I'm saying the name conjures up unintended images of Star Wars. I'm saying either make another original name without those connotations, or to use the generic Hellhound.
Sorry for not wording it properly.
Then get over it. The name has no basis in star wars or any of its content.
Lion/lie + sabertooth tiger. Right now you only have issues because there aren't any visual models for you to reference, so you're letting your subconscious fill in the details.
If you are going for a Lion reference, Grey, and if it does still conjure images of a Lightsaber whenever someone says it, you might think of re-naming them Leosabers. The worst that can do is bring up images of Scimitars (well, curved blades in general).
On a side note that does absolutely nothing to help the problem: Imagine a sabertooth tiger with mini-lightsabers for teeth. That made me chuckle for a bit.
This is a little off topic, but Grey, I think the best idea is to let the Aether Modders "monopolize" the aether until they essentially complete it (or they drop it).
That way they don't have to worry about others profiting off their hard work, or the stress that comes with trying to beat out someone else's idea.
We'll MENTION this to King, as our plan, and then just continue working on your stuff + TNN.
That way we don't have to worry about compatability AND updates, they might implement a majority of the things we need (last I checked the blocks were only JUST being implemented), and so it'd basically be just a minor change.
We'd just have to get King to sign off on that plan.
Yeah, most of the issues with the Aether are either things that just need removed, or things that need fixed in general, so I really don't see the point in trying to compete with the Aether when it would effectively just be the same things with a few changes. There's just too much that is done exactly right (even if there's plenty more that hasn't been) for a competing Aether mod to be at all feasible. Convincing them to either include an option in the properties file to turn specific features off, or to allow one of the New Nether programmers to take a crack at doing so is really the only scenario I see working at all.
The "Nether Updates" thread warranted competition because there was practically nothing in the entire thread that I would have left unchanged in some manner.
Oh, btw Sabata, I just realized that the Sap Shroud would work perfectly in the Aether, once it becomes a sponge (Sap Shroud placed in the Aether should automatically place as Sponge, with no delay as in the Overworld) as the sponge could be surrounded by water source blocks, and the sponge would keep them from generating flow blocks, allowing the Aether to have floating balls of water without needing a new type of liquid.
Anyway, if any of this doesn't make sense, i'll try to clean it up in the morning, it's almost 3am over here and I can barely see what I'm typing.
Heh. Well... I sent you guys a pm. So let me know.
Anyways you're discussing weather right now.
Two ideas:
1. Soul storm: Notch is changing textures so that lighting is animated through textures as opposed to how it's working now.
Two types of invisible entities with a large radius in a large room. Say six in total. Three of light. Three of dark. Could also be different colors.
The light travels around in a random smooth elliptical path. Essentially what happens is the entity either spawns a bunch of invisible blocks (same block i've already used) or affects the textures of nearby blocks (will have to test when Notch's code comes out). It's essentially a mini-sun traveling around the cavern. The blocks only last like 5 seconds and the player cannot interact with them.
The dark entities have a similar effect radius but they max out the the OPACITY of the invisible blocks that are created (or the textures of nearby blocks). These entities travel in a more unstable random pattern.
Pros: will look crazy.
Cons: affects loading of new areas/blocks. Probably not viable in smp.
2. Earthquake. Could happen anywhere but more likely in say a volcano type biome. The ONLY affect is that the player's camera is moved jerkily depending on the strength of the earthquake. It could also set unstable sand/gravel blocks in the vicinity falling or random fissures start to show up (invisible entities moving blocks around in the area to form fissure type patterns. Note that blocks shouldn't be destroyed, but essentially moved aside to form the crevices. This will create obstacles for the player but won't end up entirely removing land/land formation and blocks. e.g. You won't end up with an empty space after a bunch of earthquakes happen, just a big fissure mess.
Dammit. I was waiting for the go ahead to make a proof of concept. *shrugs*
So what ARE we discussing?
I still like my soul storm idea. Could even use it in dungeons as an insta spawn block timer. e.g. a great red heart beats red light and seems to get brighter and brighter but the walls of the room get darker and darker. Really slowly so it kinda messes with your head. Then suddenly all the lights go out and you're looking at six sets of glowy eyes.
Heh. Well... I sent you guys a pm. So let me know.
Anyways you're discussing weather right now.
Two ideas:
1. Soul storm: Notch is changing textures so that lighting is animated through textures as opposed to how it's working now.
Two types of invisible entities with a large radius in a large room. Say six in total. Three of light. Three of dark. Could also be different colors.
