- Mr_Crayfish
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Member for 12 years, 9 months, and 2 days
Last active Thu, Apr, 27 2017 07:17:06
- 173 Followers
- 1,325 Total Posts
- 787 Thanks
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Dec 17, 2014Mr_Crayfish posted a message on Minecraft Windows Launcher Needs YOUR Testing and Feedback!Dinnerbone stated himself that the launcher is for Windows just for now but will be ported to Mac and Linux in the future.Posted in: News
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Nov 18, 2011Mr_Crayfish posted a message on More Minecon, More Pics!I'm so jealousPosted in: News
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Sep 2, 2011Mr_Crayfish posted a message on 1.8 Updates: Player Sprints & Pig Snoutsthis update is gonna make some good parkour mapsPosted in: News
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Aug 27, 2011Mr_Crayfish posted a message on PAX Party!Posted in: NewsQuote from dranx44
He has confirmed MUCH more than what is in OP...
Larger height limit
Bigger Biomes
New lighting, no effect to performance
Endermen DO place and pickup blocks
New log in screen
Cobwebs are randomly generated in caves
Randomly generated MINESHAFTS
Bigger, better randomly generated dungeons
Spawn is most likely in/near a randomly generated village
Blood spurts out of killed creatures
New Bow attack animation
New eating mechanic
Sprint
No Seed influenced generation anymore
Anti-aliasing
The 1.8 update will possibly be split up into multiple parts, with most of the main features coming in a 1.8 patch and the little details and other features in a smaller patch like 1.8.2
And thats all I can remember at the moment...
Height limit isn't changing because he said it will take up more ram. The ram for multiplayer hosting will be unbelievable. too much problems to do this.
Notch:
Implications behind changing height:
- Memory Implications: Due to the way chunks are architected internally, the only relatively-easy way of increasing level height is to double it. As a result, memory usage can spiral out of control very quickly when increasing the number of bits available to the Y axis. A somewhat short-sighted view would be to point out that this is wholly manageable in SSP, but pragmatically, SMP is already a hornet’s nest when it comes to RAM usage, and the only way to increase the level height would be to neatly double the memory footprint. Ouch! -
Aug 24, 2011Mr_Crayfish posted a message on An Interview With Jeb!1.8 will blow us back to caveman time XDPosted in: News
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Aug 19, 2011Mr_Crayfish posted a message on 1.8 Updates: First Ravines, Now Rivers@Khan_o Thanks for that info manPosted in: News
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Aug 19, 2011Mr_Crayfish posted a message on 1.8 Updates: First Ravines, Now RiversCan't wait for 1.8. Just wondering, is 2.0 the final update? someone answer please?Posted in: News
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I'll be creating a tutorial series across my two channels. Here is how to start setting up the environment to begin creating behaviour packs. Enjoy!
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Good news, I've dicovered how to render them in the inventory. Send me a message (just want to get this converstation off the thread)
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Thanks for a point in the right direction. I've managed to get it working and it's great! Now I don't have to worry about OC
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Oh so you're actually using a baked models for your blocks. You wouldn't happen to have an example that I could work off? I've never really been able to get my head around dynamically creating baked models.
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Great work on the progress. I've actually been working on a mod of my own and actually implemented dynamic textures. I'm simply ripping the particle texture from the baked model, then applying that in the TESR. Here is some of my own work below. Have you been able to implement ambient occlusion?
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The 4th edition of the mod implemented some big changes, as you have mentioned. Previously my mod was using items to place furniture down. However I decided to change this since it was a poor design decision that I made at the start of the mod. It was becoming a pain create icons for furniture as its hard to get detailed 16x16 represent the furniture. Removing the items also allowed me to implement 3D inventory renders a lot easier.
To sum this up, it was not an easy decision and I know people were going to be affected. We can only move forward from now on.
Now I should mention you can keep your furniture if you place it all down before upgrading.
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Yes
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No exact date. It will be finished when it's finished.
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1.9 update is coming soon. There is still a fair bit of work to do.
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Update to the latest optifine
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Changelog:
+ Added Trampoline
+ Added Crate
+ Added Outdoor Table and Bench
+ Added Grill
+ Added Divingboard
+ Added Doormat
+ Added Cooler
+ Added Sausage and Kebab
+ Added Spatula and Crowbar
+ Added every wood variation for all chairs, table, bedside cabinets, etc
+ Added more welcome message
+ More language support
~ Refactored recipe book to suit more recipes (for the future)
~ Optimised Mirror
~ All furniture now renders 3D in inventory
~ Changed foilage colour of Tree and Wreath
~ Changed api_debug to default to false in config
~ General code optimisations
* Fixed audio issues with stereo
* Fixed GL error with mirror
* Fixed crafting soapy water consuming all soap
* Fixed not all settings showing in in-game config menu
* Fixed various crashing due to TESR (thanks to bloodmc)
Official Showcase:
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Yes, shower heads have been causing the problem and are now fixed. Patch will be available soon.
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I don't have the option to disable furniture but you can disable all the sales in the config.
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It will be up on my channel in a day. I repost them
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Thanks for the report. "Reflection" is Java Reflection, not to do with the rendering. It's so I can reset an animated texture back to it's first frame. I will look into the issue, as how I have done it is not the best way.