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Enzer posted:They set it up so that the villager mob detects "houses" (they look for doors walls and a roof) and then depending on the number of them they start multiplying, this is kind of neat since you can make cities and they will populate them for you. What if I want to kill all the squid freaks and live in the houses they built without them popping back up? Though there would be some pleasure in clearing out an infestation if they did decide to respawn.
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# ? Feb 27, 2012 05:53 |
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# ? Apr 26, 2024 14:15 |
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Gentwise posted:Also is it possible to make ramps in the engine? Like can you orient the little building grid vertically to carve a hole in a wall or extrude something horizontally, or is that not in yet? Just wondering. Willie Trombone posted:I'm just curious, but are surfaces in your engine fundamentally locked to being only either vertical or horizontal? I went away and tinkered for a while, and now I've changed my answer to these questions. Slopes! http://www.youtube.com/watch?v=6_cmes43YwI Please ignore the lack of lighting and terrain in this video. I now have the gameplay side of this game fully planned out and cannot wait to move into that phase. I do plan on charging for the game one day, but I've promised myself I won't charge a cent until it moves beyond the 'creative' mode it currently is and the actual game starts showing itself. I've got a few more bullet points to tick off on my todo list before I can being the GOONTEST (thread included).
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# ? Feb 27, 2012 10:39 |
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DuFfY posted:I went away and tinkered for a while, and now I've changed my answer to these questions. Sweet! May I ask how you store world data? Will it grow the more you modify the world or stay more or less constant (as a pure array of block id's as in minecraft / my lil clone)?
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# ? Feb 27, 2012 11:27 |
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What kind of gameplay do you have planned? I mean, it's all right if you don't want to get too specific for fear of promising more than you can deliver or building our hopes up too much, but surely you can at least tell us the focus of the gameplay.
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# ? Feb 27, 2012 11:31 |
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It is not a voxel engine - storage requirements increase as world complexity does, but even the most complex of structures do not add too much overhead. I was running a dedicated server for an hour with a couple of friends with full world generation enabled, the server's memory usage peaked at 8 MB which I was happy about. The cients were using about 1.5x this due to some extra render data I store. Network-wise, the clients are capable of generating the world from the server's seed and any deltas are sent down the pipe. This means exploring the world on a server doesn't tax the network too much. Gameplay wise, the basics are:
I've got a pretty solid and realistic idea for what I want out of version 1. I've got a second notepad dedicated to feature creep and countless other ideas, but I suppose I've got to be realistic. Motivation - I don't plan on charging a cent until the gameplay is fleshed out. DuFfY fucked around with this message at 12:21 on Feb 27, 2012 |
# ? Feb 27, 2012 12:19 |
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I really like the sound of that. Enough of a point of difference from MC (especially since you're getting away from the pure block model) but still with a nice mix of building, exploring, and fighting poo poo.
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# ? Feb 27, 2012 12:28 |
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DuFfY posted:It is not a voxel engine - storage requirements increase as world complexity does, but even the most complex of structures do not add too much overhead. I was running a dedicated server for an hour with a couple of friends with full world generation enabled, the server's memory usage peaked at 8 MB which I was happy about. The cients were using about 1.5x this due to some extra render data I store. Network-wise, the clients are capable of generating the world from the server's seed and any deltas are sent down the pipe. This means exploring the world on a server doesn't tax the network too much. Wow, such a big difference in memory usage. My 512^3 * sizeof(int) data structure is... big. I'm gonna make it smarter soon to only load what is needed chunk-wise but still, in a multiplayer setting where people are all over the place it will require alot of memory.
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# ? Feb 27, 2012 13:04 |
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Bicehunter posted:Wow, such a big difference in memory usage. My 512^3 * sizeof(int) data structure is... big. I'm gonna make it smarter soon to only load what is needed chunk-wise but still, in a multiplayer setting where people are all over the place it will require alot of memory. Wait, you just have a huge multidimensional array storing your voxel data? Why not an oct tree? Especially with all that contiguous blocking you have.