The light travels around in a random smooth elliptical path. Essentially what happens is the entity either spawns a bunch of invisible blocks (same block i've already used) or affects the textures of nearby blocks (will have to test when Notch's code comes out). It's essentially a mini-sun traveling around the cavern. The blocks only last like 5 seconds and the player cannot interact with them.
The dark entities have a similar effect radius but they max out the the OPACITY of the invisible blocks that are created (or the textures of nearby blocks). These entities travel in a more unstable random pattern.
Pros: will look crazy.
Cons: affects loading of new areas/blocks. Probably not viable in smp.
You've described what it looks like when it does its thing, but not what effect it has. Are you saying this soul storm thing would just temporarily generate invisible blocks that could obstruct the player's path? Or would this be a purely visual effect? I'm not directly opposed to this type of weather effect, but I actually think it might be better for the Aether, since it doesn't seem to have any harmful properties.
2. Earthquake. Could happen anywhere but more likely in say a volcano type biome. The ONLY affect is that the player's camera is moved jerkily depending on the strength of the earthquake. It could also set unstable sand/gravel blocks in the vicinity falling or random fissures start to show up (invisible entities moving blocks around in the area to form fissure type patterns. Note that blocks shouldn't be destroyed, but essentially moved aside to form the crevices. This will create obstacles for the player but won't end up entirely removing land/land formation and blocks. e.g. You won't end up with an empty space after a bunch of earthquakes happen, just a big fissure mess.
I know earth quakes have been discussed several times. I believe the idea had been originally to have it set up so that Earthquakes only ever happened as you explored a new area and came across a fissure generated by the map, then after that earthquakes would be limited to those areas that had already had them, and would only mess with non-solid and gravity affected blocks, this way there wouldn't ever be a case of a fissure forming where the player had already started building, unless they specifically chose to build in the middle of an earthquake zone.
I'll do a quick search through the thread and see if I can find any of the previous earthquake discussions.
Grey said: "You've described what it looks like when it does its thing, but not what effect it has. Are you saying this soul storm thing would just temporarily generate invisible blocks that could obstruct the player's path? Or would this be a purely visual effect? I'm not directly opposed to this type of weather effect, but I actually think it might be better for the Aether, since it doesn't seem to have any harmful properties."
If you've ever played Vechs' super hostile series, you'll know that anything that messes with light is EXTREMELY dangerous.
When I say that light "suns" are going around the room, I also mean that dark "suns" are going around the (cavern or large) room. Right now in the nether, the only thing that spawns in the dark are pigmen (and rats if you have mocreatures). Anywhere that it is dark spawns mobs, players will have to consider trying to move with the light suns in order to travel through a stormy room safely.
The blocks are what I use for headlight blocks on my cars, are temporary (they last about 1 to 2 seconds right now, but i can change it for whatever situation), and the player isn't able to see or interact with them at all. I still have to proof the opacity side of the equation though, as I'll have to go back to an earlier set of code I haven't looked at in a while. The alternative is to just set 3 headlight blocks with say a creepy green color and have a specific mob spawn within the area the green headlight passes over at random intervals.
Re: earthquakes. Looks like you guys already thought that idea through (very similar design to what i was thinking as well) so I will bow out gracefully on that idea, as it looks like i'll be getting a better version of it anyways lol.
The flickering is kind of cool. But keep in mind that I'm just looking for the light vs. opacity contrast. Note: also that it takes a LOT more opaque blocks to create that shadowy dark effect then it does to just have a light block move around. Anyways, trying the whole room next.
While having actual blocks of shadow moving around is a cool concept, it's not going to have any effect in the Nether. There is no day and night in the Nether, so the shadows wont do anything. Plus Gloomwood is supposed to be the primary shade generation of the nether, so I really wouldn't want to compete with that too much.
Then get over it. The name has no basis in star wars or any of its content.
Lion/lie + sabertooth tiger. Right now you only have issues because there aren't any visual models for you to reference, so you're letting your subconscious fill in the details.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
On a side note that does absolutely nothing to help the problem: Imagine a sabertooth tiger with mini-lightsabers for teeth. That made me chuckle for a bit.
That way they don't have to worry about others profiting off their hard work, or the stress that comes with trying to beat out someone else's idea.
We'll MENTION this to King, as our plan, and then just continue working on your stuff + TNN.
That way we don't have to worry about compatability AND updates, they might implement a majority of the things we need (last I checked the blocks were only JUST being implemented), and so it'd basically be just a minor change.
We'd just have to get King to sign off on that plan.
The "Nether Updates" thread warranted competition because there was practically nothing in the entire thread that I would have left unchanged in some manner.
