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Nenonen posted:Bork bork bork! Yeah very funny you racist.
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# ¿ Sep 22, 2011 17:50 |
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# ¿ Apr 20, 2024 07:21 |
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Honeydew posted:For Mushroomy and Mooshroomy goodness use the seed 5630765669477878057 and go to x:+50 z:+160 thank yooooou *edit* Bicehunter fucked around with this message at 23:39 on Sep 22, 2011 |
# ¿ Sep 22, 2011 23:32 |
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ascii genitals posted:I posted a link to a small server I'm running awhile back and have a small group of people who have been playing. My IP changed recently and I haven't been able to find a few of you (elogain, danith, and others). The new IP is 174.109.163.170:420. If anyone else wants to come check out what we've made and gently caress around feel free. Hey Have some problems with minecraft and out of memory bug/crashes :/ Soo waiting for that to get fixed before I play again.
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# ¿ Sep 27, 2011 18:31 |
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CJacobs posted:What's funny is that your point is completely null because Bethesda's developing studio is not in charge of the law-based portion of their company, and therefore the Bethesda everyone knows and loves has no part in this and they in fact find the lawsuit pointless, but they can't do much to stop it now that Mojang has made it known, paraded it around, joked about it like it was no big deal, and then agreed to take it to court! It's really funny how nobody seems to know this (read: annoying)! And as well, Bethesda's law office has no case because "Scrolls" is not "The Elder Scrolls" and as long as Mojang acknowledges that TES is a thing that exists and they respect the right to not steal any of their poo poo, Mojang will likely come out of this lawsuit with an undeserving sense of pride! So, what you are saying is that it isn't the programmers suing, it is the lawyers? Wow, great insight.
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# ¿ Sep 28, 2011 03:16 |
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seal it with a kiss posted:I hadn't played since 1.4, so there's a lot of new stuff that I've been enjoying. I've been trying to get a portal to the Nether working on a server that I play on, but all it does is catch on fire. Does a certain server setting need to be on, or am I missing something here? I block to low.
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# ¿ Oct 8, 2011 17:35 |
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Bolian Blues posted:This is exactly why Yogscast is hilarious (sorry Xephos). One of the few YT channels that deserve over a million subscribers and however many hundreds of thousands of views they get on each video. Chiming in on this too, they made me buy the game in April or so, never regretted it. I've had my pauses from the game but always end up playing it again. Can't wait for when this whole pre-release thingie is over and we get a stable 1.10(??) so I can start up a server again.
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# ¿ Oct 10, 2011 15:06 |
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strategery posted:Are there plans of bringing the phone versions of minecraft close to the game proper or no? If minecraft portable was getting the adventure mode, I might change my choice in (upgrade) for my new phone. Minecraft is written in java, android dev is pretty much java, so easy to port some of the code used in the desktop version. iOS on the other hand... objective c. Thats my guess. They prolly get around making a version for iOS too tho.
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# ¿ Oct 10, 2011 22:37 |
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Just imagine the email that guy is going to send after Notch tweeted it to the whole world to laugh at.
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# ¿ Oct 11, 2011 09:50 |
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EightBit posted:I'm not sure about other OS options, but in Windows, a 32 bit application can only address 2GiB due to the memory model that Windows uses. The upper half of the virtual address space is reserved for Windows. No? roughly 3gb can be adressed.
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# ¿ Oct 14, 2011 23:11 |
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ThndrShk2k posted:Except that he's talking about turning Minecraft into it, not making a FPS interface for DF. Minecraft's graphical efficiency is laughable. It does way too much work for what it presents. Dwarf Fortress brings most computers to their knees anyway. May I ask, are you a programmer?
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# ¿ Oct 16, 2011 18:43 |
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arnika road posted:anybody use the same loadout as me? I use the same setup.
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# ¿ Oct 22, 2011 02:46 |
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Colonel J posted:Is the redstone 3D game really that impressive? I wouldn't seem to me if all it does is keep track of player position and orientation and pulls from a database of "images" what the player is supposed to see. I guess if it "calculates" and "draws" the images then that's really cool. Hey guys, are computers really that impressive? All they do is paint something on a screen with colors and do some + and -, I know + and -, its not very hard?