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# ? Feb 27, 2012 13:07 |
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PAINTERLY PACK UPDATE AS ALWAYS: CLEAR CACHE AND FORCE-REFRESH THE PAGE BEFORE TRYING TO MAKE A PACK AFTER EACH PATCH, OR YOU WILL GET ERRORS/MESSED UP THUMBNAILS. As is the custom, everyone here gets the skinny first. I've updated everything to 1.2 compliance, since the patch is supposed to hit live this week sometime, and also added/expanded several existing options, as well as added some custom biome/lighting overrides for anyone who uses MCPatcher. Here's a preview of most of the new stuff: Some stuff to expect this time around: - Vase variant for cauldrons. - Additional Zekey-style dyed cloth block option with varying patterns. - "Wave" and "Burst" booster rail options for all track types. - Biome version of the RPG grass. - Candy jellybean option for redstone ore to match jellybean redstone wire. - Ornate bow option in 3 styles. - Cherry option to replace apples. - All existing lightmaps updated to MCPatcher compatibility by Brae53. - Giant brick (by Mug of Bro), aged brick, and rough stone and mortar brick options. - Rough stone and large stone options for bricks. Separated bricks from brick icon options. - Added corn crops, and several new types of crop seeds/corn-based wheat and bread. - Separated seeds, bread and wheat from crop choices, added several existing seeds/food items to these options. - Added alchemy table GUI without bottles. - Added 9 new biome options: seasonal, harvest, golden harvest, surreal, emerald, dark emerald, green swamp, brown swamp, and wasteland. - Added option to include MCPatcher files for swamp biome, swamp grass, pine trees and birch trees. - Added machete graphic to shears options. - Added bone torches to torch options. - Added soul sand skulls options to end stone options. - Added several wooden trellis options to metal fence options. - Added grey nether stone options to cobblestone, mossy cobblestone, and cracked cobblestone. - 11 new EXP potion options. - 31 new lamp options. - 6 new sapling options. - 8 new tree bark options, including jungle tree bark and several monster barks. - 17 new jungle-themed leaf options. - 15 cat options: Roamin, orange tabby, grey tabby, white, black, tuxedo, mottled, calico, tortoiseshell, tiger, siamese, ocelot, revolver ocelot, Johnny Cat, and meowshroom. - 12 golem options: light and dark stone golems in plain, red flower and yellow flower, laputa golems in new, aged and overgrown, iron golems in new and classic style, and a redstone-powered robot. I don't have preview images for the cats or golems yet - I'll work to get those up soon. Grab it at the usual place, and as always, thanks for your continuing support. I hope everyone likes the latest round of stuff!
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# ? Feb 27, 2012 13:13 |
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I'm compressing world data packets with zlib, that could help a bit too. Depending on how its structured it could compress down quite nicely. I just checked out your latest vids Bicehunter, I'm liking the elevators. I'm picturing automated mining paths where resources are pulled from a reservoir and flow along a series of elevator gravity tube things (sideways too!) back to your house and into a storage capsule. Kind of like the Aperture Science Excursion Funnel.
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# ? Feb 27, 2012 13:14 |
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MikeJF posted:Wait, you just have a huge multidimensional array storing your voxel data? Why not an oct tree? Especially with all that contiguous blocking you have. Its a octtree backed by a "simple array". Finding neighbours between the individual blocks between the leafs of the octtree (the octtree is not down to single block level, that would cost to much and run slow as hell) is much faster when operating on an array index (+1, -1, -w +w, -w*h +w*h) (its not multidimensional, it is 1d, w*h*d). The octtree is used for frustum culling to decide what leafs are rendered or not, the leafs are also used to decide occlusion culling, this will bubble up in the octtree to remove large branches for next frame, these leafs will only be rendered again for occlusion culling if they passed the frustum culling check. The time it will need to evaluate and create the model for an oct-tree where it has variable size of blocks (ie, a 2*2*2 meter stone block is stored as a oct-tree entry with that size, not 8 blocks in an array) and also finding neighbours for recalc, removal etc etc is going to make things crawl when the complexity is large enough.. thats what I think atleast. Maybe I will try it out some day. Nothing with this engine is set in stone, it is still what I would call experimental. But trying to optimize to much before moving on will just result in it never getting anywhere. Using memory is not a bad thing as long as it is within resonable levels. But, if you have ideas and want to share them, please do, I'm not stuborn :P Can't promise I'll try it out tho if it requires to much tinkering with the current code base.
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# ? Feb 27, 2012 13:29 |
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kas posted:PAINTERLY PACK UPDATE I really dig those bricks. I'm really looking forward to seeing the stuff live. Speaking of, kas, do you know what Jeb was talking about on his Twitter, regarding: "A few months ago I said F3+T reloads textures... Well, it doesn't work nicely with zips, so finally I added a folder-based tex pack reader" Have the file structure changed, like needing them to be un-zipped or?
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# ? Feb 27, 2012 13:32 |
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DuFfY posted:It is not a voxel engine - storage requirements increase as world complexity does, but even the most complex of structures do not add too much overhead. I was running a dedicated server for an hour with a couple of friends with full world generation enabled, the server's memory usage peaked at 8 MB which I was happy about. The cients were using about 1.5x this due to some extra render data I store. Network-wise, the clients are capable of generating the world from the server's seed and any deltas are sent down the pipe. This means exploring the world on a server doesn't tax the network too much. I can't wait to play this. I really, really can't, this sounds incredible.
