- frumbert
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Member for 13 years and 18 days
Last active Mon, Nov, 20 2017 06:33:41
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- 692 Total Posts
- 43 Thanks
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Oct 12, 2011frumbert posted a message on Digital Diamond: Nikifim to AltmisWhen will your book be out? It would be great to have the map and book be released at the same time - so I could read the book and explore your world all at once. No spoilers!Posted in: News
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Oct 7, 2011frumbert posted a message on Curse Needs Your Help!I don't know why i bought a widescreen monitor. Web sites seem to be getting narrower and narrower.Posted in: News
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Oct 3, 2011frumbert posted a message on Last Chance To Get Good Rates for MineCon!will there be livestreams of the entire minecon?Posted in: News
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Sep 28, 2011frumbert posted a message on 1.9 Updates: Old Score Gone, Experience Possible Substitutenooooo! reverse it, only get to SAVE in hardcore mode. Everything else is deleted on death!Posted in: News
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Sep 27, 2011frumbert posted a message on MineCon 2011 Premium Sweepstakes Contest Starts Now!Next time have a comp that is only available outside the US. You'll have about 95% more entries.Posted in: News
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Sep 20, 2011frumbert posted a message on Digital Diamond: Minecraft Parkourwhat's the texture pack?Posted in: News
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Sep 9, 2011frumbert posted a message on Want to play 1.8 Early? Here's How!oh well, stop playing thenPosted in: News
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Sep 6, 2011frumbert posted a message on 1.8 Updates: Update Date Revisedis that the 8th my time or us time? I get to the 8th at least 16 hours ahead of the us. It should be released on the 8th either at UTC time or in the +12 timezone, which is the first instance of the 8th.Posted in: News
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Sep 6, 2011frumbert posted a message on Mojang Releases Trailer For Minecraft 1.8yay, finally putting a point inPosted in: News
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Sep 4, 2011frumbert posted a message on 1.8 Updates: Changing the Chestswhat would he know though?Posted in: News
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Aug 10, 2011frumbert posted a message on Helpful Hints: Redstone TutorialI can't just click the "helpful hints" or "digitial diamonds" text and go to that category of videos... that would be the obvious thing for those logos - not to open the same thing in a lightbox.Posted in: News
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Aug 5, 2011frumbert posted a message on Bethesda, Mojang & "Scrolls"I'm going to make a game called "The A Of" and sue everybody for using those words anywhere ever, because these cases hold lots of water.Posted in: News
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Jul 31, 2011frumbert posted a message on Digital Diamonds: Rainbow Runneryoutube have taken it down, but the picture of their video player with the video in it is still there, so how does that workPosted in: News
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Jul 21, 2011frumbert posted a message on Notch Reveals Leveling and PermadeathWow I hope that permadeath is in at all levels and turned on by default and you have to turn it off, otherwise it loses all its meaning. This is basically how I like to play anyway.Posted in: News
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Jun 6, 2011frumbert posted a message on Minecraft Coming To Xbox Kinect This WinterI hope this isn't a cast of Microsoft throwing a lot of cash your way in order for you to take your popular game and port it to their unpopular platform. If it works out, good for you and good for microsoft. If it doesn't work out then it sucks to be you since you now have to also support a dud platform, and microsoft will find another project to throw cash at instead.Posted in: News
Anyway, I tossed my XBOX360 years ago (first I ditched the PS3, what a great descision!) when I realised how much more efficient my PC was at doing the same stuff. Better power comsumption, better value for software, better value of service and upgrade. XBOX360 was a dead platform back then.
Anyway, I can't see how Kinect will work for Minecraft. I can see that the two can be connected together but I can't see it being a happy marriage. It's just like MS to say "Ooh ooh, we've got a new tech, stick it in that, sure it will work", without understanding the reason the underlying technology works and when it doesn't. - To post a comment, please login.
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aah, nice. duh, of course. is there a way to take the javadoc from say http://www.paulscode.com/docs/SoundSystem/ and put it into eclipse?
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I could move all the spawnParticles out into the randomDisplayTick() inside each of the block types I'm testing to see if that works. Not as "neat" but I'm finding that neatness isn't a big part of mc code (or following the same design pattern in different parts of the game...)
I'm not sure that block is the best class to draw particles from for world particles like this, player or world might be better anyway. Trial and error.
Cheers, I think you have helped me stumble along some more :-)
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a) What class is the best place to play sounds from? I could perform a test of the current biome in Block.java but calculating the current biome per block is crazy (there doesn't seem to be a global that stores the current player biome)
is there a way to determine if a sound is already playing, or queue the sound to loop? E.g. stacking multiple sounds on top of each other a-la "is raining" sound is not working for me.
c) when transitioning sounds (e.g. moving from one biome to another) is it possible to fade out one playing sound and fade in another?
Paulscode doesn't appear to be documented in the mpc javadoc so I don't know how it works except for the 3 or so methods used by mc.
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if the crash is anything to go by then yes the probably is.
The problem is that I don't know what it is. It *seems* to be related to when EntityPickupFX is drawing something, which appears to be seperate from the normal entityfx renderer.
Is there a programatic way to determine if the tesselator is currently drawing something and determining the stack at that point? So I can try to work out why the sudden new behaviour / crash.
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My new particles are being added (in Block.java) like this:
Particles are spawned pretty much the same way as any other EntityFX particle; though there's a new effect renderer which doesn't seem to be related (if I unhook it it still crashes). It's renderer is just a proper alpha blender rather than the clamped/solid standard renderer; it looks like this:
I can't work it out. TryCatching over the error doesn't seem like a good solution...
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the mod you liked to (and all by that author) handily have source code so people like myself can learn from them. It's great that you pointed me at this one as the code is realtively easy to follow, just trying to work out the strangely convoluted rendering system that mc has in it. I had also thought that particles in particular would benefit from a shader based light alteration implementation and forget the mc renderers - but that's a bit beyond my current skill level (though I guess it's just a matter of learning glsl I guess, maybe one day).
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I think that if physics worked differently in the sky realm that might help.. e.g. blocks fall only so far then slow down and float. Ditto with the player or mobs falling - the sky is like a gelatin that you can smack into with enough velocity, but move through with low velocity. Having islands the size of one biome in and around each other that do not project as much shadow downwards (because "all" is sky) and allowing the player or mobs to fall off them to navigate between without dying on impact would make this sort of thing much more fun! (yay fun to jump off the world, oops landed in lava in the biome underneath)
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Also, Sirius B probably doesn't exist anymore, except as old light.
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