- VileAssassin
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Member for 13 years, 3 months, and 26 days
Last active Fri, Aug, 16 2013 00:02:21
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Dec 1, 2011VileAssassin posted a message on New Prerelease is AvailableI don't understand this. Instead of releasing patches to the latest version, he is releasing prereleases of bug fixes. If it's minor, just patch it. Really we need some beta new features in our prereleases. Come on Jeb, give us some spoilers!Posted in: News
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Sep 5, 2011VileAssassin posted a message on 1.8 Updates: Changing the ChestsMaybe it's the leg of a chair behind that cactus. The object sort of looks like it.Posted in: News
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Sep 5, 2011VileAssassin posted a message on 1.8 Updates: Changing the ChestsIt does look like a chest, but there is something different about it. The lid doesn't look right. Yet I don't see how a second chest is the "second" thing that is new. Unless they are adding more than one new chest like object.Posted in: News
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Sep 4, 2011VileAssassin posted a message on 1.8 Updates: Changing the ChestsDo you guys realize the significance of this? Chest is a tile entity. Adding an open phase to it is significant. It's not just any old opening sequence, the angle of the lid is in 3D. The fact that they got a tile entity to switch between states in 3D is impressive. My thoughts is that they improved the physics engine to include more than just open/close, on/off states. Maybe they'll surprise us with doors that actually swing open. Probably not, but I can hope.Posted in: News
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Sep 3, 2011VileAssassin posted a message on 1.8 Updates: Changing the ChestsI really have no idea then. It's probably something stupid that we already know is being added.Posted in: News
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Sep 3, 2011VileAssassin posted a message on 1.8 Updates: Changing the ChestsWell if it's just a regular sand block. Then my thoughts about that really small thing in front of the sun is still strange. It looks too tall to be a dead shrub. Can anyone give their insight what it is?Posted in: News
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Sep 3, 2011VileAssassin posted a message on 1.8 Updates: Changing the ChestsPosted in: NewsQuote from Roob
1) I don't think the image is cropped. The screenshot was taken on a monitor supporting the resolution 1920 x 1080. That screenshot is 1920 x 1050. The reason 30 pixels are missing from the vertical resolution is because that's how much space the Windows bar will be taking up.
2) The HUD is missing. Therefore if he IS holding anything, you wouldn't be able to see it.
The sand block is at an angle to the chest. This position would be illegal in minecraft standards. It's not placed. -
Sep 3, 2011VileAssassin posted a message on 1.8 Updates: Changing the ChestsOh and BTW it isn't a full image. The screenshot has been cropped so that the chest is centered. The block he is holding is just barely visible in the screenshot. It's probably the second feature, which is probably a sand pressure plate. I have no idea how you could create a plate out of sand. It doesn't make any sense, but if it is, you could finally have sand traps.Posted in: News
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Sep 3, 2011VileAssassin posted a message on 1.8 Updates: Changing the ChestsSomeone tell me if that thing in front of the sun is a sapling or not. It just looks too tall and visible in comparison to how far away it is. Could someone zoom in and tell me what they think it is?Posted in: News
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Sep 3, 2011VileAssassin posted a message on 1.8 Updates: Changing the ChestsI expanded it and there is something weird in front of the sun. It doesn't look like a sapling or dead shrb. Maybe it's a palm tree? You'll need to look at the picture in expanded form to see it. It's very hard to see.Posted in: News
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Sheep/other creatures spin in circles when standing on fence posts. Sheep/other creatures can still jump onto fence posts. If you can't jump onto them, mobs shouldn't either.
The new biome id in f3 sometimes shows the wrong biome type in SMP until you log off and back on to the server. Unsure about SSP.
I have a screenshot but it isn't uploaded. It was consistantly showing a taiga biome as a jungle in one specific area and upon restart it changed back to taiga.
Another issue is that the biome id defines an ocean by how deep a body of water is and not by how large it is. There are small bodies of water labelled as ocean.
Unsure if it's a bug or not. But sl while I assume to be sunlight doesn't change as long as the sky is exposed to you. Depth doesn't matter. Hmm it probably isn't a bug, but really does sunlight retain its brightness indefinitely down a small hole?
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I realize that, but it isn't impossible to get a mesh within a decent margin of error. Minecraft's chunk system provides a good basis to make it happen. Imagine an unloaded chunk, surrounded by loaded chunks. Each chunk side is completely flat, only the block heights matter. I would implement some way to determine which side(s) the chunk would be meshing from and take the opposite border heights and then check whether the mesh can mesh at 16 blocks, if not go to 32 blocks. I would probably check so many blocks outward. I'm a little unsure about how it would handle a loaded chunk x number of blocks out, but I imagine in that case I would just have it use gen A. If it can't mesh then it will just generate the first detected gen. It will create a chunk border, but that's because there was nothing the mesh could do to fix it. But anyways my point is as long as I have two points of reference the points in between can be adjusted. It maybe not look pretty, but the larger the mesh, the easier it is to create realistic terrain.
Oh and yes I plan to tamper with the generator when the API comes out. I want to at least get this idea started with simple block meshes, and then include unloaded(as in blocks aren't visible in game) seed gen arrays, and work from there.
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Take note that patches are almost always bug fixes, or small changes. I don't see the big deal really and you shouldn't either.
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This would work for most small generations. The extreme generations are unfortunately harder to code. The transition for any biome to biome would probably need particular seed elements. For example, if the old biome terrain would make an extreme mountain biome with algorithm A, then it would need to render that biome using algorithm A until algorithm B which is less extreme terrain can take over. It would then have to check all of the biome borders. A seed check for algorithm B can efficiently bring up biome types. The biome types don't need to form in order for identification since seeds form identically. A terrain edge is mapped around the border and then the game attempts to recalculate transitioning without the need to write those chunks to file, and the entire chunk border that would touch the transition biome would be sent to an array(list). Game will then attempt to calculate a block mesh that can match up with the height properties of the border within a margin of error. Algorithm A will take priority over algorithm B, and the transition mesh made by algorithm C will take priority over algorithm B. Any values that are too extreme will be eroded to fit.
The method of erosion can be simple or complex. It all depends on the degree of detail of the transition.
This probably could not fix 100 percent of cases, but every bit counts. It doesn't need to be as complicated as my idea above. It's just how I would attempt to tackle it. I would give algorithm A priority, and then use a separate algorithm to calculate a match and anything that cannot be matched I would erode to look like it matched.
They could also add a transitional biome, that would form between two types of biomes during a transition. Basically it would form according to average height 1 and average height 2, and them form to make the difference.
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Anyways It's most certainly going to be the API update, but that doesn't mean that we wont receive weekly AI tweaks and new features along the way. The end goal will just be the API. I just hope Jeb will decide to fix the major bugs in 1.2. If he does oit the Notch way and makes people wait until 1.3 to get a stable game, then people are going to RAGE.
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http://puu.sh/j44m
If you move up where the lava slants a certain way you can see clear through the lava and I even found a place to stand in the lava. The second thing is that grass doesn't go away when lava flows over it. Not even after some time has passed will it ever turn back into dirt. The lava doesn't affect it.
Also in certain spots in the lava, the lava sound will turn into continuous sound. I don't really know why.
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Those effects wouldn't be hard to remedy. either find some water source blocks, or drink a bottle or two. Drinking would only restore so much, while submerging yourself would restore gradually like health regen.
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Besides two buckets take up two inventory slots. Water is everywhere, it would never be a challenge to restore thirst. They shouldn't try to make it difficult if they ever added it.
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Really I wouldn't mind this if Jeb allowed the idea above as an alternative to drinking.