I play on unique modded servers (such as one using movecraft) which both can be either 1.7.10 generally, one couple rare ones with 1.8.X and semi-vanilla servers. I found that straight up minecraft pc is boring to me unless there something more than usual thing to do.
I think it will take time for those mod ones to be able update. Not everyone sticks to coding, i've seen may these specialized one come and go.
I'm hoping that there will be more surprises out there.
I play on unique modded servers (such as one using movecraft) which both can be either 1.7.10 generally, one couple rare ones with 1.8.X and semi-vanilla servers. I found that straight up minecraft pc is boring to me unless there something more than usual thing to do.
I think it will take time for those mod ones to be able update. Not everyone sticks to coding, i've seen may these specialized one come and go.
Most modders decided to skip over 1.8 to 1.9 because of the many issues of coding 1.8 brought, Once Forge 1.9 is released mods will start updating to 1.9 eventually :).
Most modders decided to skip over 1.8 to 1.9 because of the many issues of coding 1.8 brought, Once Forge 1.9 is released mods will start updating to 1.9 eventually :).
1.9 honestly doesn't make things much easier on its own, same issues are evident with 1.9 that plague 1.8. The main reason why mods seem to be skipping 1.8 in my mind is either down to refusal of updating to 1.8, or they're just skipping 1.8 to give themselves time to update smoother. Better to wait it out and gradually update than just rush it. Some mods have already made head-way with 1.8, Thaumcraft for instance. These mods will make the transition to 1.9 easier, mods that are still in 1.7.10 still have to make the transition to the changes in 1.8, no getting around that.
Forge for 1.9 may have something to make things easier, though. The changes in 1.8, especially the JSON model format, aren't in favour of dynamic rendering. The JSON model format is static, the models for the most part are written and generated at the start of the game. This means any form of rendering that is real-time, so say a pipe changing it's appearance based on adjacent blocks and other conditions (think Buildcraft pipes) must have each permutation written by the developer and generated when the mod is loaded. Now the problem with this, especially for Buildcraft, is for the most part and to my knowledge each permutation corresponds to a particular block state, which, currently, is just a wrapper for the old metadata system, just like how IDs are strings externally but internally they're still integers that the game works with. There is a maximum of 16 block states (again, to my knowledge), and for 4096 block IDs, that leaves 65536 total model "slots" to work with for the entire game. Now, Buildcraft I'd imagine would take more than 65536 permutations for models alone, considering the 6 possible directions a pipe can connect to (and each combination of these), facades, gates, redstone pipes in 3 colours and each combination of these, and more. I'd bet there's a lot more than 65536 potential permutations in that concoction of large amounts of models. This is where people say the JSON model format falls down and becomes crappy for a lot of cases, it doesn't favour dynamic rendering quite like the old system did. Under the new JSON format, mods like Buildcraft really don't work. I doubt Forge'll leave this with the JSON model format because of how broken it is for dynamic rendering, so I presume something will come up or modders will make a standardised library for this.
I presume more mods will be out for 1.9, but not because it's an easier update, I think they will be out because of how much time mods will have to update.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Dynamic rendering of .json is a simple model swap, Vanilla Torches and Redstone Dust do this, as do both the Hopper Ducts and Redstone Paste mods (Both by FyberOptic), as for slots they dropped the 1, 2, 3 id's for minecraft:stone or stone, mod alpha's stone as modalpha:stone make it easier to add custom blocks without hitting the originals, of course you can replace the originals both inside a mod and in a resource pack...
Exactly what I did to fix the 6 year old button texture squash bug. (See signature)
Also check out the Default 3d Resource Pack (By Know2Good) for some good .json model work, and for shaped 1.8 blocks the Better Foliage Mod (By octarine_noise)
As for mixing the old into the new styles Malisis Core/Doors/Blocks (By Ordinastie) has somehow managed it,
1.9 should add the rotation of blocks to the placement code reducing most directional facing blocks by at least 3 models, good for reducing the games memory requirement and speeding up block searching, vanilla has a whole load of hidden blocks, the corner stairs for example.
Dynamic rendering of .json is a simple model swap, Vanilla Torches and Redstone Dust do this, as do both the Hopper Ducts and Redstone Paste mods (Both by FyberOptic), as for slots they dropped the 1, 2, 3 id's for minecraft:stone or stone, mod alpha's stone as modalpha:stone make it easier to add custom blocks without hitting the originals, of course you can replace the originals both inside a mod and in a resource pack...
