I feel bad that you think performing my first script would be too difficult for you. :sad.gif: But I understand, you want to do your ideas since it's your time and effort. I completely get it. That said:
I think your mini-teaser is a great idea! :smile.gif: In fact; people could make a whole series based on the idea of "What would you do?" testimonial style.
Stack-Diving could even become an entire sub-genre of that series sort of like "planking", where everyone posts their own variation of a stack-dive! That could get a lot of community involvement as it wouldn't take 12 people working night & day for them to make. :smile.gif: I don't think it would be right as the premier Digital Diamond video, but it could really spark off a lot of excitement and fun!
btw: Did you speed up the video to make the fall faster? I'm thinking that if you were willing to do a remake of the video that maybe there would be a couple things that could make the Height aspect even just a little more visceral that it already was.
One thing would be to turn on CC's built in CoordMod by pressing F4 and showing right from the start exactly how high you are. In fact; you could make it even clearer by having the stack, or your fall zone, be where X & Z = 0 to minimize their distraction (Robinton could make a really quick patch that even masks the X & Z coords). This way, even with a sped up video they can watch the y coords changing the entire time, really giving them a better feel of the height aspect.
Also; After you've done whatever fall-tests you need to do and you are ready for the final cut; you could add the TripleView-NoFog Mod to your mix. Add it after Cubic Chunks, it WILL overwrite one of CC's classes but it won't have any effect on anything you'd need for the video (it does nerf in-game screenshots, at least for me - use normal PC screenshots instead). Go up to maybe y=200 and let your Steve stare in one direction for about forever until it pretty much finishes building chunks waaay out, then turn 90 degrees and do the same etc until you have beautiful terrain built out for a loooong ways in every direction.
- Then go up as high as you need for what will be done to be really impressive, maybe 700 or 800. You don't want to go high enough that the ground disappears and turns blue, the TripleView mod will give you an incredible view for a long ways up, but the higher you go the lower your framerate will drop, do not be surprised...
The thing is, that in your first cut of this video people pretty much go from seeing blue then a quick flash of ground and then underground. If we can show them a greater expanse of terrain to see approaching them as they fall, then the height will FEEL more real to them, along with the Coordinate in the upper left corner continuously counting down the height!
I LOVE the visceral impact of falling at high speed down the hole! But perhaps the idea of communicating the Feel of Great Size in the video could be enhanced by occasionally falling through a large underground chamber which you can see the torch/glowstone lit edges of then right back into the rabbit hole! heh heh, sort of Indiana-jones like perhaps. The Converter tool ymod method of using MCEdit that Robonton & I described to you earlier would help with this a LOT.
And for the final masterpiece! Have the ground open up into a large chamber with a massive lake of lava underneath you! Which you look at as you fall into it! It could represent the actual ocean of lava Robinton has at the very bottom. :wink.gif:
Well, anyway. I reserve the right to eventually "film" a Stack-Diving video too, looks like fun! :smile.gif: And whether or not you make another one, the current one is good and fun. Although I would lower the volume a bit. :wink.gif: My volume is generally somewhat low but when I ran the video the music was very loud. Good luck!
No no! I really wanted to do your script but I'm living at my grandma's house temporarily and I couldn't get a server running. I also couldn't load up the moderncraft world into mcedit to do that. So I was fuming over that for a few hours when I got the idea: "Hey! why not make something really random and stupid and people will love it! maybe even make their own vids!"
So I made the jump off the pole and Booyah! Funny lolz for everyone.
I did not increase the speed. Minecraft doesn't have terminal velocity so If you fall you will keep increasing speed until you hit something.
I was also thinking of the same idea with people making the fall videos too! Whats funny is I only recently heard about planking, maybe only a week ago on FaceBook.
Yeah, I was wondering whether to do A coordinate with them, along with triple view. Most likely I'll make another video even higher and more epic with that stuff.
Oh yeah, I jumped from a height of 400 and fell to a depth of -500
So about 900 blocks. =)
About the huge lava lake, That would be really hard to build lol, But If worldedit worked under -0 Then I'll definitely Do that.
