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    posted a message on [AC] Innsbrook (v1.0 - June 29th)
    Excellent map Lastair! I made it out with 1 death. I got all the listed items, except for one piece of heart. I still have no clue where it is. (Edit: Watched the gameplay video, saw where I missed it. d'oh) Anyway, great work and atmosphere!

    There are a couple technical hitches - when I died in the town hall, all the mobs were reset and I didn't have to fight them at all. The ladders are rotated on AC r799 so that they look a bit out of place, but this doesn't seem to make anywhere inaccessible. (Edit: When I later watched the gameplay video, I noticed that some of the sounds do not play on this version of AC either.) You can break and replace paintings too. A couple more hints and feedback would have been nice - after I got the keys I forgot that I had them. I was wandering around town for ages not knowing what to do, all the while holding the key to the town hall. Some feedback the first time you flip a gate switch would be helpful too, something like: "The mechanism must be broken"... "This one is broken too?"... etc. I didn't realize that they didn't do anything. Likewise when you find the switches towards the end of the map.

    None of this is to discredit your work. You have an amazing eye for detail and have added so many little touches to this map to heighten suspense and keep the player intrigued. This map is a showcase of some of the best exploration gameplay I have seen in a hobbyist game, and it beats a great many high budget title hands down. I am very impressed by how much gameplay you have managed to wind up in such a tight space. That makes the work all the more intricate and masterful. I haven't had the same feeling since Half-Life 2, the sense of coming upon familiar terrain but from a whole new vantage point is exhilarating. You also have a great sense of pacing, the progression of the story felt just right. I could go on about the lighting, textures, etc.

    Excellent, excellent job. I really hope we see more from you. Personally I'm not that big a fan of the suspenseful atmosphere, so I would love to see the same type of gameplay in a more cheerful setting for a subsequent project. :biggrin.gif: As it stands though, I think this map should be a poster child for the AdventureCraft Mod. Definitely front page material, showing off what the mod can and should do.

    Bravo.
    Posted in: Maps
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    posted a message on [TOOL] minecraft fast right clicker tool [All Versions]
    Could you post the actual .ahk for those of us who have AutoHotkey installed?
    Posted in: Minecraft Tools
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    posted a message on Dynamic Structures (Physics!)
    http://forums.introversion.co.uk/introversion/viewtopic.php?t=2723
    Physics in minecraft - it's totally doable. Dont't just tl;dr - scroll down for video at least. If you do take the time to read the article, he discusses his implementation. Basically attempted to build a voxel engine to see how Notch did it, then decided to add physics to the blocks.

    for just the video, go here:
    Posted in: Requests / Ideas For Mods
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    posted a message on Need to Top Your Friends [Mod Edit: Lesson]
    Now with moar spambot!

    [Mod Edit: Warning Issued for Bump/Spam in an Advertisement.]
    Posted in: Forum Discussion & Info
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    posted a message on Dynamic Structures (Physics!)
    However, entities like mobs use the vector code. Blocks might be able to be temporarily represented as entities. There would have to be an artificial cap on their numbers though. Yes it would require a MASSIVE amount of work. The voxel-vector collision model would be hell to code and even worse to optimize. Still, it seems within the realm of possibility to me.

    ... and nicely done on preempting Garry's Mod comments. I don't actually own/play it. I was inspired more by physics sandbox engines like Phun. (http://www.phunland.com/wiki/Home)
    Posted in: Requests / Ideas For Mods
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    posted a message on Dynamic Structures (Physics!)
    This is long. Stick with me.

    Picture a tall cobblestone statue. An explosion rocks its base, destroying its slender supports. The structure begins to topple! Not falling limply to the ground as sand does currently, but the whole statue tilting as one piece, eventually falling to the ground and shattering into its component blocks which lay haphazard about the terrain. You sadly poke the cobble fragments, pushing them about the landscape in dejection at the loss of your masterpiece.

    Or picture a mighty tree, taller than any other in the forest. You heft your axe and with a few swings chip away the trunk near the base. The tree groans as it topples towards you and you scramble to escape is path as it comes crashing to the ground. Dusting yourself off you set to work on the branches that are still intact, the wood now within easy reach.

    Or picture your mighty castle. With the flick of a lever you set loose the chain holding your drawbridge, allowing gravity to drop it to earth with a resounding boom.

    Or picture the rope in your hand. You fasten it about the fencepost you just placed and pray that it will hold your weight as you begin to rappel down the cliff face, bounding outwards like a half-swung pendulum.

    Or the pendulum swinging from the highest point in your tower; the chandeliers hung from your rafters; the unstable shale cliff edge that slides away under your feet; the broken wooden bridge that still floats in the stream.

    These are all scenarios that we could create given the proper tool in Minecraft: a robust physics engine. There are many hurdles that would need to be overcome, but I do not believe that they are insurmountable.

    Blocks would need to track which other blocks they are connected or fastened to (and how much force would be needed to shear them if we wanted to go that far). When blocks lose their connection to any stable block, they should become freely affected by gravity and fall or tip or balance as a unit among their fellow connected blocks. The best example of this is the tree. When a trunk piece is removed, the blocks above it should fall but the tree above the cut should retain its structure, the whole top of the tree freely falling, spinning and colliding in three dimensions, eventually coming to rest (at which point we could stop calculating its path until it is acted upon again.) Ropes or chains attached to structures could constrain movement as well.

