Yeah, 'cause being original is stupid. He should do everything the way <other game> did it, so I can play Minecraft and imagine I'm just playing <other game>.
'Cause all I have to do in real life is shake water in a bottle and put it on my iron stand to make a potion. Why can't i just punch a tree and have potions fall on my head. Requiring ingredients and prerequisite technology is stupid.
[/sarcasm]
He meant not requiring a nether wart as a base ingredient first to add other ingredients.
(Please read the following in Peter Griffin's voice)Alright everyone, take what you know about the Zepplin mod and go wipe yourself with it, because I just found something better.(End reading in Peter Griffin's voice)
Haven't decided how much realism I'm going to shoot for in the portal system. It's going to depend a lot on how it's deployed, but by that point the project will have its own thread to discuss it in.
Technical bit: What you are seeing in the video is an entity that has assumed the pre-compiled render data of a 16x16x16 chunk of terrain, attached to an arrow (pitch and yaw were disabled because it looked too weird). Thousands of these world renderers are being drawn to the screen every frame, so you could add even a few hundred more without appreciable frame drop. For now they reflect chunks that exist in the real world, but later they will be from chunks in a zeppelin-like pocket dimension. The hard part comes after with the adjusted collision models in the next stage, but I've got it pretty much ironed out on paper.
Portals can be done surprisingly easy in this framework, by using custom entity rendering to act as a second camera viewpoint from some other location. This should be possible not just from point A to point B in the normal world, but to the nether or aether, or even other servers in SMP. That's a long way down on the roadmap, though.
(Note that he is refering to one of the first videos of this in this qoute.)
The system he is using is almost exactly what you want to use for starships, its perfect!
Yes, clearly impossible. But if it weren't, it might look something like this...
:cool.gif:
Wow, two questions: How many of those 'World Renderers' are used to display this ship? 500-ish?
And can the WR's be updated often without any sort of large performance hit? Like for lighting updates, could you update those on a large ship, or when a block changes visually(furnaces lighting, doors opening/closing, pistons moving) could you update that in real time?
And does it support effect-sprites? Aka torch flames, redstone particles, explosion effects...
Also, I have to say, you suprised me with the WR things, I though Minecraft rendered the world as prerendered single polygons, not prerendered entire chunks.
Maybe you should take a line from a recent-ish movie, "Hide and pray it does not find you."
.... What? Its a frikkin dragon. That can fly. And probably breath fire. And has razor sharp claws. And if its a Ender dragon(and it is) then it can probably teleport.
The outline indicates that its 2 blocks side by side, with the possiblity of a larger deposit(if its a ore) elsewhere. The effects are not in line with the block, meaning they are effect-sprites and not the texture itself. The texture itself appears to be a mixed black-greyblack. It is in all likelyhood a ore and related to enhantments, possibly with the ability to repair single tools completely instead of mixing 2 of them, or it could be used for enchanting armor.
Only two more things to do on VolcanoMod: improve the "where-to-erode" algorithm, so it erodes the weakest ground first, and make earthquakes shake the ground.
@Alex owns OMG: I still have it, and I could give you a link, but MineCrak is helpfully keeping track of pretty much every old version. V1.5.3 client might actually work with V1.4.5 server, though. Feel free to try it.
@MineCrak: Thanks for keeping up with all of them.
@Nailcannon: Sorry, I may have written the mod, but I haven't written any good config files...
@WatcherInTheShadows: Do they have any file conflicts? If they don't, I have no idea.
@MineCrak: Yep.
@Arcvalons: Some people are saying "skip 1.9 and wait for 1.10"... So many options, only one mod...
@FourFire: I'll add it to the OP someday, but here it is.
@Hightower: Cool. Glad to hear that works. BTW, does it delete Entities or TileEntities?
@dinoff: I'm guessing that it will only generate them for 0<y<128. Is this true?
@FourFire: That's next on my agenda, except maybe a few more Volcano updates.
To make it shake the ground, might I suggest using the same technique Valve uses on the Source engine? Or instead of me making you look it up I could just tell you I guess, they offset the screen view randomly and the offset amount defines how hard it appears to shake. Or you could just look at what happens about half way through this video(it was the best I could find, sorry): http://www.xfire.com/video/60b96/
It's a framework for manipulating terrain in unconventional ways; inspired by the Zeppelin mod, but can also be applied to all sorts of things like felling tree physics and Portal-style world portals. Even better, its theoretical limit's going to be in the millions of blocks. But there is still a tremendous amount of work to be done, so whatever you do, don't let yourself know about it just yet.