Hey guys, I've started modifying sk89q's WorldEdit mod to work with CubicChunks.
So far all I have done is modify the hard-coded height limitations in the EditSession class, but this has provided some very limited functionality.
Commands that I have used and so far work:
set
superpick
replace
stack (only works sometimes)
Region selection works. Modification of the region with commands such as expand, contract, shift does not work yet.
Other commands will sometimes work, sometimes not, and sometimes throw an error in your SPC console.
You can download the WorldEdit.jar Link Removed Replace the current WorldEdit.jar file in your .minecraft\bin folder (after you make a backup ;p ).
Please feel free to contact me if you would like a copy of the modified source.
THANK YOU SO MUCH! I really needed that for some videos I'm gonna make of the CC mod. Also, Could I get the modified source and See if I can help you?
You can download the WorldEdit.jar Link Removed Replace the current WorldEdit.jar file in your .minecraft\bin folder (after you make a backup ;p ).
That's Fantastic!! Thank you!
@creator4: Cool, no problem. :wink.gif: But since then you've seen Robinton's & my instructions to you on how to get mcedit to work yeah? :smile.gif: Although anything under y=0 would still be an issue at this point until R-Mob updates the Converter with level shifting. Hmm, we'll see what Robinton's been up to once he comes back from his "vacation", heh heh. :wink.gif:
@Robinton: Thanks for letting us know about ExamDiff! Great stuff. Are you using the Pro version? After the 1 yr license expires will it stop working or do you just stop getting support?
The gist of it is that EntityRenderer.b() called EntityRenderer.a() called RenderGlobal.a() called WorldRenderer.a() called Tesselator.a() which called an opengl function that crashed. I've modified many of those classes, and I'm not sure off of the top of my head what the problem is. I've got it written in the bug-list, and I'll try to fix it soon.
EDIT: "Also, it occurred to me it could be a memory problem." I'm really glad to know it might be a memory problem, because go about fixing it a completely different way. What Render Distance are you using?
BTW, unless you want everyone to know your username, you might want to replace all occurences of it in the bug report with <username> or something...
@Ciduxek: Thanks. :biggrin.gif:
I guess part of the problem might be something having to do with the functions that in Minecraft are called "World.getBlockData" and "World.getBlockData".
@creator4: I already have an option: "Make Cubic Chunks compatible with Minecraft Forge" on the poll. It has 11 votes even as I'm posting this.
@MineCrak: I was busy yesterday, but I'm back today. And it seems like only about 4 people want me to work on height-shifting first. I might be able to rig something basic up real quick... And I just use the free version of ExamDiff.
More to follow...
EDIT: AHA! I was just testing, and I couldn't find any y Block limits, even though towers can't be built over y=255, and blocks can't be dug under y=0. I realized that the BlockDigPacket's y position is sent as a byte! So I'll fix that... change it to an int. After further investigation, a couple of other packets also use bytes for y-position. I'll fix that, too...
@MineCrak: I was busy yesterday, but I'm back today. And it seems like only about 4 people want height-shifting. I might be able to rig something basic up real quick... And I just use the free version of ExamDiff.
Cool. I don't think it's really accurate to say only 4 people want it since it's an exclusive poll not an inclusive one. :wink.gif: Plus, people aren't really yet trying to edit the worlds with MCEdit.
The only way that a person will be able to safely MCEdit an entire CC World including anything built beneath 0 will be to level shift it all up high enough above 0 so that it is preserved when moved over to a ymod map. And then shifted back down to put it back to a normal level in the CC map. Otherwise it would be useless to build anything under 0 because it would be whacked if you ever needed to MCEdit it, and lots do. So no reason to even have the map go beneath 0 in that case...
And save splicing would allow just a horizontal slice between two vertical heights, y = 129 to y = 512 for instance, to be copied over to ymod and edited then reintegrated back into the original map without affecting anything outside of that range. That would even allow people to start working on the higher map parts for their server separately right now even while that server community continues to build things in the normal space on a normal server, then later they could convert the normal server world and then integrate the pre-built higher slice right onto it! :smile.gif:
I appreciate you working on this even though you have so much else to do, it really is important even if others don't yet understand why. Because eventually they will, and they'll be coming to you.. :wink.gif:
Rollback Post to RevisionRollBack
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
The Meaning of Life, the Universe, and Everything.