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# ? Feb 27, 2012 13:38 |
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DuFfY posted:Motivation - I don't plan on charging a cent until the gameplay is fleshed out. If it can run on my PoS laptop or MacBook Pro, I'm giving you money. It sounds great. The same thing goes to Bicehunter.
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# ? Feb 27, 2012 13:43 |
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Are there any good Minecraft server hosts? I have somewhere between four and ten friends who want to play on a server together but we don't have an extra box to run as a server as far as I know. Looknig through some threads on Micecraft hosting, I see a lot of providers but it's hard to know if any are legit.
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# ? Feb 27, 2012 17:16 |
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entris posted:Are there any good Minecraft server hosts? I have somewhere between four and ten friends who want to play on a server together but we don't have an extra box to run as a server as far as I know. All the ones in the OP are great, but I like akliz.net the best. DuFfY, I have always wanted minecraft to get harder the further you got from spawn, so your game looks amazing and cannot wait till a public test release.
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# ? Feb 27, 2012 17:33 |
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I know Akliz is goon-run, in fact I think it is run by SMP (of the SMP texture pack fame) and the name gets thrown around quite frequently. Not sure if it's (still) good/still run by him. e: reload before posting!
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# ? Feb 27, 2012 17:33 |
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lordfrikk posted:I know Akliz is goon-run, in fact I think it is run by SMP (of the SMP texture pack fame) and the name gets thrown around quite frequently. Not sure if it's (still) good/still run by him.
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# ? Feb 27, 2012 17:36 |
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It's not goon-run, as far as I know, but I'm currently playing on a server hosted by mpserv, they used to be MCServ or something like that. http://www.mpserv.net/
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# ? Feb 27, 2012 18:19 |
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I went ahead and signed up with minehost.org, since that's what Wilson uses and I have played on his server.
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# ? Feb 27, 2012 18:28 |
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I'm somewhat new to Minecraft so I was wondering if someone could quickly explain how updates work. The current release version of Minecraft is 1.1 but I see the beta is at 1.8 and the future release version is going to be version 1.2? So Mojang has developed the game up to 1.8 but still haven't even released 1.2 yet? Am I on the right track?
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# ? Feb 27, 2012 18:38 |
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Orange_Lazarus posted:I'm somewhat new to Minecraft so I was wondering if someone could quickly explain how updates work. The current release version of Minecraft is 1.1 but I see the beta is at 1.8 and the future release version is going to be version 1.2? So Mojang has developed the game up to 1.8 but still haven't even released 1.2 yet? Am I on the right track? Not at all. Minecraft was in alpha/beta up until the "release" at Minecon. It got to 1.8 in beta (and 1.9r5 in pre-release snapshots) before getting reset back to 1.0 for release.
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# ? Feb 27, 2012 18:57 |
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Orange_Lazarus posted:I'm somewhat new to Minecraft so I was wondering if someone could quickly explain how updates work. The current release version of Minecraft is 1.1 but I see the beta is at 1.8 and the future release version is going to be version 1.2? So Mojang has developed the game up to 1.8 but still haven't even released 1.2 yet? Am I on the right track? A History Of Minecraft Version Numbering In Minecraft Classic, the versions were numbered X.Y.Z_bugfix until version 0.0.23_a, when notch decided it was to much of a hassle and just called the next version 0.24. When Survival was initally being developed, it went from versions 0.25 - 0.29 privately, and the final free release, still playable on the website was 0.30. Paid versions of Minecraft started as 0.31, before becoming Minecraft Indev and Infdev, which did not have a version number. When Minecraft Alpha was released, it was Minecraft Alpha 1.X.Y_bugfix from 1.0.0 until 1.2.6, then Beta started, restarting at Minecraft Beta 1.0, and continuing until the final version of beta at 1.8.1. When Minecraft was "released", the beta tag was removed, and version numbering restarted at Minecraft 1.0. Around this time, prerelease versions started coming out, first as Minecraft 1.X prerelease Y and later as the current system of Minecraft yywxxa where yy is the year, xx is the week, and a is the current version (ex. 11w50c would be the third release of the fiftieth week of 2011.) To answer your question, Minecraft Beta 1.8 is older and has less stuff as Minecraft 1.1. (Not to be confused with Beta 1.1, Alpha 1.1 or Classic 0.0.11 ) Why do I know so much about this.
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# ? Feb 27, 2012 19:03 |
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tinaun posted:Why do I know so much about this. ...would be my question! I've followed Minecraft since late alpha but this is a bit...
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# ? Feb 27, 2012 20:01 |
DuFfY posted:
Looking forward to this a lot. All it needs is some really compelling terrain generation (stuff like dramatic mountains and vast oceans) and it'll pretty much be perfect.
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# ? Feb 27, 2012 20:42 |
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If you're going to do an adventure thing, please don't make the difficulty based on waiting, grinding, and mashing the mouse button.
