It takes dedication above all else! I will most certainly be doing furniture soon!
It took quite a bit of work to get the cloth texture where it is now, but it was worth it! I'll probably get a release out soon, I just want to do a few more textures before I do.
Very good to hear!
I hadn't noticed the particle effects until now, and the skulls have to be my favorite. I like to think of them as spirits being liberated from enthrallment. The only thing that could make them any neater is coupling them with a spooky lantern or brazier.
That aside, I can't wait to use the pack when it is more complete. I understand that you need inspiration to do good work, but I think you should focus on the more common objects like crafting benches, chests, and the like. I find that the bright and colorful default textures don't exactly blend seamlessly with your designs.
I really enjoy the revised cloth, along with the snow you've shown. Do you have plans to update the pack with them soon?
Okay, I found out that some people couldn't create a new account due to their client being 'out of date'. This problem is fixed. I was fixing a bug and compiled when I thought I had just saved. The client is still current and you do not need to redownload yet.
I'm sorry to inform you that this issue is not yet resolved. I downloaded the client (and accompanying runtime pack) but moments ago and attempted to register, failing with the error "Client out of date." I'm looking forward to playing once this is patched up again.
A really great retexture so far, I didn't like the look of the torches either though, so I made some editions. They're now a sort of Jacob's ladder thing (electrical arcing); though they didn't turn out as well as I had hoped. I also changed the chest and cage textures to fit the theme.
Oh, I also made the sand and gravel blocks smoother (As they are affected by gravity, they wouldn't be riveted to the surrounding blocks. I couldn't always tell the difference between gravel and stone :Sheep:).
Edit: I almost forgot about the mining animation edit; the rivets on most blocks will be removed, and then the block will break.
I absolutely adore Sonic CD. I remember playing it when I was very young, having no idea what I was doing, and drowning in a particular spot 3,000 times. I also particularly remember the music from Sonic 2. I found most of the tracks to be very good.
Quote from TheoX »
I don't really plan on getting one of those unless I become a crazy game collector like the Angry Video Game Nerd.
They ported it to Windows operating systems not long after its release, so if you manage to find a disc (or obtain it through other means...), you could play it. I'm fairly certain there are Sega CD emulators out there too, if the Windows port isn't an option.
Uh oh! Didn't Notch say that if we distributed the .jar, he'd stop showing sneak-peeks?
I recommend you only put the files you modified into an archive, let people toil to install it themselves (It's not as if it's that difficult in the first place), and remove that link ASAP!
Quote from tennist0 »
btw, thank you for putting the .jar right into the zip file. It makes things so much easier, I wish others would do the same.
No, this is bad and nobody should ever do it again. I am fearful for /Indev/.
Crafting is only in the "/Indev/" version, which is available to users who have bought the game. The survival test does not contain crafting. Diamond is only found in /Indev/.
Quote from Corny105 »
And although it has nothing to do with this, why does it say out of the water below my name? Was that my online/offline status at the time?
I believe you could also use omen to change the "edge ground height" to below the lowest point in your crater, and make a tunnel to the edge of the map. The "edge water height" should also be below that, or the tunnel would flood with water. Without the ground there, the lava will flow out and the crater wouldn't fill. At least I don't think it would.
The only downside to this would be the huge cliffs it would form on the borders of the maps.
Hah, if Notch ever adds in the adamantine thing with floating islands, it would NOT be wise to build underneath one. Somebody could go up and mine all of it, and the island would come crashing down.
Quote from matthew102000 »
but- that would be no fun, adding paradise theme in! the peoplewould go search for paradise theme to build a base! that means 90% reduction in monsters...
By paradise theme, I think they mean the aesthetics and resources. Night would still come, along with monsters.
I like the idea too but I'm just afraid that it might make it run too slow on my computer. I have an old computer which is well enough for running normal sized maps in the current indev version without problems but that idea sounds like it's gonna be heavy on the hardware... :|
My computer is quite old also, but as I understand it, it wouldn't be too taxing on the client. There would be a permanent amount of fog to remove the need to render infinitely into the distance, and other mechanics would only be performed in your area, in single player at least.
It would be INCREDIBLY taxing on multiplayer server hosts, unless Notch works out some miraculous code.