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JDroo
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the Cubic Chunks mod conflicts with the zombe fly mods gs.class file. I love this mod by the way, I'm building a giant flying space craft :biggrin.gif: so awesome!!!
//okay if you have the zombe mod already installed, just replace the chunk mods gs.class file with the zombe gs.class file and it fixes the fly mod.
Out of curiousity do Cubic Chunks load faster? I know there are more of them, but I would think when traveling over the ground it would only need to load the visible ones and since they're not covering everything all the way down to bedrock that it would be quicker.
I know there is some shitty minecraft code involved in loading chunks that is fixed by optifine (video example) but i'm guessing that's something that CC would edit as well. If I'm right that might be something you might want to look into putting into CC that ontop of the whole less data being sent (vs vanilla chunks), would help a ton with chunk loading times.
I just posted a new SMP test release. Major bugfixes for placing/removing blocks at y<0 or y>256. The messages got changed a little, so to play Multiplayer, you will have to update both, or neither. V1.4.1 (Client / Server) cannot connect to V1.4.2 (Server / Client).
BTW, in the near future, I think I will change the world height/depth to 65536 blocks, at least for now. That option is last on the poll, but selecting it won't inconvenience anyone (not counting that I'll have to spend 5-10 minutes making the updates), and A. it could help with the better overworld terrain later on and B. the extra height will make the mod sound cooler.
@Ciduxek: Thanks. :biggrin.gif:
I guess part of the problem might be something having to do with the functions that in Minecraft are called "World.getBlockData" and "World.getBlockData"
Thanks, I'll look into that, I need my WorldEdit. Trying to prep a mega-build 500+m underground and hundreds of meters across, one block at a time, is excruciating. :sad.gif:
About the 65536 change : YES! Plus, the more extreme height could reveal bugs in your code that don't show up at mere +-4096. (I'm thinking algorithm problems that only appear when n is large)
About Minecraft Forge : making it compatible isn't really optional. At the rate Forge is growing (EVERY content mod worth playing either uses it or will use it soon) if the mod doesn't support it, you'll be modding the game only for yourself..
But adding compatibility isn't hard. Forge is just a bunch of hooks in base files, and the mod is completely open source. All you have to do is open up Forge and copy-paste your own code in there. You can include forge's edited base files right inside your own mod. Submit your edited base files to the curators of forge and those change's will appear in the next version. (although they would probably ask that you move large code changes out of base files and include just hooks)
So, I heard the good news about Cubic Chunks and the YogBox :smile.gif:
I hope I don't sound stupid/clueless (I probably will...), but could you please clarify? I spent some time learning about YogBox (hopefully I found the right one), but I can't seem to figure out what this "good news" is.... Am I missing something that's obvious to everyone else, or something?
More on-topic: I love the idea of this mod (I haven't installed it yet. It alters a A LOT of classes, and thus has a very high likely hood of conflicting with other mods at the moment). When Bucyruss started the Biome Terrain Mod, he did so with the intention and hope of increasing the terrain generation's overall height (and thus, of course, the build height/height of the world). It looks like it took about 10 months, but it's finally really close! With this (CC mod and the terrain generation code from Kinnickik) combined with BTM, it seems to me that it should be almost exactly what Bucyruss was originally shooting for! Good luck, and I really look forward to a version of this combined with increased terrain generation height, and BTM. When that comes around, I will most likely ditch all other mods in favor of this one (though, there are some *really* cool mods out there.... And OptiFine/OptiMine is almost required for my poor computer.... :sad.gif: ). Good luck! Mouser X over and out.
I just posted a new SMP test release. Major bugfixes for placing/removing blocks at y<0 or y>256. The messages got changed a little, so to play Multiplayer, you will have to update both, or neither. V1.4.1 (Client / Server) cannot connect to V1.4.2 (Server / Client).