Exactly what I did to fix the 6 year old button texture squash bug. (See signature)
Also check out the Default 3d Resource Pack (By Know2Good) for some good .json model work, and for shaped 1.8 blocks the Better Foliage Mod (By octarine_noise)
As for mixing the old into the new styles Malisis Core/Doors/Blocks (By Ordinastie) has somehow managed it,
Except read above, that is dependent on block state which the models are designed to work with. There's too many models that Buildcraft requires to even work with block states. The only options are to use TESRs which can get expensive if used in large quantities, especially if the rendering code is complex, or hack the old solution back in which is what I presume the alpha for Buildcraft for 1.8 uses. In small situations like redstone or torches the new format is pretty good, much more efficient than the old method, but in situations where there's a lot going on it's not feasible, such as Buildcraft or other such mods.
And as I said, externally, "on the surface", the IDs are strings, just as you described. Internally though the game still uses integer IDs currently, they've just been buried in the code and the game allocates the IDs to each "category" / mod. The game is still limited to 4096 IDs for the time being, hence the 65536 model limit.
This Reddit comment by one of the maintainers of Buildcraft demonstrates why the JSON model falls down for Buildcraft and a lot of other mods like it. 1.9 is including some changes to models, namely from what I can see changing how models per block state are defined to allow them to exist in the one model file, but the limit is still the same and hence there's still problems.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Yeah, animating models like Chests have to be Entities, If they were animating models it would help editing them to different designs and allow easier block animation for other blocks too,
Yeah, animating models like Chests have to be Entities, If they were animating models it would help editing them to different designs and allow easier block animation for other blocks too,
Tile entities, tile entities are different to entities, I believe the only correlation between the names is that an entity is anything that isn't "locked" to the grid of integers and instead uses floats to store the position, a tile entity technically is the same though is by design "locked" to the grid.
But yes, you are correct. chests, furnaces, etc are tile entities, not because of how they're animated though, but because they need extra data to store stack information for each slot. Metadata / block states can't store that sort of data so chests and furnaces both use tile entities to store an array / list of NBT tag compounds which store the NBT data for individual slots. Animation however is another reason for use of tile entities, but not the main reason.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
I agree here! I really dislike PvP but with shields and debuffed enchants, it may actually be somewhat enjoyable.
Also, to your potion arrow thing: Actually, the funny thing is they did make more than just that particular type. Not only is there an arrow for each potion effect, there is also a "Specter arrow" which allows you to see your target no matter where they go, as long as you hit them. Yeah, it's kind of a low sweep just to include that, but hey, still pretty neat.
The spectral arrow just applies a potion effect. xD
But it's the only way to deploy it, so I guess you've got a point. (haha, get it? Point?)
Most modders decided to skip over 1.8 to 1.9 because of the many issues of coding 1.8 brought, Once Forge 1.9 is released mods will start updating to 1.9 eventually :).
^^^This^^^. My favorite modders also stated on their forums that they are waiting for 1.9 to come out.
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Here is my opinion. I have played this game for around five years, started around late alpha or early beta. The game was amazingly fun back then, it was mysterious and interesting. Any of you who have played it know that mobs where to be feared back then, regardless of armor. Over time the game got more and more amazing, with sudden updates that made you go "Whoa there is a new update, what do we have in store"? I can't say that Beta was the absolute best because although some features were better back then (world generation), I had an amazing time through 1.2.5-1.6ish. They started to fix some of the horrible things that 1.8 changed, and added many needed features. Although snapshots ruined the fun of surprise updates, it did somewhat help with bug issues (I would still love surprise updates, it was enjoyable to wake up and see a new update). Around this peak time, servers were still fun, especially original Tekkit servers. 3 years ago my server was at peak activity, with large factions, conflict, and general fun reeking thought the small 30 person server. Then came the things that have killed Minecraft for me. The rise of minigame servers and network servers started to kill the small community servers that made up multiplayer. Then came the idea that if your over 10, your a loser and idiot for playing Minecraft. As the older, respectable, small, and original community diminished, the newer generations came in with there immaturity and short attention spans who supported the massive network servers. Final blow was the breaks between updates. Updates are what kept the game alive, and without them, especially now, the game becomes stale and like a routine. I remember when modders complained they didn't have enough time between updates, *sigh* those days. Now they take over a year to make, 1.9 has taken forever and is being delayed till 2016! 1.8 came out in 2014! Anyways all of this has killed the fun of the game personally. For some this is the beginning, but as a older community member, I can say we are leaving it behind us. I now walk the empty streets of my server nearly alone as all my friends and community members left with the occasional person here and there... I am not asking for you to agree with me, but personally the game really died after 1.6.