If you can make Portal 2- style portals, REAL ones with physics and all, see-throughness, varible position(AKA not like how the portal mod did it) and proper momentium saving and transfering, I will *INSERT HERE*. Fill in the blank with anything you want.
Edit: Allthough, I have to say, I don't get it. Could you tell me what exactly it is doing? Because I can't tell from the video. Don't be afraid to get complicated with the explanation, I prefer more complex explanations then simple ones anyway.
Minecraft IGN - Buggy1997123
Age - 14
Did you vote for us? - Yes
How Did You Find Us? - I was looking around for a decent Minecraft server, and yours is the best one out of all 50+ servers I looked into.
First of all, this isn't a complaint about Notch not paying attention to bugs or ANYTHING like that, I just don't get some bugs that smp gets and how their even possible.
Like for example, smoke particles, they don't show up on Endermen(scratch that, just checked, they do have smoke, but the others still apply), or when other players break something, or things like that. Why? I really don't see why those just don't show up. Same goes for block breaking animations from other players breaking blocks, or why swings look much slower to someone else then they do in first person. Those all work in ssp, I just don't get why they don't work in smp.
Could someone put together a fix for smp that makes Endermen become agressive like normal when you look at them? It kinda takes out the fun of them when you can stare right at them and they don't even flinch.
Hey Robinton, could you add a little redundancy to Cubic Chunks? See, a friend and I run a server, and we are trying to get it so that someone can at least join to try out the server before they install the mods it will include(IC2, CC if you do this, Planes if it ever goes MCF, and maybe a few other things) Im working on getting someone over on the Forge thread to tell me how to disable the autokick you get when you lack some of the mods, so that just leaves CC. And what I mean by redundancy is that it will send normal 16x16x128 chunks to a client if it fails to detect CC. And it doesn't matter if they can't see above or below the normal chunk height or if something wacky happens when they try to go above or below it, I just need a vanilla client to be able to play within the standard 128 height area.
(Also if you had any ideas as to how I could disable the Forge autokick thing please share them.)
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He meant not requiring a nether wart as a base ingredient first to add other ingredients.
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Fr0stbyte124 has created exactly what you guys need: http://www.youtube.com/user/fr0stbyte124#p/u
Far more suited to what your trying to do in my opinion, heres his explanation of how it works:
(Note that he is refering to one of the first videos of this in this qoute.)
The system he is using is almost exactly what you want to use for starships, its perfect!
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Wow, two questions: How many of those 'World Renderers' are used to display this ship? 500-ish?
And can the WR's be updated often without any sort of large performance hit? Like for lighting updates, could you update those on a large ship, or when a block changes visually(furnaces lighting, doors opening/closing, pistons moving) could you update that in real time?
And does it support effect-sprites? Aka torch flames, redstone particles, explosion effects...
Also, I have to say, you suprised me with the WR things, I though Minecraft rendered the world as prerendered single polygons, not prerendered entire chunks.
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.... What? Its a frikkin dragon. That can fly. And probably breath fire. And has razor sharp claws. And if its a Ender dragon(and it is) then it can probably teleport.
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To make it shake the ground, might I suggest using the same technique Valve uses on the Source engine? Or instead of me making you look it up I could just tell you I guess, they offset the screen view randomly and the offset amount defines how hard it appears to shake. Or you could just look at what happens about half way through this video(it was the best I could find, sorry): http://www.xfire.com/video/60b96/
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Wat? As in, implementation interest?
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If you can make Portal 2- style portals, REAL ones with physics and all, see-throughness, varible position(AKA not like how the portal mod did it) and proper momentium saving and transfering, I will *INSERT HERE*. Fill in the blank with anything you want.
Edit: Allthough, I have to say, I don't get it. Could you tell me what exactly it is doing? Because I can't tell from the video. Don't be afraid to get complicated with the explanation, I prefer more complex explanations then simple ones anyway.
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0
Age - 14
Did you vote for us? - Yes
How Did You Find Us? - I was looking around for a decent Minecraft server, and yours is the best one out of all 50+ servers I looked into.
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Like for example, smoke particles, they don't show up on Endermen(scratch that, just checked, they do have smoke, but the others still apply), or when other players break something, or things like that. Why? I really don't see why those just don't show up. Same goes for block breaking animations from other players breaking blocks, or why swings look much slower to someone else then they do in first person. Those all work in ssp, I just don't get why they don't work in smp.
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(Also if you had any ideas as to how I could disable the Forge autokick thing please share them.)