BTW, in the near future, I think I will change the world height/depth to 65536 blocks, at least for now. That option is last on the poll, but selecting it won't inconvenience anyone (not counting that I'll have to spend 5-10 minutes making the updates), and A. it could help with the better overworld terrain later on and B. the extra height will make the mod sound cooler.
Sweet mother of R-Mob! :biggrin.gif:
Well, of course you know what I have to say next. :wink.gif: Now we'll have to have Auto-leveled Save Splicing in the converter in order to get any MCEditing done.
Just copy a slice starting at user chosen bottom level (then auto level shifted to start at y=1), maybe 1024 blocks tall, to a ymod map then edit then transfer back into CC World (auto re-leveled to correct level) without damaging or changing anything outside of that slice. :smile.gif:
The save file could be called something like "Edit-Mode Save 1025-2048"; with the numbers being whatever the y coords for the slice are. And when the converter goes to reintegrate it the bottom-most coords in the save-file name could be what it uses, editing that coord in the filename would also allow people to duplicate an entire slice onto another level of their map if they wished. :wink.gif:
[ EDIT File Format ] : [ Edit-y ] [ Edit+y ] [ Edit+ys 1024 # ] [ Edit+ys 1024y #### ]
Robinton; Concerning your World Save File Converter:
Currently; when a CC World is converted to a ymod world of any size, does everything in the CC World that's below coordinate 0 get lost since the ymod world doesn't go into negative y?
If so then I would like to propose an intermediate "Edit-Format" that your converter could convert CC Worlds to & from that could preserve every possible CC coordinate location while also providing a world file that is more easily editable by tools which are not yet 3D Chunks capable. - This can already be done to some degree right now, so long as there is nothing beneath y=0 or above y=1024 that needs to be preserved, but a complete "lossless" Edit-Format for CC Worlds would be ideal. :smile.gif:
* I see three possibilities; two of which are utilizing ymod world files with a vertical space of 4096, which can be made and should theoretically work in a ymodded Minecraft. But it really won't matter whether or not it is stable in minecraft as it's not meant to be played while in this state, it just needs to be editable by external tools and then convertable back into a normal CC World file. - The third method uses striping, it will convert over just a single choosable layer (1024 vertical blocks) into a normal ymod 1024 file then back again into it's proper place in the CC file. - [ MCEdit is compatible with ymod 0.1.5 world files but I don't know if it's engine is limited in the height it can handle or if it can handle negative coords. I am checking with codewarrior to find these answers. ]
** Considering how much value World file editing tools of all sorts will bring to any World file format and it's acceptance and usability, it may be best to have all three of the following Edit-Format versions available as options considering some tools may just not handle negative y coords and others may just not be able to handle chunks 4096 blocks tall, or cpu performance might be too slow when editing 4096 tall chunks?
1. [ Edit-y ] = Ideal : A new variation of the 4096 ymod 0.1.5 world file that simply has coordinates of (-2048 to +2048) instead of (0 to +4096). A CC World file could be converted straight over, coordinate to coordinate.
2. [ Edit+y ] = Usable : An ordinary 4096 (0 to +4096) ymod 0.1.5 world file, but when converted from CC to the [ Edit+y ] Edit-Format the coordinates of the world image will be shifted up by a set amount (2048/2047?) so that every possible existing CC coordinate position can be preserved and accessed in the (0 to +4096) space, and then down-shifted back to (-2048 to +2048) when converted back into CC World format.
3. [ Edit+ys 1024 # ] = Usable if necessary and easily extendable to any future CC height : (Striped Method) This would use a regular 1024 ymod 0.1.5 world file. Using coordinate 0 as the reference point, a CC World file could be defined in terms of "Layers" each of which would be 1024 blocks high and in a consistently defined y position. Layer 1 would be 1-1024 and would be a straight over coordinate copy. * All other layers (ie Layer -2 {-2048 to -1024}) would need to be coordinate shifted like in the [ Edit+y ] format then shifted back again to it's proper position in the CC World file (so the Edit file would need a way to record which Layer it is {perhaps it could just go by the worlds filename? That way a person could choose to copy it back to a different layer if they really wanted to :wink.gif:}).