Quote from TomThePolymer »
I'm strongly against this. It would ruin mutli player, unless you had very many people on at once. Like others have said, there would be no competition for resource. The whole idea of cities and village don;t work very well either without many people. Who wants cities with a population of 2?
Maybe a migration system instead of freely walking around an infinite map. When resources start become scarce on one map, you can get some people together and have then go to a new area. It would be limited, you could only do it after so many days.
I think infinite maps would promote some sort of economy rather than war. Game modes like CTF and other competitive things would probably still take place on a restricted map.
Keep in mind, this will probably be an option, and not a required feature for every server.
If we ever do get infinite maps, which I hope we will, I think ores should be placed more sparsely (though in higher quantity), on multiplayer at least. The way it is now, if you needed something you're probably able to go and find it for yourself. If resources were spread out more, it would encourage multiple settlements and trading, adding a whole other layer to gameplay.
As far as crop and tree growth breaking, think of it in terms of real life. Are you going to leave a farm untended, expecting the crops to be in perfect condition and ready for harvesting when you return?
Infinite maps would also remove the the ability to horde resources on a map, along with other issues, but I think that's already been discussed.
I am strongly for infinite maps, though, as others have said, multiplayer should probably be added first.
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Very good to hear!
I hadn't noticed the particle effects until now, and the skulls have to be my favorite. I like to think of them as spirits being liberated from enthrallment. The only thing that could make them any neater is coupling them with a spooky lantern or brazier.
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That aside, I can't wait to use the pack when it is more complete. I understand that you need inspiration to do good work, but I think you should focus on the more common objects like crafting benches, chests, and the like. I find that the bright and colorful default textures don't exactly blend seamlessly with your designs.
I really enjoy the revised cloth, along with the snow you've shown. Do you have plans to update the pack with them soon?
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I'm sorry to inform you that this issue is not yet resolved. I downloaded the client (and accompanying runtime pack) but moments ago and attempted to register, failing with the error "Client out of date." I'm looking forward to playing once this is patched up again.
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Oh, I also made the sand and gravel blocks smoother (As they are affected by gravity, they wouldn't be riveted to the surrounding blocks. I couldn't always tell the difference between gravel and stone :Sheep:).
Edit: I almost forgot about the mining animation edit; the rivets on most blocks will be removed, and then the block will break.
Feel free to do whatever with the edits.
Smoth Chests (Depicted)
Riveted Chests
Thanks again for the wonderful retexture!
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They ported it to Windows operating systems not long after its release, so if you manage to find a disc (or obtain it through other means...), you could play it. I'm fairly certain there are Sega CD emulators out there too, if the Windows port isn't an option.
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Anyway, I'm sure Notch isn't going to freak out, I just want this to be contained.
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Uh oh! Didn't Notch say that if we distributed the .jar, he'd stop showing sneak-peeks?
I recommend you only put the files you modified into an archive, let people toil to install it themselves (It's not as if it's that difficult in the first place), and remove that link ASAP!
No, this is bad and nobody should ever do it again. I am fearful for /Indev/.
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Thirdly, what are you talking about?
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So that would end up looking like 324,000,000,000,000,000,000,000,000,000,000, unless I'm mistaken. That's 30 zeroes, versus a billion's 9.
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Ignore the pork chops; I killed a pig.
Other than the inventory, it's looking good so far.
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The only downside to this would be the huge cliffs it would form on the borders of the maps.
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By paradise theme, I think they mean the aesthetics and resources. Night would still come, along with monsters.
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My computer is quite old also, but as I understand it, it wouldn't be too taxing on the client. There would be a permanent amount of fog to remove the need to render infinitely into the distance, and other mechanics would only be performed in your area, in single player at least.
It would be INCREDIBLY taxing on multiplayer server hosts, unless Notch works out some miraculous code.
I think infinite maps would promote some sort of economy rather than war. Game modes like CTF and other competitive things would probably still take place on a restricted map.
Keep in mind, this will probably be an option, and not a required feature for every server.
EDIT: What kholhaus said.
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As far as crop and tree growth breaking, think of it in terms of real life. Are you going to leave a farm untended, expecting the crops to be in perfect condition and ready for harvesting when you return?
Infinite maps would also remove the the ability to horde resources on a map, along with other issues, but I think that's already been discussed.
I am strongly for infinite maps, though, as others have said, multiplayer should probably be added first.