Here is my opinion. I have played this game for around five years, started around late alpha or early beta. The game was amazingly fun back then, it was mysterious and interesting. Any of you who have played it know that mobs where to be feared back then, regardless of armor.I actually tired Alpha. All I needed to do was keep some food handy, then spam click the monsters to death. Very scary I'm sure. Over time the game got more and more amazing, with sudden updates that made you go "Whoa there is a new update, what do we have in store"? I can't say that Beta was the absolute best because although some features were better back then (world generation), I had an amazing time through 1.2.5-1.6ish. They started to fix some of the horrible things that 1.8 changed, and added many needed features. Although snapshots ruined the fun of surprise updates, it did somewhat help with bug issues (I would still love surprise updates, it was enjoyable to wake up and see a new update)Mostly agree, except for terrain gen. I still don't see how people enjoyed that.. Around this peak time, servers were still fun, especially original Tekkit servers. 3 years ago my server was at peak activity, with large factions, conflict, and general fun reeking thought the small 30 person server. Then came the things that have killed Minecraft for me. The rise of minigame servers and network servers started to kill the small community servers that made up multiplayer. Then came the idea that if your over 10, your a loser and idiot for playing Minecraft. As the older, respectable, small, and original community diminished, the newer generations came in with there immaturity and short attention spans who supported the massive network servers.How is millions of people logging online killing a game? Sure, they may not be appreciating all it has to offer, but this is a sandbox game. Final blow was the breaks between updates. Updates are what kept the game alive, and without them, especially now, the game becomes stale and like a routine. I remember when modders complained they didn't have enough time between updates, *sigh* those days. Now they take over a year to make, 1.9 has taken forever and is being delayed till 2016! 1.8 came out in 2014! Has it occurred to you that perhaps this update took a while to make? Revamping a combat system isn't exactly easy.Anyways all of this has killed the fun of the game personally. For some this is the beginning, but as a older community member, I can say we are leaving it behind us. I now walk the empty streets of my server nearly alone as all my friends and community members left with the occasional person here and there... I am not asking for you to agree with me, but personally the game really died after 1.6.
Minecraft isn't anywhere near dying. Anyone who says otherwise needs to go check up on those server numbers, I don't see how millions of people logging into a game is "ruining" it. If anything, it just shows how strong it is, and for those who whine about updates taking too long, just be glad those updates are still free. They could easily charge us for them, and updates do take a while to code.
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Why are guinea pigs called guinea pigs when they are neither pigs or from guinea?
I don't see how a game that evolves with it's player base is dying or a bad thing. Updates take a long time to code, these are people making the game, not a magic machine.
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Why are guinea pigs called guinea pigs when they are neither pigs or from guinea?
Minecraft isn't anywhere near dying. Anyone who says otherwise needs to go check up on those server numbers, I don't see how millions of people logging into a game is "ruining" it. If anything, it just shows how strong it is, and for those who whine about updates taking too long, just be glad those updates are still free. They could easily charge us for them, and updates do take a while to code.
I never said it was dying. I said the old community that I loved was dying. Also networks ruined the game because they basiclly ruined small community servers. Also they don't have to have these massive updates that take years, they should go back to a few features here and there to get updates that come out often but also keep the game alive. Again I am complaining because the game is stale and rutine.
I never said it was dying. I said the old community that I loved was dying. Also networks ruined the game because they basiclly ruined small community servers. Also they don't have to have these massive updates that take years, they should go back to a few features here and there to get updates that come out often but also keep the game alive. Again I am complaining because the game is stale and rutine.
Massive updates are taking years because Mojang is finally managing the messy jumble of spaghetti code that was Minecraft before. What would you rather, a game that runs well and at least still has updates that include content for free? Or a game that runs poorly on computers up and down the spectrum but with thousands of new items per update, maybe some "premium" items for those who can fork out additional cash?
Updates aren't just about content, the code of the game is just as important, if not more important than the content itself. Without well optimised and efficient code you wouldn't be able to play the game, nor would people who have systems that are orders of magnitude more powerful than the recommended system to run the game on.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
All I'm seeing is a lot of nonsensical damage control for a company that is more than obviously outpaced and outclassed by its own fanbase. Honestly if I were in charge these guys woulda been out on their butts long ago.
-constant releases that take forever with compounding bugs that add other bugs that addother bugs, ad nauseam. The usual deflection people use "WELL WHY DONT YOU DO IT THEN" is completely neglgible when the team can obviously barely do it by themselves. Why the opportunity wasn't taken to fully transfer the game to a language more people actually care about so the team can actually be expanded and do something purposeful with the game long ago is beyond me. All I see is a company not wanting to spend money whether it be Microsoft or Mojang pre ownership. Dont give me that "small team=quality" defense either, since that obviously isn't and hasn't been the case in a long time.
