 1.8x, I'd never use it. I have a hard enough time with it as it is. It'd be completely uncontrollable for me if it were any faster. And, based on the posts here, I'm definitely not in the minority. Mouser X over and out.
    Posted in: Minecraft Mods
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    posted a message on Subterranean SMP Mod v1.4 - Superceded!
    Quote from Wickity »
    Ok, lets handle this bullet point fashion:

    * Existing Map Compatibility
    Let me be clear on this point, if you mod your single player .jar, you will forever and always generate this kind of chunk on any map. So, my advice would be to install it in a separate location, or use a mod loader that can add and remove it at will.

    Thanks for the answer. I'll be sure to put this in its own installation then. I figured that's the way it worked (optional "cavern" or "normal" modes would have required a lot of if/then/else/etc., and with all that branching, it sounds really tough....)

    * Water Mode
    Ok, secret surprise time, this already works with this gen. One of the first things I did to learn how the world gen worked was raise the water level. So, I can pretty quickly crank out just a water world. You can set the water table height in this mod by adding a waterLevel setting to your server.properties file, it defaults to 64 just like the standard game. You might want to raise the ceilingBase above the standard 70 as well, otherwise it could be a long way between air pockets. This is SMP only info, I just hard coded these values into Single player, because there's no equivalent level settings file available.

    Really? That's awesome! But, as you said, it's hardcoded with SSP. How difficult would it be to "port" or create the server.properties stuff to a "mapgen.properties" (or something like that) for SSP? That way, people could fiddle with the settings as they want, creating all sorts of variations. Obviously, as those settings are changed, it would alter any new chunks generated by that map, so either you'd have to have a specific installation per .properties file, or be very careful to make sure you don't generate any new chunks with a changed .properties file.

    I noticed that someone implemented "infinite water" into Alpha (link), so I've mildly considered dropping a block of water at the desired height, and simply letting it spread. However, I assume that with this mod, it would change all the water. Thus, it could easily flood caves with waterfalls in them, so I'm not too keen on using this. On top of that, as new chunks are generated, I'd have to wait for the water to fill those chunks. If I remove the mod after placing the water, then, I assume, water levels would be uneven as new chunks are generated. Being able to directly alter the settings used by the terrain generator sounds like the better method of the two.

    I think it's great you've dug into the mapgen code. I've really been hoping someone would do that. I think it's great to see all the variations possible as a result. That's another reason I'd like to have some implementation of the "mapgen.properties" or "settings.properties" or "server.properties" for SSP, as it could possibly allow me to create some really wacky maps (which would be very broken under the default mapgen. Too bad, but I could still upload the generated chunks. That could be fun for some people). In truth, I view it as the "new" version of ZOMG 2, but for Alpha (if such a settings.properties were implemented). Obviously, my imagination is getting carried away, since I have no idea what capabilities such an alteration would truly provide ("Uh, sorry, all it can change is the number of trees, height of the water, and a couple other things..." <-- could be limited), but being able to fiddle with any of the mapgen's defaults/built-in values would be a blast, IMO.

    Again, this is a question/request, "How difficult would it be/is it possible?" I haven't had a chance to play with this mod yet (I haven't played Minecraft since my last post), but I'm still really looking forward to it, with or without implementation of these proposed alterations. Thanks again for your hard work! Mouser X over and out.
    Posted in: Mods Discussion
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    posted a message on Big Castle
    Nice pictures and all, but is there any particularly special reason you didn't include the save? If it's "I don't know how", then please do the following:

    Locate the Minecraft folder (on WinXP, it's in "C:\Documents and Settings\<Your User Account Name>\Application Data\.minecraft\" and for Win7 it's in something like "C:\Users\>Your User Account Name>\AppData\Roaming\.minecraft\". Note, you might have to enable the viewing of hidden folders for these to be visable. If you don't know how to do that, do a search for it (Google is your friend)), and inside there you'll see three directories, "bin", "resources", and "saves". Obviously, your save is inside the "saves" folder. Select the appropriate world (World1-World5 are usually the saves you'll have), and put it into an archive (ZIP, RAR, 7z, ARC, there's a whole slew to choose from), then upload that archive (the ZIP, RAR, 7z, etc.) to Mediafire, or Stashbox (if it's small enough), or Zippyshare, or any number of file hosting sites available out there. Once uploaded, post the link here.

    Really, those are some impressive structures. Please upload the save! Thanks in advance. Mouser X over and out.
    Posted in: Alpha - Survival Single Player
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    posted a message on Your favorite Mods
    My top 5 favorite mods would be, from most favorite to "least",

    SimpleMap http://www.minecraftforum.net/viewtopic.php?f=25&t=55700
    More Worlds http://www.minecraftforum.net/viewtopic.php?f=25&t=47148
    Water torches http://www.minecraftforum.net/viewtopic.php?f=25&t=55045
    Hoverboat http://www.minecraftforum.net/viewtopic.php?f=25&t=59003
    Scroll time http://www.minecraftforum.net/viewtopic.php?f=25&t=58762

    There's others I use, but those are my favorites. I'm a little surprised I haven't seen SimpleMap mentioned yet. I've seen it in a lot of screenshots, so I know people use it... As for the others, I really like the increased functionality that More Worlds provides, and Water Torches makes it a lot easier to build underwater. Hoverboat is fun to have (and makes loading/checking out a new map a lot easier), and Scroll Time is nice because night time is often too dark to build in.

