I'm totally doing this for Chapter 2 of "Paper Minecraft". However, for me "no mods" =/= vanilla, since the game is unrecordable (in fact, 1.8/1.9 is unplayable period on a laptop) without using OptiFine, and way too quiet without MAtmos. But other than those two mods, it'll be vanilla. Not even gonna install TooManyItems (even though it's necessary for the rest of the series for obvious reasons).
Three episodes and an intermission to go, then Challenge Accepted. (Also, a falling-damage mob trap is GENIUS. Solves both problems of normal traps (not working in daytime, and needing player interaction) at the same time.)
- WackoMcGoose
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Oct 4, 2011WackoMcGoose posted a message on Minecraft Minute: Skyblock Challenge AcceptedPosted in: News
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Sep 22, 2011WackoMcGoose posted a message on 1.9 Pre-Release is Out for Testing!Gaaaaaaa... 1.9_pre1 is even MORE unplayable than 1.8.1! NOTCH, MAKE OPTIFINE OFFICIAL NOW!Posted in: News
/laptopminecrafterrage
On topic... In the 45 seconds it was actually able to run before segfaulting on me, I didn't see that much difference from 1.8. I'll have to see the actual content (probably via GameChap videos) before I can comment, but the list looks interesting. IMO though, Notch should get the game working again for more people [cough]Laptop Minecrafters[/cough] before adding more new features...
And sp614x, for the love of Netherrack, please finish updating OptiFine so "the rest of us" can finally play 1.8.1. -
Aug 8, 2011WackoMcGoose posted a message on Digital Diamond: Realcraft pt. 2Okay, I need to know what texture pack, item mods, and world seed he's using.Posted in: News
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Jul 29, 2011WackoMcGoose posted a message on Digital Diamond: Rubik's CubeWhat the Nether did I just watch... *brain gets Thunder Creeper'd*Posted in: News
But in all seriousness, this is amazing. And from the explanation part at the end, I can kind of halfway picture the mechanical part of it (at least horizontal slice rotation, idk how it also translates to vertical rotation... or maybe I do... anyway, the center block of each face is static, so that makes it one nanothought easier...)
But I cannot for the love of Creepig figure out how the wiring would work without breaking the Minecraft laws of physics... or at least using djoslin's VerticalRedstone mod, which there was no visible evidence of in the flyaround. - To post a comment, please login.
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Okay, I'll take a look at the signs mod. Risugami's stuff has been a major help for this mod; I found out how to do the snow renders from the Shelf mod :biggrin.gif:
As for how freaking slow the snow buildup is, that could work, but I think I've also found a way to make it faster overall. Right now I'm using updateTick(), the same method used in vanilla, and that works on the "20 random blocks per chunk per tick" system. But, there is another method, randomDisplayTick(), used for things like block particles and whatever. It seems to run for ALL blocks of a particular type, a few times a second. Now, that would be incredibly laggy, and would probably bring a high-end gaming desktop to its knees (and certainly brick my low-end laptop).
But if I limit it using "if(random.nextInt(100) == 0)"That's stupid, it'd run only about once every 100 randomDisplayTicks() but still affect every BlockSnow on the map simultaniously.Meh, I'll figure it out later. Still, your idea for making the buildup smoother might just work... I'm still not doing any more work on the mod until 1.2 comes out. Once it does and MCP updates again, I'll do the usual straight-port and then start improving stuff. And I still need to make a proper SMP version of the mod.
As for the Seasons thing, there IS no way to differentiate between forced snowfall and natural snowfall. isRaining is a boolean, not a three-state switch :tongue.gif: Even if it could work, there's still a zp.class (BlockSnow) conflict that is resolvable in theory but impractical in practice.
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According to the obfuscation spreadsheets, zp.class is BiomeGenBase, and zp.b is either setMinMaxHeight() or setColor() (why would two methods be mapped to the same obfuscated name?). The throw point, mod_ModernWinterMode.class, line 135, is where it starts overriding biome definitions.
Uh... I don't know why it's derping like that, since all BiomeGenBase methods are public (afaik, an IllegalAccessError would be trying to call a private method from outside the class). You're sure you installed things in the right order, and are using the latest version of the mod (and didn't install it over an old version)?
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Here's a fragment of it, showing how it renders on slab blocks.
Basically, the secret is to pass in a negative number to setBlockBounds() :tongue.gif: Two problems I've found, though: it messes up the side texture a bit, and the selection box is hardcoded to only allow values in the [0.0F, 1.0F] range, so it is impossible to make the hitbox line up with an outside-the-block render.
Uh... maybe? I can't affect the density of the snow particles, but I could set up different snow durations and assign a snowBuildupFactor to each, and have snow updateTick() increase the snow height accordingly... However, I haven't figured out how to access the current in-game time or measure the number of days, and I also don't know how to add new NBT data to level.dat, so each time you restart the game it'll revert to a default weather system.
Okay, so new information. EvilMinecraft's going well, and we were trying to release on the 14th (thanks Miclee for posting a "leak" saying we would!), but between having broken everythings, exceeded the terrain.png so much we were actually in the middle of writing our own custom secondary-terrain.png accessor code and extended blockID save format when 12w07a announced it would do just that but with 4096 IDs and (hopefully) infinite spritesheets, it's just not happening until after 1.2 afaik.