-content updates that consist of nothing but a few blocks and some mob changes. 1.9 changes this thankfully with some end additions and some other neat things but seriously, it's been how long? Again, most of this teams time seems to be either wasted squashing bugs that they continually create, or wasting time with experimental features that wont get put in or get stripped down and simplified on public release. It screams incompetence. Seriously though, this game has so much more potential than the excuse and defense given which is "YOU MAKE YOUR OWN FUN HAHA :D". You can do that with any game to some reasonable extent. I've played this game quite a long time now, since just before beta but lets get real here. Why isn't there meaningful treasure and fixed areas to explore and to find in the underground and overworld that add to the game that you could sell or trade for a currency? Why are forests, extreme hills, tundras and OCEANS (for the most part) still barren? Why are mobs STILL idiotic? Why after so many years are the mechanics of the game still barebones even with 1.9's changes? There's only so much damage control you can make for this and the devs and community can only scream "MODAPI" or "use mods!" so many times before it seems like a damage control for laziness.
-Because of a slow or nonexistent MEANINGFUL update process, this communities interest HAS died off quite a lot. Servers I see are either empty most of the time, or people dont care to stay long. The community is slowly moving on because they had their creative fun with the game.
I could go on and on but seriously, I don't see how anyone with reasonability can ignore the glaring faults that isn't paid to damage control for the game.
All I'm seeing is a lot of nonsensical damage control for a company that is more than obviously outpaced and outclassed by its own fanbase. Honestly if I were in charge these guys woulda been out on their butts long ago.
-constant releases that take forever with compounding bugs that add other bugs that addother bugs, ad nauseam. The usual deflection people use "WELL WHY DONT YOU DO IT THEN" is completely neglgible when the team can obviously barely do it by themselves. Why the opportunity wasn't taken to fully transfer the game to a language more people actually care about so the team can actually be expanded and do something purposeful with the game long ago is beyond me. All I see is a company not wanting to spend money whether it be Microsoft or Mojang pre ownership. Dont give me that "small team=quality" defense either, since that obviously isn't and hasn't been the case in a long time. Moving the game over to another language at this point would officially kill the game: people complain about updates taking a year to release. What about if Mojang rewrites the game under C++? That would take over a year to complete with bug testing concluded, and no they cannot do it in under a year. Mojang wrote the majority of the code themselves, there's no engine backing them to do the work for them. We've all seen how poor of a job developers with much larger teams than Mojang do with a game that runs off of a triple A engine when they rush it to get it out in a year's time, maybe two. And that's not even counting the loss of modularity and such powerful modability. Porting the game to another language or a proper engine would actually kill it.
-content updates that consist of nothing but a few blocks and some mob changes. 1.9 changes this thankfully with some end additions and some other neat things but seriously, it's been how long? Again, most of this teams time seems to be either wasted squashing bugs that they continually create, or wasting time with experimental features that wont get put in or get stripped down and simplified on public release. It screams incompetence. Seriously though, this game has so much more potential than the excuse and defense given which is "YOU MAKE YOUR OWN FUN HAHA :D". You can do that with any game to some reasonable extent. I've played this game quite a long time now, since just before beta but lets get real here. Why isn't there meaningful treasure and fixed areas to explore and to find in the underground and overworld that add to the game that you could sell or trade for a currency? Why are forests, extreme hills, tundras and OCEANS (for the most part) still barren? Why are mobs STILL idiotic? Why after so many years are the mechanics of the game still barebones even with 1.9's changes? There's only so much damage control you can make for this and the devs and community can only scream "MODAPI" or "use mods!" so many times before it seems like a damage control for laziness. Again, not every update is about content. What would you rather, a game that runs well with a couple new blocks for a single update? Or a game that runs poorly on computers up and down the spectrum with hundreds of new blocks per update? Your choice.
-Because of a slow or nonexistent MEANINGFUL update process, this communities interest HAS died off quite a lot. Servers I see are either empty most of the time, or people dont care to stay long. The community is slowly moving on because they had their creative fun with the game.
I could go on and on but seriously, I don't see how anyone with reasonability can ignore the glaring faults that isn't paid to damage control for the game.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
- Minecraft isn't the game is used to be, Specially after 1.9 Update Okay, i have to admit that many people seem nervous about 1.9, 1.9 update is a huge step for minecraft, but it is a Successful step, 90% of the community Loved what 1.9 brought to minecraft, While the other 10% is the people who keep saying "Mine Craft 1,9 is kelling PvPeh" Minecraft 1.9 is SAVING PvP, You really want to go into a fight with the old system? where the man with the best armor wins? PvP was about Spam and click, Not to mention the Autoclick hacks that Spams the left click on Entities, Minecraft 1.9 have stopped that hack and PvP Now REQUIRES a Strategy to win the fight, Not a Spam mixed with Gapples. In short words: Minecraft 1.9 is Saving Minecraft, not ruining it.
you're completely wrong about the pvp part, mostly. Firstly I would like to say that the only reason I am not liking 1.9 so far is because of unnecessary changes, such as item attack speed. I haven't used shields myself but I think they're pretty cool, also the new arrows. I love the new commands and the creations people are making with them.