    Good luck on the article. If possible, post a link here when it's up! Mouser X over and out.
    Posted in: Mods Discussion
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    posted a message on SciFi meets MineCraft! SciCraft?
    Quote from Uberubert »
    Wow, thanks for bumping. I had no idea about this until just now :ohmy.gif:

    I actually agree. I don't know how I missed this the first time around! (regardless of my join date, I was actually here, a non-registered lurker, at that time)

    Quote from Vineheart01 »
    The sphere was obviously hacked in, its too damn perfect for that size to be done by hand. it would take eons to do that alone. Rest coulda be done normally. --snip--

    Have you seen http://www.minecraftforum.net/viewtopic.php?f=35&t=28896? If not, the brief rundown is that the OP of that thread created a program (and posted blueprints) that can tell you how to create perfect spheres in Minecraft. So, although it's possible he "hacked [it] in", (and he did admit to using hacks), I actually find it unlikely that he did so. I'm pretty sure most of his hacking was to obtain materials (though, since he never said, I obviously don't know) to build the sphere, which was created by hand. Although it's not in this thread, he did post work-in-progress pictures somewhere, where the dome was in various stages of of completion (perhaps I'm mixing this up with someone else's though).

    Anyway, hacks or not, this is pretty impressive. Thanks for the save! Mouser X over and out.
    Posted in: Alpha - Survival Single Player
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    posted a message on ?OFFICIAL? CONSTELLATIONS MAP
    I know this is old, but it's been bugging me for weeks. Since I finally registered, I figured I'd mention this.

    Quote from Pakicetus »
    This star map has north on the right and west on the top. You can tell by where the moon's "shadow" points to and the position of the four star arc that is normally below it.

    Those concerned with realism should take a look at a real constellation map. "The Mouse" looks a lot like the real constellation Bootes, the common name of which is "The Herdsman".

    Anyways, I think this approach to naming identifying constellations is ill advised because --snip-- c) the map is also flawed because it's missing stars:



    I took this screen shot a short time ago and the stars in this asterism don't match those in the map.


    Seriously? Please, take a good look. Look again. Still don't see it? Turn it upside down. How about now? Still no? Here, let me help you.

    Sorry for the abysmal quality. I used Windows Paint, since I didn't want to waste the time to load it in something else (my laptop is very slow).

    Personally, I don't see anything wrong with this "star map", but most of the constellations people have pointed out aren't exactly.... Minecrafty... Though, I do like the "Glider" someone mentioned in a different thread (it's a little easier to see on this edited image, since it matches the orientation used in the other thread). Anyway, regarding those four stars near the dull read line, I refer to them as "Orion's Belt" simply because they're right in a row (though slightly curved), they're bright, they're easily visible, and Orion's Belt is one of my favorite constellations. Hopefully others have some good ideas for constellations and names (though, not likely since this thread is kind of dead. Again, sorry about that). Mouser X over and out.
    Posted in: Alpha - Survival Single Player
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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    I just wanted to poke my head in here and mention how awesome this texture pack is looking. I'm really looking forward to the release. On that note, I like 4 and 5 (of the cobblestone "samples" earlier) the most. I think 5 looks the best, because it's more versatile. Unlike the others, which are essentially entirely bricks (well, 1 isn't), 5 can be bricks, or it can be a stone-y surface. Sometimes, bricks aren't quite the right look, but neither is smooth stone. That's one of the problems I've run into with Minecraft. When working with stone, you essentially have 2 types to work with. Smooth stone, or cobblestone (and sometimes mossy cobblestone). Sure, there's obsidian (I haven't found diamonds yet, so that's not helpful to me), or dirt, gravel, or sand, but those are lousy building materials, most of the time.

    Admittedly, since I haven't seen what the others look like in game, I can't say for certain which would look best, but in my opinion, for versatility, number 5 is the way to go. Again, really looking forward to the release. Mouser X over and out.
    Posted in: Resource Packs
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    posted a message on Subterranean SMP Mod v1.4 - Superceded!
    I don't like signing up on forums, but this mod is really cool. I haven't actually tried it myself, but I'd like to. I have a few questions though. For SSP, how does it effect the game? I play on a "regular" map, so I was concerned on how this would effect my game overall. With this installed, it would create new maps that are entirely underground. What about maps that already exist? Would new generated chunks also be underground, thus glaring against the landscape already created? Or, as suggested/requested earlier in the thread, is it a selectable option to generate "cavern maps"?

    Either way, I plan on using this mod. If I have to, I'll just run two versions of Minecraft (normal generator, and another, complete installation (located elsewhere obviously) with this "cavern mode" generator), but if it's selectable, that would make things easier.

    Last, I have a small request.... Could you make a "water mode" generator as well? The idea I have in mind is to create Atlantis. Currently, the bodies of Water I've found in Minecraft are somewhat small (maybe I just haven't looked around enough?), and rarely are they very deep. It'd be awesome if, in addition to this, a "water mode" were created where landscapes are, generally, the way they are now, but the water level is raised by at least 32 blocks. Even higher would be good, but then you run into the problem of trees and plants growing, and hitting the hight barrier. Also, having clouds in the water would be really strange. Perhaps the water level goes one or two blocks short of the cloud level?

    Anyway, I look forward to trying this mod out (probably this weekend). I really look forward to any additional works you may have in mind. Also, regarding the "water mode" mentioned above - I'd really like something like that. However, please keep in mind that it's more of a "Dude! Wouldn't it be awesome if that worked??!!" than a "MAKE THIS OR YOU SUCK!" Please, this is your mod. By all means, I encourage you to ignore me if that is your prerogative. This mod, by itself, is awesome. Anything else is simply icing on the cake (with a cherry on top).

    Again, thanks for this mod. I'm sure it took a lot of work, and was difficult to pull off. Especially considering that yours is the only one that actually "interferes" with the terrain generator effectively (there is another, but from what I recall of reading about it, it's pretty limited right now). Mouser X over and out.
    Posted in: Mods Discussion
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