Quote from TheEpicDude2If they have Villagers in the movie, I seriously want the guy from this video to voice them.
Also, I'm not saying that I think they will, but Warner Bros. had better not mess it up like Disney did with the Super Mario Bros. movie. It was probably the worst movie I had ever seen, and that's coming from a Super Mario fan.
Everybody walked the dinosaur...
Lol nope. You forget that this community hates everything.Quote from SVGK(lets face it, whatever comes out of the movie is going to be regarded as canon by everyone).
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Everybody walked the dinosaur...
Lol nope. You forget that this community hates everything.
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The trouble with natural slopes is they don't really fit too well into the 8x8x8 system I've been working with. It *might* be doable, but it would be a hassle.
What I had in mind with the layering was that the flatter buildings would have some exposed rooftops with walkways connecting them (one or two levels above "ground level"), to create more of a multi-tiered effect. Mockups might be more useful for explaining this... I'll get on that.
I think the trick is going to be: a) finding a good building density that makes the world feel like a city without making it feel cramped, and doing something more interesting with the space inbetween buildings. I like the idea of making the surface more like an actual city and less like a maze. The mazelike pathways on the surface felt a bit unnatural to me outside of the hedge mazes I was planning for the garden district; buildings should really be the things that form the "maze" on the surface, not arbitrary three-block high plateaus.
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The bad news is, with the changes in 1.7, most of the generation code will have to be totally overhauled, to the point where it would be easier to just rewrite it from scratch. This would, of course, mean I can fix a few issues I was running into with the old one.
I figured I would post here to get some input on what the generation should end up looking like. I definitely want to find a way to copy modules from in-game, as this would make adding them to the mod so much easier than hard coding them in. But I got to thinking about a few things:
-I want to put a lot of focus on procedurally generated rooms and structures. With a few different base generation archetypes, the world can be populated with a very large variety of structures. Because of this, I think I might skip the rather complicated code involved with mirroring and rotating entire structures at a time, as canned floor plans should be very uncommon.
- The surface of the present generator seems awfully... flat. And kind of barren. Sure, there are towers and walkways, but there are a lot of flattened walkways and very few buildings. It feels more like a plain with lots of little ditches than a cityscape. Because of this, I think the buildings should be more densely packed. Also, I think the surface buildings themselves should be more layered, with anywhere from 1-4 levels and walkways connecting them.
- The underground seems a bit too deep. Right now it's seven levels of winding tunnels. I think it could be cut down to five or so without really missing much, especially if the surface would be more varied.
Thoughts?
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Complaining? I don't see anyone complaining...
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I did, actually. That's partially why Java was created, actually. The idea was that you could compile and run code on just about anything that can run a Java virtual machine. That way, you could have a "home of the future" type of deal where you could have one remote control that could talk to all of your appliances, all of which ran Java.
I hadn't heard about the daily forecast, though. That's... interesting.
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Slap on tons of obsidian to get a high unbreaking modifier...
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Which is a bit of a disappointment, but after some thought I had an idea on how to sort of "fix" this. Would it be possible to make some sort of config option or graphics setting that, instead of rendering the bows with all of the different layers on them (which is where I presume the problem comes from), renders a simple generic bow texture without all of the layers? It might fix a lot of this problem for some with lower-end graphics cards, though at the cost of not being able to see their pretty bows...
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While I agree with your sentiment, try to be a bit civil about it. No sense starting a flame war.
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This. The community here, as a whole, has become extremely hostile to differing points of view.
As for my two cents on this, beta 1.8 - release 1.6 had very good biome distribution, but each instance of the same biome looked pretty much like every other instance of that biome, causing worlds to become quite monotonous. The new generator does a better job with making each instance of a biome interesting, but the temperature system and the larger biome sizes really messed up the distribution, IMO. You have to travel through the same handful of biomes quite a bit more than before in order to find anything new; and while these regions are more varied than they would have been before, there's only so much that can be done to make instances of the same biome look different while still looking like the same biome.
Ideally we'd see a return to 1.6's distribution with all of 1.7's biomes, but I suspect Mojang probably doesn't want to touch the terrain generator anytime soon...
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Edit: Yep, right here:
http://www.minecraftforum.net/topic/1495041-16x-forge-biomes-o-plenty-v112-1-year-anniversary/page__st__8000
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This. The knockback is ridiculous for a projectile that size. Especially since arrows are piercing weapons, not blunt, so most of the force would push them further into the target's squishy flesh as opposed to pushing the target.
What should happen is have arrow knockback reduced substantially, but change the damage formula a bit so armor has less of a damage reduction for damage taken by arrows. That way they're still relevant later on in the game. Granted, the trouble with difficulty in this game is there's little scaling, so everything's frontloaded... and why more people don't realize this I have no idea grumble grumble grumble...