Okay, so now the PVP part. You've obviously never player PVP that much otherwise the part about it would be much much different; let me explain:
First off, PVP is NOT just a spam click fest, that is only to get hits on people. Second, people with the better armor only win based on your skill. Have you seen videos of people doing "Full leather challenge" and killing full iron people with diamond swords? If you're bad, you won't win against a full iron guy, on the other hand if you're skilled enough to kill them you can with pretty much with anything. In fact, people have actually done challenges where they wear no armor and still win. Thirdly, 1.9 PVP is only "saving" it in some parts, such as strategy as you mentioned. Although you did need strategy to kill people before, it has been much improved on. The parts it's not saving it on is attack speeds and shields, PVP now is fast paced, PVP with 1.9 will be this:
"Oh a guy! Let's go fight him!" Attacks once. Waits, attacks again. Waits, attacks again. And shields, "Oop, blocked that hit!", and again, and again, and again...
So invigorating, right? And you know how most servers are either downgrading or allowing 1.7 versions from 1.8, right? 1.8 PVP was worse than 1.7 pvp and no one liked it. Hence why they reverted it back to 1.7. And since none of the changes were, well, changed in 1.9 from 1.8 pvp, I doubt any servers besides roleplay PVP or servers like that will upgrade. And if they do, the community will be mad and move on to another server, and the owners can't have that. No one wants to play on an empty server, so they allow 1.7/1.8 to be used.
I don't want to start an argument but these are my thoughts on your post, an opinion, I guess.
you're completely wrong about the pvp part, mostly. Firstly I would like to say that the only reason I am not liking 1.9 so far is because of unnecessary changes, such as item attack speed. I haven't used shields myself but I think they're pretty cool, also the new arrows. I love the new commands and the creations people are making with them.
Okay, so now the PVP part. You've obviously never player PVP that much otherwise the part about it would be much much different; let me explain:
First off, PVP is NOT just a spam click fest, that is only to get hits on people. Second, people with the better armor only win based on your skill. Have you seen videos of people doing "Full leather challenge" and killing full iron people with diamond swords? If you're bad, you won't win against a full iron guy, on the other hand if you're skilled enough to kill them you can with pretty much with anything. In fact, people have actually done challenges where they wear no armor and still win. Thirdly, 1.9 PVP is only "saving" it in some parts, such as strategy as you mentioned. Although you did need strategy to kill people before, it has been much improved on. The parts it's not saving it on is attack speeds and shields, PVP now is fast paced, PVP with 1.9 will be this:
"Oh a guy! Let's go fight him!" Attacks once. Waits, attacks again. Waits, attacks again. And shields, "Oop, blocked that hit!", and again, and again, and again...
So invigorating, right? And you know how most servers are either downgrading or allowing 1.7 versions from 1.8, right? 1.8 PVP was worse than 1.7 pvp and no one liked it. Hence why they reverted it back to 1.7. And since none of the changes were, well, changed in 1.9 from 1.8 pvp, I doubt any servers besides roleplay PVP or servers like that will upgrade. And if they do, the community will be mad and move on to another server, and the owners can't have that. No one wants to play on an empty server, so they allow 1.7/1.8 to be used.
I don't want to start an argument but these are my thoughts on your post, an opinion, I guess.
So its not just jitter clicking, its also minor strafing....totally considered another "dimension" to PvP as JCM said...eh, if people want to cry about it and play 1.7 forever, let them. I'll be enjoying neat new content.
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Mining and crafting since 1.2.5, baby. I'm such a pro that---Okay who put my noob test results in my signature?!
So its not just jitter clicking, its also minor strafing....totally considered another "dimension" to PvP as JCM said...eh, if people want to cry about it and play 1.7 forever, let them. I'll be enjoying neat new content.
I'm not crying about it. I'm pointing out blatant facts that you failed to mention, calling pvp "spam clicking" is the dumbest thing I've heard about it. There's much more too it than just that. Strategy currently IS involved to do well in pvp; in fact, I can't even jitterclick and have a decent click speed and am quite good at PVP. And again, one of the only things I don't like about 1.9 so far is the attack speed. I will most likely play it in single player when it comes out, but not in PVP. I don't hate 1.9, just don't like features of it.