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# ¿ Nov 16, 2011 13:44 |
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Tw1tchy posted:Actually he did bring up a legitimate point. I suspect the person in the video is indeed just having an array of "pixels" for each screen, and when you turn or move it just picks the correct array to display. If he's not, and is indeed storing each line and forcing the redstone to draw them with an algorithm, then that's impressive. Otherwise, well, it's like making a program that displays slightly interactive slideshows of google maps and calling it your game. He is going to write a gpu in redstone, he is executing code on his current machine that you would probably not be able to write using a high-level language, it looks like raycasting with edge detection or something like that. I even meet people who work as gameprogrammers using the gpu that can't write some good old software rendering of graphics in 3D (or fake 3d as raycasting is). With your arguments nothing done today can be "amazing" it's "just" something blah blah, way to go beeing boring party-poopers. Atleast the guy did something. Besides, computers are just a simple set of instructions, have a look on the RISC instructionset, very small. So, computers, heh, not really impressive *smugface*.
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# ¿ Nov 16, 2011 13:54 |
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Tw1tchy posted:Actually he did bring up a legitimate point. I suspect the person in the video is indeed just having an array of "pixels" for each screen, and when you turn or move it just picks the correct array to display. If he's not, and is indeed storing each line and forcing the redstone to draw them with an algorithm, then that's impressive. Otherwise, well, it's like making a program that displays slightly interactive slideshows of google maps and calling it your game. Yes? I've written a couple of pseudo-3d engines (raycasters, both the wolfenstein type that is only using 2d and doom-style that also only uses 2d but with height variation) in software and also a couple of software engines in 3d and now adays I spend some of my spare time writing raytracing/casting abstract poo poo in pixelshaders.. thats not my point, the point is that is is quite impressive doing it with redstone. I didn't say raycasting was highlevel, I said most programmers that have opinions can't even write one in a high-level language (http://en.wikipedia.org/wiki/High-level_programming_language) where you can focus on the problem w/o having to care about speed, memory allocation and what not. Buuuuuuuuuuut this is an rear end in a top hat conversation, so I'm gonna drop it here and just say that I like what he did (just as I love watching what people do with c64s these days: http://www.youtube.com/watch?gl=GB&hl=en-GB&v=yFdjWSaDlIo ).
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# ¿ Nov 16, 2011 15:38 |
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Sabaka posted:I didn't know what minecraft had to do with spergin', but reading through this thread I now fully understand. Jesus christ. Yepp!
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# ¿ Nov 16, 2011 16:03 |
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*rage about people doing sandboxy things in a sandbox game*
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# ¿ Nov 16, 2011 16:34 |
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chippy posted:Erm... a game is just a series of screenshots of a game... you just get enough of them per second for it to look like it's moving. what? are you stupid?
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# ¿ Nov 17, 2011 00:31 |
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IUG posted:Says the guy who can't use capital letters or commas. So you are also stupid? A screenshot is most often a file stored on a disc. A series of 1 and 0:s representing an image, a "shot" from the screen. A game generates the image in realtime, it does not have images for every possible image it can show on disc. Also most screens nowadays are at 60hz so you usually get 60 fps if you have a good enough gpu, if you use vsync and do not have you might end up with 30 fps, if you do not use vsync you can get any fps but often with screentearing.
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# ¿ Nov 17, 2011 00:37 |
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Are you on meth? You said a game is a series of screenshots. A game is not a series of screenshots.chippy posted:Erm... a game is just a series of screenshots of a game... you just get enough of them per second for it to look like it's moving. (USER WAS PUT ON PROBATION FOR THIS POST)
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# ¿ Nov 17, 2011 00:46 |
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CrazyTolradi posted:Actually, I'm surprised Minecraft works the way it does now considering it was done in Java. Credit to Notch where it's due, he took a very resource hungry platform and made an outstanding game with it. I can run a mod that does extend the view distance quite a large amount, however it doesn't work with pre5 and I guess they're just waiting for release. Hi, java was a bad platform back in the days, today it is very optimized and in some occurances performs just as well as c++ compiled code dude to both clever usage of the JIT compiler and also: did you know that minecraft uses JNI libraries for many things? See the dll files they include in the "bin/natives" folder, this means that many of the things are actually just JNI wrapped calls. Hope this helps. Also, get a SSD disc too since chunks are stored on disc and that is also a performance issue, to stream from a slow disc. But yes, better multicore support would be sweet-rear end.