Oh, btw Sabata, I just realized that the Sap Shroud would work perfectly in the Aether, once it becomes a sponge (Sap Shroud placed in the Aether should automatically place as Sponge, with no delay as in the Overworld) as the sponge could be surrounded by water source blocks, and the sponge would keep them from generating flow blocks, allowing the Aether to have floating balls of water without needing a new type of liquid.
Anyway, if any of this doesn't make sense, i'll try to clean it up in the morning, it's almost 3am over here and I can barely see what I'm typing.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
Really when we're done with this thing we're gonna have to buff up the Aether.
We already have Armors from the Aether to get around to, and we're just gonna have to figure out how aether things will interact with Nether stuffs.
GODDAMN IT
STUPID GENDERFLIP VIRUS
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
I have a few ideas for mobs...
Evil, evil ideas.
I'm good with techne and have set up my own mod called Sunday Drive.
Just wondering.
Anyways you're discussing weather right now.
Two ideas:
1. Soul storm: Notch is changing textures so that lighting is animated through textures as opposed to how it's working now.
Two types of invisible entities with a large radius in a large room. Say six in total. Three of light. Three of dark. Could also be different colors.
The light travels around in a random smooth elliptical path. Essentially what happens is the entity either spawns a bunch of invisible blocks (same block i've already used) or affects the textures of nearby blocks (will have to test when Notch's code comes out). It's essentially a mini-sun traveling around the cavern. The blocks only last like 5 seconds and the player cannot interact with them.
The dark entities have a similar effect radius but they max out the the OPACITY of the invisible blocks that are created (or the textures of nearby blocks). These entities travel in a more unstable random pattern.
Pros: will look crazy.
Cons: affects loading of new areas/blocks. Probably not viable in smp.
2. Earthquake. Could happen anywhere but more likely in say a volcano type biome. The ONLY affect is that the player's camera is moved jerkily depending on the strength of the earthquake. It could also set unstable sand/gravel blocks in the vicinity falling or random fissures start to show up (invisible entities moving blocks around in the area to form fissure type patterns. Note that blocks shouldn't be destroyed, but essentially moved aside to form the crevices. This will create obstacles for the player but won't end up entirely removing land/land formation and blocks. e.g. You won't end up with an empty space after a bunch of earthquakes happen, just a big fissure mess.
Mostly moved on. May check back a few times a year.
So what ARE we discussing?
I still like my soul storm idea. Could even use it in dungeons as an insta spawn block timer. e.g. a great red heart beats red light and seems to get brighter and brighter but the walls of the room get darker and darker. Really slowly so it kinda messes with your head. Then suddenly all the lights go out and you're looking at six sets of glowy eyes.
I know earth quakes have been discussed several times. I believe the idea had been originally to have it set up so that Earthquakes only ever happened as you explored a new area and came across a fissure generated by the map, then after that earthquakes would be limited to those areas that had already had them, and would only mess with non-solid and gravity affected blocks, this way there wouldn't ever be a case of a fissure forming where the player had already started building, unless they specifically chose to build in the middle of an earthquake zone.
I'll do a quick search through the thread and see if I can find any of the previous earthquake discussions.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
If you've ever played Vechs' super hostile series, you'll know that anything that messes with light is EXTREMELY dangerous.
When I say that light "suns" are going around the room, I also mean that dark "suns" are going around the (cavern or large) room. Right now in the nether, the only thing that spawns in the dark are pigmen (and rats if you have mocreatures). Anywhere that it is dark spawns mobs, players will have to consider trying to move with the light suns in order to travel through a stormy room safely.
The blocks are what I use for headlight blocks on my cars, are temporary (they last about 1 to 2 seconds right now, but i can change it for whatever situation), and the player isn't able to see or interact with them at all. I still have to proof the opacity side of the equation though, as I'll have to go back to an earlier set of code I haven't looked at in a while. The alternative is to just set 3 headlight blocks with say a creepy green color and have a specific mob spawn within the area the green headlight passes over at random intervals.
Re: earthquakes. Looks like you guys already thought that idea through (very similar design to what i was thinking as well) so I will bow out gracefully on that idea, as it looks like i'll be getting a better version of it anyways lol.
Here's a quick proof of concept.
The flickering is kind of cool. But keep in mind that I'm just looking for the light vs. opacity contrast. Note: also that it takes a LOT more opaque blocks to create that shadowy dark effect then it does to just have a light block move around. Anyways, trying the whole room next.
PLEASE ALSO SUPPORT:
Sabata & Grey Acumen's "New Nether"
Grey Acumen's Minecraft 2.0 Suggestion Series
*sigh* Cool new mini-boss for me.