I play on unique modded servers (such as one using movecraft) which both can be either 1.7.10 generally, one couple rare ones with 1.8.X and semi-vanilla servers. I found that straight up minecraft pc is boring to me unless there something more than usual thing to do.
I think it will take time for those mod ones to be able update. Not everyone sticks to coding, i've seen may these specialized one come and go.
I'm hoping that there will be more surprises out there.
Most modders decided to skip over 1.8 to 1.9 because of the many issues of coding 1.8 brought, Once Forge 1.9 is released mods will start updating to 1.9 eventually :).
I'm just a very boring person.
1.9 honestly doesn't make things much easier on its own, same issues are evident with 1.9 that plague 1.8. The main reason why mods seem to be skipping 1.8 in my mind is either down to refusal of updating to 1.8, or they're just skipping 1.8 to give themselves time to update smoother. Better to wait it out and gradually update than just rush it. Some mods have already made head-way with 1.8, Thaumcraft for instance. These mods will make the transition to 1.9 easier, mods that are still in 1.7.10 still have to make the transition to the changes in 1.8, no getting around that.
Forge for 1.9 may have something to make things easier, though. The changes in 1.8, especially the JSON model format, aren't in favour of dynamic rendering. The JSON model format is static, the models for the most part are written and generated at the start of the game. This means any form of rendering that is real-time, so say a pipe changing it's appearance based on adjacent blocks and other conditions (think Buildcraft pipes) must have each permutation written by the developer and generated when the mod is loaded. Now the problem with this, especially for Buildcraft, is for the most part and to my knowledge each permutation corresponds to a particular block state, which, currently, is just a wrapper for the old metadata system, just like how IDs are strings externally but internally they're still integers that the game works with. There is a maximum of 16 block states (again, to my knowledge), and for 4096 block IDs, that leaves 65536 total model "slots" to work with for the entire game. Now, Buildcraft I'd imagine would take more than 65536 permutations for models alone, considering the 6 possible directions a pipe can connect to (and each combination of these), facades, gates, redstone pipes in 3 colours and each combination of these, and more. I'd bet there's a lot more than 65536 potential permutations in that concoction of large amounts of models. This is where people say the JSON model format falls down and becomes crappy for a lot of cases, it doesn't favour dynamic rendering quite like the old system did. Under the new JSON format, mods like Buildcraft really don't work. I doubt Forge'll leave this with the JSON model format because of how broken it is for dynamic rendering, so I presume something will come up or modders will make a standardised library for this.
I presume more mods will be out for 1.9, but not because it's an easier update, I think they will be out because of how much time mods will have to update.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Dynamic rendering of .json is a simple model swap, Vanilla Torches and Redstone Dust do this, as do both the Hopper Ducts and Redstone Paste mods (Both by FyberOptic), as for slots they dropped the 1, 2, 3 id's for minecraft:stone or stone, mod alpha's stone as modalpha:stone make it easier to add custom blocks without hitting the originals, of course you can replace the originals both inside a mod and in a resource pack...
Exactly what I did to fix the 6 year old button texture squash bug. (See signature)
Also check out the Default 3d Resource Pack (By Know2Good) for some good .json model work, and for shaped 1.8 blocks the Better Foliage Mod (By octarine_noise)
As for mixing the old into the new styles Malisis Core/Doors/Blocks (By Ordinastie) has somehow managed it,
1.9 should add the rotation of blocks to the placement code reducing most directional facing blocks by at least 3 models, good for reducing the games memory requirement and speeding up block searching, vanilla has a whole load of hidden blocks, the corner stairs for example.
Except read above, that is dependent on block state which the models are designed to work with. There's too many models that Buildcraft requires to even work with block states. The only options are to use TESRs which can get expensive if used in large quantities, especially if the rendering code is complex, or hack the old solution back in which is what I presume the alpha for Buildcraft for 1.8 uses. In small situations like redstone or torches the new format is pretty good, much more efficient than the old method, but in situations where there's a lot going on it's not feasible, such as Buildcraft or other such mods.
And as I said, externally, "on the surface", the IDs are strings, just as you described. Internally though the game still uses integer IDs currently, they've just been buried in the code and the game allocates the IDs to each "category" / mod. The game is still limited to 4096 IDs for the time being, hence the 65536 model limit.
This Reddit comment by one of the maintainers of Buildcraft demonstrates why the JSON model falls down for Buildcraft and a lot of other mods like it. 1.9 is including some changes to models, namely from what I can see changing how models per block state are defined to allow them to exist in the one model file, but the limit is still the same and hence there's still problems.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Yeah, animating models like Chests have to be Entities, If they were animating models it would help editing them to different designs and allow easier block animation for other blocks too,
Tile entities, tile entities are different to entities, I believe the only correlation between the names is that an entity is anything that isn't "locked" to the grid of integers and instead uses floats to store the position, a tile entity technically is the same though is by design "locked" to the grid.