Now, about the future of this mod. Obviously, I haven't forgotten about it, I've just been crazy-busy. First with EvilMinecraft and Japanese studying, then just Japanese studying, then Dan (NerdCubed) posting videos of awesome games (wish I had soemthing that could run Just Cause 2), along with internship stuff, trying (and failing) to do Episode 1-5 of Paper Minecraft: Legend of the Music Discs... *brain is torn five different directions*
...But anyway, I think that other than updating for new MC versions (a total code refactor once 1.2 comes out with the new biome-inating) and some tweaks, I think that Modern Winter Mode as-is is pretty much done. HOWEVER! I'm not done with the winter-type-mod idea! One of my rules with this mod from the start was to keep saves 100% save (other than being buried in snow, of course :wink.gif:) and no new IDs, and I think I've done what I can within that restriction. So, once I've gotten through all this other stuff (so not anytime soon), I'd begin work on a new mod, one that does include new blocks and items (making BlockSnow gravity-affected technically is making a new block, EntityFallingSnow), new terraingen, heck, with the biome code revamp in 1.2, I might even make it so only true snow biomes (and the ocassional frozen ocean) would be created in a world. No concrete details for a while because I don't even know, it's just a concept right now. But MWM will continue to be available and updated when needed (though I *highly* doubt the two mods will be compatible).
Oh, and note to self: When [REDACTED] calms down, figure out ModLoaderMP and make a multiplayer version of this mod before starting a new one.
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Flatgrass uses a completely different generator that iirc doesn't even use biomes.
A few pages back (I think it was page 10), I posted a Painterly password.txt with a really good setup. Unfortunately, it makes swampgrass PINK. (White snow as the grass texture + swamp colorizer is hardcoded = pink snow grass)
Snow effect all the time + snow blocks being translucent and having all faces always rendered = significant lag. Try OptiFine.
Also, with the stuff I've been reading about the 1.2 update and its new save format, this makes for some interesting possibilities:
*Snow Mayhem Mode could turn the whole freaking world into nothing but BlockSnowBlock
*Biome locations being baked into the save instead of generated dynamically means I could possibly add an option that makes the entire world just Taiga biome or something. Probably not, because the point is to have regular terraingen, but have it snow everywhere.
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The config file is generated by ModLoader the first time the mod is run.
What TNT mod are you talking about (link please)?
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Still no. This is what a Dropbox image URL should look like:
http://dl.dropbox.com/u/52541782/Minecraft/screencaps/2012-02-04_12.53.32.png
From what I can tell, you're copying URLs from the web client. You have to go to the local Dropbox folder on your system, find the image you want in the Public folder or a subfolder (like in my example, it's Dropbox\Public\Minecraft\screencaps\image.png, but only the part after Dropbox\Public\ is in the URL), rightclick the image, Dropbox->"Copy public link", paste that in [img] tags, profit.
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No pics no clicksSorry, you did try to post pics. Unfortunately, Dropbox image hotlinking only works from the Public folder, not the Photos one.Also, just letting you know, an "8x8" texture pack is automatically upscaled to 16x, whether you use MCPatcher or OptiFine (or probably even vanilla, if it doesn't throw an exception instantly). 16x is the hardcoded minimum for texture pack resolution. So while it might look 8x, the framerate will be exactly the same as 16x (in fact, it might be a few frames slower because of the upscaling calculations).
But seriously, if your laptop is THAT bad, use OptiFine. It works wonders for laptop players. It's really rare for me to get above 30fps in vanilla (other than mod testing in Eclipse, but that's probably because it does something different with memory usage), but with OptiFine, 40-50+fps is my norm.
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Not a bad idea, actually. Underwater ruins? Or better yet, ruined modern-looking underwater bases complete with partially-broken glass domes? Maybe... Definitely not this release though, we're kind of in "do as many of the currently-listed features as we can before the 14th" mode. Maybe after that...
Heck, I think I might take the time to poke around that part of the code just to learn how to generate underwater structures... not till later, of course.
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It was planned to make BlockSnow gravity-affected, but I never had a chance to do that. Maybe in 1.2... Anyway, the plan was that crafted BlockSnowBlocks would stay the way they are, immune to gravity, and BlockSnowBlocks formed by snow accumulation (differentiated from crafted blocks by metadata) would fall. Probably have different texture for the crafted kind so you know which is what.
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At the moment, VERY MUCH NO. I'm not sure if an SMP version is *ever* planned, but at the moment, there's just way too much stuff to do for the base mod first. There's still three dozen mobs that don't even have models yet, not to mention [CLASSIFIED] and [DATA EXPUNGED] and lava-rain in the Nether.
That last bit's a lie, WorldProviderHell.class is hardcoded against weather effects.
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Unfortunately, I still don't know which class actually DEFINES weather. I've found the "weather controls" (WorldInfo.setIsRaining(), etc), and someone pointed me to a part of World that places snow (but it's the only part of the class that mentions weather, and modding World would break Forge compatibility), but no amount of "Find In Files"-ing has located the weather-defining class yet.