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# ¿ Nov 17, 2011 13:47 |
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For how long did he take vacation? Here in Sweden most people have 5 weeks off per year, some even have 6 or more depending on what they have negotiated.
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# ¿ Nov 19, 2011 06:31 |
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The game is ready now isn't it? Fully priced etc.
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# ¿ Nov 25, 2011 21:05 |
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PalmTreeFun posted:Just have modders finish Minecraft. Not even Notch adding mods, he always removes fun parts of them, like making pistons push less blocks/not launch you, and making sticky pistons require slime and not allowing them to pull multiple blocks. Also adjustable extension length. Funny thing is that I think Notch from the start said that "piston-like blocks would never be possible to add"?
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# ¿ Nov 25, 2011 21:14 |
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Rack posted:I'm sure there's a Obfuscation, whenever they make a new build the names and signatures of classes/functions change name. *edit* to clarify, a mod extends minecraft in some way, hooking into the classes that make up minecraft. If the said class it hooks into/changes/replaces or whatever changes name, then it won't anymore. Hope it makes sense. Bicehunter fucked around with this message at 00:57 on Dec 3, 2011 |
# ¿ Dec 3, 2011 00:54 |
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Macaluso posted:So the latest 3 yogscast videos. Stuff seemed to happen that I didn't think was possible in the game, but I'm fairly sure they weren't playing with any mods. Any idea how the map maker did some of the stuff they did? Specifically, they got a potion effect (slowness) forced on them at one point even though they didn't actually take a potion themselves, as well as several things they did like using a cauldron or playing a record seemed to activate redstone. How in the world! If those are things you can actually do in vanilla I need to know how for adventure map making! Piston "bug" activating a nearby block will trigger its state.
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# ¿ Dec 14, 2011 22:43 |
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Slickdrac posted:Learn a real programming language and stop writing in java Shut up. You can write bad code in any language. On another note, gotta love the Color.get(....) in each row instead of storing it just above so that changing color of the text would be... abit easier. Just a small thing but kinda shows bad coding practises.
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# ¿ Dec 18, 2011 21:02 |
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Bellend Sebastian posted:
omg its a creeeper and then a beee omg I hate both so much right now
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# ¿ Dec 19, 2011 21:19 |
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the joke could be "nobody puts creeper in the dark corner" /dance
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# ¿ Dec 19, 2011 22:35 |
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CJacobs posted:A ridiculous shitstorm of "lulz bad grammar XD" posts and image spams from respected MC Forum community members because some would-be troll posted like a twelve year old about a texture pack he "made" (on purpose). It went exactly as well as it sounds. Also it went on for six pages before some rational person decided to report the thread. Maybe a rational person could remove almost all posts in that forum.
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# ¿ Dec 23, 2011 00:39 |
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MrDude posted:I have an odd issue that's kinda tough to Google, and it's a Linux one so I'm probably borked, but it's bothering me so I'll throw it up. Hey, maybe your onboard memory on your gfx card runs out when it tries to send up all these new shiny vertices and what not and it will start to try and use your normal ram and then the drivers or what not are bad for that on your flavour of linux and bangbangboom. I have no clue but it could be *anything*, my advice as stupid it might seem is to get a better computer :S
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# ¿ Jan 4, 2012 22:44 |
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Vib Rib posted:The thing is that there isn't one single class for terrain generation. There are several base classes that involve loading, saving, and generating (usually crossed over, clusmily) and the basic generation itself pulls from over a dozen other classes, and usually only under specific prompts. Why must the older class files be saved with the saved world? If I did it I'd have several classes (with a common interface) loaded thru reflection, each having a function returning for what version they will generate terrain and then when loading a map it checks what version it is from, it then looks up what class is responsible for that version and voila. As long as the entry class that is responsible for the terrain generation is responsible for whatever result is done (be it using old classes for some things and other new, unique for that specific version) it will be compatible with the old version AS LONG AS you do not modify these "shared" classes. IF you need to modify how one of these classes behave you would have to create a copy of it and then modify that new class.. I'd prolly also place these modified ones in packages clearly denoting for what version they belong (like, lets say I update a class that has to do with generating a biome called Desert and want it to be different in version x.y I'd place it in com.whatever.mycodebase.generation.version.x_y.DesertBiomeGenerator) or something. Bleh.. whatever.