But yes, you are correct. chests, furnaces, etc are tile entities, not because of how they're animated though, but because they need extra data to store stack information for each slot. Metadata / block states can't store that sort of data so chests and furnaces both use tile entities to store an array / list of NBT tag compounds which store the NBT data for individual slots. Animation however is another reason for use of tile entities, but not the main reason.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
The spectral arrow just applies a potion effect. xD
But it's the only way to deploy it, so I guess you've got a point. (haha, get it? Point?)
^^^This^^^. My favorite modders also stated on their forums that they are waiting for 1.9 to come out.
Here is my opinion. I have played this game for around five years, started around late alpha or early beta. The game was amazingly fun back then, it was mysterious and interesting. Any of you who have played it know that mobs where to be feared back then, regardless of armor. Over time the game got more and more amazing, with sudden updates that made you go "Whoa there is a new update, what do we have in store"? I can't say that Beta was the absolute best because although some features were better back then (world generation), I had an amazing time through 1.2.5-1.6ish. They started to fix some of the horrible things that 1.8 changed, and added many needed features. Although snapshots ruined the fun of surprise updates, it did somewhat help with bug issues (I would still love surprise updates, it was enjoyable to wake up and see a new update). Around this peak time, servers were still fun, especially original Tekkit servers. 3 years ago my server was at peak activity, with large factions, conflict, and general fun reeking thought the small 30 person server. Then came the things that have killed Minecraft for me. The rise of minigame servers and network servers started to kill the small community servers that made up multiplayer. Then came the idea that if your over 10, your a loser and idiot for playing Minecraft. As the older, respectable, small, and original community diminished, the newer generations came in with there immaturity and short attention spans who supported the massive network servers. Final blow was the breaks between updates. Updates are what kept the game alive, and without them, especially now, the game becomes stale and like a routine. I remember when modders complained they didn't have enough time between updates, *sigh* those days. Now they take over a year to make, 1.9 has taken forever and is being delayed till 2016! 1.8 came out in 2014! Anyways all of this has killed the fun of the game personally. For some this is the beginning, but as a older community member, I can say we are leaving it behind us. I now walk the empty streets of my server nearly alone as all my friends and community members left with the occasional person here and there... I am not asking for you to agree with me, but personally the game really died after 1.6.
Responses in bold.
“Cats are connoisseurs of comfort.”
― James Herriot, James Herriot's Cat Stories
Minecraft isn't anywhere near dying. Anyone who says otherwise needs to go check up on those server numbers, I don't see how millions of people logging into a game is "ruining" it. If anything, it just shows how strong it is, and for those who whine about updates taking too long, just be glad those updates are still free. They could easily charge us for them, and updates do take a while to code.
Why are guinea pigs called guinea pigs when they are neither pigs or from guinea?
http://i.imgur.com/oDP7Nau.jpg If only minecraft had generation tools like this....
"Personally, I don't care how large the oceans are. I just want them to still be ocean. I want "land in water", not "water in land".
I SUPPORT BRINGING BACK ACTUAL CONTINENTS AND OCEANS.
I don't see how a game that evolves with it's player base is dying or a bad thing. Updates take a long time to code, these are people making the game, not a magic machine.
Why are guinea pigs called guinea pigs when they are neither pigs or from guinea?
http://i.imgur.com/oDP7Nau.jpg If only minecraft had generation tools like this....
"Personally, I don't care how large the oceans are. I just want them to still be ocean. I want "land in water", not "water in land".
I SUPPORT BRINGING BACK ACTUAL CONTINENTS AND OCEANS.
I never said it was dying. I said the old community that I loved was dying. Also networks ruined the game because they basiclly ruined small community servers. Also they don't have to have these massive updates that take years, they should go back to a few features here and there to get updates that come out often but also keep the game alive. Again I am complaining because the game is stale and rutine.
Massive updates are taking years because Mojang is finally managing the messy jumble of spaghetti code that was Minecraft before. What would you rather, a game that runs well and at least still has updates that include content for free? Or a game that runs poorly on computers up and down the spectrum but with thousands of new items per update, maybe some "premium" items for those who can fork out additional cash?
Updates aren't just about content, the code of the game is just as important, if not more important than the content itself. Without well optimised and efficient code you wouldn't be able to play the game, nor would people who have systems that are orders of magnitude more powerful than the recommended system to run the game on.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
All I'm seeing is a lot of nonsensical damage control for a company that is more than obviously outpaced and outclassed by its own fanbase. Honestly if I were in charge these guys woulda been out on their butts long ago.