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# ? Feb 27, 2012 21:41 |
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tinaun posted:A History Of Minecraft Version Numbering Have you considered rewriting the minecraft wiki version history page? What you wrote is a lot more concise than what's currently there.
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# ? Feb 28, 2012 04:49 |
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So, bukkit has joined mojang.Hadlock posted:Have you considered rewriting the minecraft wiki version history page? What you wrote is a lot more concise than what's currently there. I was pretty active in the minecraft wiki until a couple months ago, I might check out some of the articles that need rewriting when I have more time.
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# ? Feb 28, 2012 17:26 |
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Hey if something I make (say, a powered rail or a button) is protected by Essentials.Protect, how do I turn off that protection so that other people can use the button? I made one of those one-way powered rail stations where the cart comes to a stop and then you push a button and it comtinues on its way, but my friend was having trouble getting the button to work.
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# ? Feb 28, 2012 17:37 |
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tinaun posted:So, bukkit has joined mojang. Hahahaha I totally called this months and months ago. The bukkit team is such a piece of poo poo for essentially stealing and then dicking over hey0 that December and now they are part of mojang. So now the official modding is nothing more than a fancy wrapper around the minecraft jar instead of getting true interfaces to some of the core minecraft classes.
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# ? Feb 28, 2012 17:38 |
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Okay, how the gently caress do I get minecraft working at a level that doesn't murder my computer? It used to play perfectly fine but now it inevitably ends with the entire game lagging to the point of freezing. I've installed optifine/mine, which has helped, but not by much. Specs are 2.2ghz core 2 duo, 2 gb of ram and nvidia 8600m 512mb videocard on a fresh install of windows 7 pro 32bit (yes, with all of the latest video drivers).
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# ? Feb 28, 2012 18:09 |
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change my name posted:Okay, how the gently caress do I get minecraft working at a level that doesn't murder my computer? It used to play perfectly fine but now it inevitably ends with the entire game lagging to the point of freezing. I've installed optifine/mine, which has helped, but not by much. Specs are 2.2ghz core 2 duo, 2 gb of ram and nvidia 8600m 512mb videocard on a fresh install of windows 7 pro 32bit (yes, with all of the latest video drivers). • Hope Jeb optimizes the code or something in the future • Complain a lot in this thread
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# ? Feb 28, 2012 18:12 |
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Yeah but now I don't even play anymore because it's become unmanageable.
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# ? Feb 28, 2012 18:17 |
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poemdexter posted:Hahahaha I totally called this months and months ago. The bukkit team is such a piece of poo poo for essentially stealing and then dicking over hey0 that December and now they are part of mojang. quote:So now the official modding is nothing more than a fancy wrapper around the minecraft jar instead of getting true interfaces to some of the core minecraft classes.
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# ? Feb 28, 2012 18:39 |
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fondue posted:I thought that hey0 wanted to get out of minecraft modding? He did after the IRC admin convinced the devs that were helping hey0 to jump ship to bukkit. It's such a sleazy thing and makes me really mad that the idiots might actually see money for essentially stealing hey0s code and refactoring it.
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# ? Feb 28, 2012 18:55 |
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I remember Poem on PP back in the day you were basically calling this from Day 1. I am hoping they do a good job but I have my doubts...
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# ? Feb 28, 2012 18:58 |
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entris posted:Hey if something I make (say, a powered rail or a button) is protected by Essentials.Protect, how do I turn off that protection so that other people can use the button? I made one of those one-way powered rail stations where the cart comes to a stop and then you push a button and it comtinues on its way, but my friend was having trouble getting the button to work. Essentially this. Bukkit has some HUGE doubts to overcome, and I can tell you right now the client-side modding parts of the community are going to be furious with this decision. Curse, Bukkit (and their refusal to acknowledge client side mods) and all the other silly missteps Mojang makes are going to make for a fun next year or so.
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# ? Feb 28, 2012 19:08 |
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I guess I missed it, but can someone sum up the story with hey0 and Bukkit? Also, this merger should have happened long ago. It's just going to be harder for modders to adapt now that the mod scene has grown so much. Overall, I'm thinking this will be for the better. As a server developer, I really dislike the idea of users having to install some client mods in order to log into a modded server. The integration of client and server modding API hopefully means some more complex "out of the box" capabilities! Of course the drama is going to be fantastic too. [Edit] Really, all I want out of Minecraft now is an official client-server API.
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# ? Feb 28, 2012 19:29 |
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Jeb was doing so good too... Welp, I guess there's still Cube World and Starbound, and hopefully they'll be managed by competent people with some sense of what they're doing.
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# ? Feb 28, 2012 19:32 |
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# ? Apr 26, 2024 14:15 |
Really, all I want out of Minecraft now is a game that's like Minecraft but made by someone else.
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# ? Feb 28, 2012 19:34 |