    So. Huge project. Huge obstacles, performance not the least of these. Who's up to it? I want my hanging chandeliers casting shifting light across the room.
    Posted in: Requests / Ideas For Mods
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    posted a message on cant find the mod
    Queue Prey themed mod: walking on walls! gravity shifting! spirit walking! zomg!
    Posted in: Mods Discussion
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    posted a message on Help me find a mod
    First, wrong forum. This should go in the general modding forum.

    Second, there is a search button in the top right of the page.

    Third, the mod you're looking for is http://www.minecraftforum.net/viewtopic.php?f=25&t=162899&hilit=controller+block and apparently is not up to date for 1.3
    Posted in: Mods Discussion
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    posted a message on [1.4_01] VarietalSaplings (grow pine & birch) *no update*
    Two questions:

    One - Will this make my saves incompatible if I uninstall it later? I assume it won't since the damage values are just being modified on the existing sapling ID, correct?

    Two - Is this available for SMP? How about making an SMP version if it's not currently compatible?
    Posted in: Minecraft Mods
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    posted a message on [WIP MOD] Minecraft Nethack - NO RELEASES YET
    Quote from Fenrs »
    Hello, Fenrs! Welcome to MineHack! You are a chaotic male creeper Wizard.
    i

    X- a spellbook of exploding.

    Z

    what would you like to cast?
    e

    You explode violently! You Kill the poor sheep! You hear the rumble of distant thunder...
    You die.

    Hell yeah. Minecraft and Nethack would be a crazy, awesome combination. Go for it, and good luck.


    This.

    I'm all for the concept behind this mod but how it will work out into actual code will be a nightmare.

    >> w
    Wield what?
    >> a
    You are already wielding your fists.
    You strike the pig. The pig turns to flee.
    You strike the pig. You have killed a defenseless pig. There is a pig corpse here.
    >> ,
    b - a pig corpse.
    >> e
    Eat what?
    >> b
    You eat the pig corpse. The meat is delicious.
    You feel full.
    Posted in: Mods Discussion
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from azraeil »

    I'm aware. Just delete base.vsh from the install folder and reinstall using the script. There is no flat world base.vsh.


    Ah I see, I misunderstood you. Thank you!
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    No, the problem is that the base.vsh in the install folder is the same as the curved world base.vsh. Reinstalling or even re-downloading the mod will not help. There is no base.vsh (as far as I can see) that has the old flat world model. Granted it's not actually that hard to edit the shader code (which I just did to make the effect subtle enough for my liking :3), but I think the flat option should be present for the sake of the timid/unskilled.
    Posted in: Minecraft Mods
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    posted a message on [1.3.1] GLSL Shaders (DoF, Bump Mapping, Waving Wheat, Dynamic Shadows, and More!)
    Quote from daxnitro »
    Quote from BluDragon »
    Woah, does this mod make your minecraft world CURVE?


    Yes, if you use that shader (which is currently default). It won't really have any visible effect when you're running around doing your thing, but if you stand on a high ledge and look into the distance you'll see a curved horizon as if the world is spherical.


    Okay, but how do I get my flat world back? There does not appear to be a flat world base.vsh any more. I like the curved concept but it makes me a bit seasick in practice.

    *EDIT:

    Alright I suppose I could edit the shader myself (the code seems simple enough), but that's work and also what about the others to afraid to poke about in the GLSL?
    Posted in: Minecraft Mods
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    posted a message on The SMP Fix Just For You
    Quote from Misplacedcircus »
    Hi,

    You don't know me, but we have something in common: We both want SMP fixed.

    ..and i have THE solution, which is no more different than my own solution:

    Stop getting yourself frustrated by (1) these forums, (2) comments on "The Word of Notch", or (3) by Minecraft itself.

    It will take a few years of bug fixing, and introduction of new bugs for Minecraft to work as it should. Give yourself the piece of mind that haters will always hate. If masochism is your style then keep getting frustrated by people getting frustrated. I get it. Do you really want to be perpetually pissed off for a few years?

    Notch is trying, plain and simple.

    If you need to find answers or solutions and run into a bad patch of posts, come back here and read this. This post will always be here (or not depending on the mods), so save it. This is your solution.

    ...and remember: chances are high that there are replies to this inoffensive post from angry fans. Tab out, or scroll back up. Good habits start somewhere.



    But... I need my fix! :'(

    Seriously though, very true. We're all impatient and everyone needs to just calm down. I know I've been checking Notch's twitter practically every hour. Maybe if I just take a couple weeks off from SMP it'll be playable again.

    Also, +5 :Diamond: for your first post being well worded and incredibly sensible!
    Posted in: Alpha - Survival Multiplayer Discussion
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    posted a message on Fewer Natural Caves?
    The amount of caves varies based on where you are. Some areas have more caves. Some areas have almost none. This was true before the update and still is. You probably didn't notice it because of limited exploration or few saves.
    Posted in: Alpha - Survival Multiplayer Discussion
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