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# ¿ Jan 20, 2012 01:16 |
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Well, the amount of block types etc beeing a multiple of 2 isn't very strange, you need to store the id in something, there are many cubes in the datafile, going from a byte to a integer will increase the size by 4 and you'll need to write or read 4 times as many bytes sooo that isn't very strange. (1 byte = 8bits = numbers it hold 0 - 255). He could have done a few tricks tho like if byte is set to 255 then the following byte is also part of the block id etc. The stacking thing I don't really understand since he can't cram the item id into 2 bits since there are more than 4 different items so I guess thats just "quirky indie charm".
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# ¿ Jan 26, 2012 23:34 |
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Well, my minecraft clone is soon ready, got painterly terrain.png mapped onto a quad with transparency and all that stuff, see ya in 2 years when I'm 100 million dollars richer shitlords. *edit* Aight, as soon as those texture artifacts are gone I'm gonna start the alpha, prolly sell it for like 5 bucks, click here for high resolution to awe and awww http://i.imgur.com/5BNFw.jpg Bicehunter fucked around with this message at 23:41 on Jan 30, 2012 |
# ¿ Jan 30, 2012 22:42 |
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Polo-Rican posted:So how many n-bombs will have to be dropped before they hire some QA guys? Ten more? A hundred? But quirky indie-charm?
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# ¿ Feb 2, 2012 15:51 |
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hey hey guys, can I sell this yet you think.........?
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# ¿ Feb 3, 2012 21:12 |
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PalmTreeFun posted:What the gently caress did you even do? I'm making x-craft, a x-com clone with destructible blocks! This should get all nerds of new and old to throw money at me / the screen (as they say on the internet).
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# ¿ Feb 3, 2012 21:25 |
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Meh, I'm just playing around now trying to optimize the "voxel engine" that currently truth to be told is slow. Atleast I have mip-mapping turned on. I may/may not post here when I've actually have something that is not poo poo to show. If that ever happens.
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# ¿ Feb 3, 2012 21:45 |
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To be honest tho, it is much easier to implement stuff like frustum culling on voxels since there is a very well defined bounding box ;I So thats that atleast, instead of portals you get a very nice model to place QuadTree + frustum culling over so you can decide pretty quickly what chunks to render and not. Then there is the whole optimize the chunks part too.. "oh you are within my view, ok, well, can I see you or is there something in the way? And how many cpu cycles can I spend pre-calcing this without it taking 1 hour to load the map?". My lil playground that I've basically done today have a quadtree + frustum culling implementation that is fairly nice already. 64*64*64 grid gradually split down to 4*4*4 chunks with raw block data. The plan is to mark chunks as invisible, if all children of a quad tree node is invisible then that node is invisible too, that will sort out alot of useless tests and rendering. Each chunk should also set up VBOs for fast rendering in a "smart way"(tm) and only rebuild VBOs when they are updated (alien creepers (tm)).
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# ¿ Feb 4, 2012 03:05 |
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I can't count. *removed due to largness* maybe smaller is nice..
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# ¿ Feb 5, 2012 01:24 |
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# ¿ Apr 20, 2024 07:21 |
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a starwar betamax posted:Looks good. When do you plan on adding the hunger meter? No hunger-meter, its to mainstream. I'm gonna add some quirky indiecharm to it. There will be an annoyance-meter. Whenever a stone-like block breaks there will be a chance that you will be hit by pepples that will increase annoyance with 1. Annoyance will affect the speed of breaking blocks in a bad way. The only way to remove annoyance is to craft choclate-chip cookies. Ofc the cocoa beans won't be added until later on and then only as random loot from dungeon chests. Bicehunter fucked around with this message at 05:29 on Feb 5, 2012 |
# ¿ Feb 5, 2012 03:15 |