-constant releases that take forever with compounding bugs that add other bugs that addother bugs, ad nauseam. The usual deflection people use "WELL WHY DONT YOU DO IT THEN" is completely neglgible when the team can obviously barely do it by themselves. Why the opportunity wasn't taken to fully transfer the game to a language more people actually care about so the team can actually be expanded and do something purposeful with the game long ago is beyond me. All I see is a company not wanting to spend money whether it be Microsoft or Mojang pre ownership. Dont give me that "small team=quality" defense either, since that obviously isn't and hasn't been the case in a long time.
-content updates that consist of nothing but a few blocks and some mob changes. 1.9 changes this thankfully with some end additions and some other neat things but seriously, it's been how long? Again, most of this teams time seems to be either wasted squashing bugs that they continually create, or wasting time with experimental features that wont get put in or get stripped down and simplified on public release. It screams incompetence. Seriously though, this game has so much more potential than the excuse and defense given which is "YOU MAKE YOUR OWN FUN HAHA :D". You can do that with any game to some reasonable extent. I've played this game quite a long time now, since just before beta but lets get real here. Why isn't there meaningful treasure and fixed areas to explore and to find in the underground and overworld that add to the game that you could sell or trade for a currency? Why are forests, extreme hills, tundras and OCEANS (for the most part) still barren? Why are mobs STILL idiotic? Why after so many years are the mechanics of the game still barebones even with 1.9's changes? There's only so much damage control you can make for this and the devs and community can only scream "MODAPI" or "use mods!" so many times before it seems like a damage control for laziness.
-Because of a slow or nonexistent MEANINGFUL update process, this communities interest HAS died off quite a lot. Servers I see are either empty most of the time, or people dont care to stay long. The community is slowly moving on because they had their creative fun with the game.
I could go on and on but seriously, I don't see how anyone with reasonability can ignore the glaring faults that isn't paid to damage control for the game.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
you're completely wrong about the pvp part, mostly. Firstly I would like to say that the only reason I am not liking 1.9 so far is because of unnecessary changes, such as item attack speed. I haven't used shields myself but I think they're pretty cool, also the new arrows. I love the new commands and the creations people are making with them.
Okay, so now the PVP part. You've obviously never player PVP that much otherwise the part about it would be much much different; let me explain:
First off, PVP is NOT just a spam click fest, that is only to get hits on people. Second, people with the better armor only win based on your skill. Have you seen videos of people doing "Full leather challenge" and killing full iron people with diamond swords? If you're bad, you won't win against a full iron guy, on the other hand if you're skilled enough to kill them you can with pretty much with anything. In fact, people have actually done challenges where they wear no armor and still win. Thirdly, 1.9 PVP is only "saving" it in some parts, such as strategy as you mentioned. Although you did need strategy to kill people before, it has been much improved on. The parts it's not saving it on is attack speeds and shields, PVP now is fast paced, PVP with 1.9 will be this:
"Oh a guy! Let's go fight him!" Attacks once. Waits, attacks again. Waits, attacks again. And shields, "Oop, blocked that hit!", and again, and again, and again...
So invigorating, right? And you know how most servers are either downgrading or allowing 1.7 versions from 1.8, right? 1.8 PVP was worse than 1.7 pvp and no one liked it. Hence why they reverted it back to 1.7. And since none of the changes were, well, changed in 1.9 from 1.8 pvp, I doubt any servers besides roleplay PVP or servers like that will upgrade. And if they do, the community will be mad and move on to another server, and the owners can't have that. No one wants to play on an empty server, so they allow 1.7/1.8 to be used.
I don't want to start an argument but these are my thoughts on your post, an opinion, I guess.
I am an artist. All the art you see on my profile is by me, if it's not I will say so and whom its owner is.
So its not just jitter clicking, its also minor strafing....totally considered another "dimension" to PvP as JCM said...eh, if people want to cry about it and play 1.7 forever, let them. I'll be enjoying neat new content.
Mining and crafting since 1.2.5, baby. I'm such a pro that---Okay who put my noob test results in my signature?!
Why are you so fascinated with my description?
I'm not crying about it. I'm pointing out blatant facts that you failed to mention, calling pvp "spam clicking" is the dumbest thing I've heard about it. There's much more too it than just that. Strategy currently IS involved to do well in pvp; in fact, I can't even jitterclick and have a decent click speed and am quite good at PVP. And again, one of the only things I don't like about 1.9 so far is the attack speed. I will most likely play it in single player when it comes out, but not in PVP. I don't hate 1.9, just don't like features of it.
I am an artist. All the art you see on my profile is by me, if it's not I will say so and whom its owner is.