- [ Edit+ys 1024 2 ] { 1025 to 2048} - [ Edit+ys 1024 1 ] { 0001 to 1024}
- [ Edit+ys 1024-1 ] {-1024 to -0001}
- [ Edit+ys 1024-2 ] {-2048 to -1025}
3b. [ Edit+ys 1024y #### ] = A free-form version of method #3 that would give greater control to the user, for instance if they need a schematic of something that goes across a "Layer" boundary : Works the same as #3 but if there is a y after the 1024 then the number after it (space then number if positive coord, - then number if negative coord) will be the bottom-most block of a user-defined 1024 vertical block layer and dealt with in the same way as method #3. In the current converter there could be an input box that appears or un-grays when this Edit-Format is selected, the file/folder name will have this number on it and use that number for re-integration into a CC World file. One way or another, there is a viable near-term solution to this issue. :smile.gif:
* And with 32K blocks down.. Plenty of room down there to place a CC Nether-like realm maybe 20-23K blocks down and with nasty creatures in it that would put the Nether to shame! :biggrin.gif: I can imagine a group spending a long time coring out a big hole to that realm, large enough to allow the Under-beasts to climb and fly out to the surface! Hell on Earth! :wink.gif: Or, still deep but not as deep there could be "Lost-World" pockets where there are dinosaur Mobs and such.
** Could it be made so that if you die that deep you keep respawning down there until you get higher again? Perhaps a twiddling of the spawn code so that you will respawn within the 1K layer you die in. So if you die @ y=2040 then you would not respawn at y=64 but at the nearest higher surface closer to 2040. That would make the Heights & Depths that much more of an adventure! You would be stuck at those levels until you made it back out yourself, instead of just being able to die and go back to a convenient spot on the surface. - I guess that would mean making the beds only work within a 1K diameter distance? That would be ok for me since my bed doesn't work right anymore anyway.
BTW, in the near future, I think I will change the world height/depth to 65536 blocks, at least for now.
btw: That is the Mother of all "BTW"'s! Once you release that the following tag-line will be about the only way to describe such an incredible change for Minecraft: :wink.gif:
Do not attempt to adjust your Display;
Robinton is in Control of the Vertical.
You are about to experience... the Outer Limits!
The people making rocket & space mods and such are going to go completely crazy! :biggrin.gif: Time to prepare for Asteroid mining! :wink.gif:
I hope I don't sound stupid/clueless (I probably will...), but could you please clarify? I spent some time learning about YogBox (hopefully I found the right one), but I can't seem to figure out what this "good news" is.... Am I missing something that's obvious to everyone else, or something?
Please go to the link below and follow those Installation instructions. The short answer is that you must install ModLoader first then delete the META-INF folder in the jar, then install the Cubic Chunks Mod last. Unless you want to also have HDTextures, then it would be done a little differently. But both instructions and links are at the following Link:
Have you reset your minecraft.jar to clean yet or is it still messed up?
What world are you in? Is it a Cubic Chunks generated world? If it is a Cubic World then you have just likely corrupted it and will need to start a new one. I hope you backed up your world before starting any of this... If you know what kind of world it is you might be able to fix it by running it through Robinton's World Save converter. Tell it to convert from whatever world it is to whatever kind you want it to be, even same kind is fine for fixing. This Might fix it.
[EDIT] Did you delete the "META-INF" folder in the .jar like I said?
[EDITx2] Yeah, Cubic Chunks is not Optifine compatible yet, I don't know about Modloader. But the black screen happens when you don't delete the Meta-Inf folder.
You do not enter Cubic Worlds without the Cubic Chunks Mod installed and working. You will probably corrupt them.
I know how to add mods and so on, ofc I deleted meta-inf.
I see, there was no reason for me to know this, all things considered. And you later added steps for everything you did, but did not list deleting meta-inf. So it could not be assumed, especially since the symptoms are the same as if you had not. Also, you still haven't answered my questions about the World save you are having problems with.
No no! I really wanted to do your script but I'm living at my grandma's house temporarily and I couldn't get a server running. I also couldn't load up the moderncraft world into mcedit to do that. So I was fuming over that for a few hours when I got the idea: "Hey! why not make something really random and stupid and people will love it! maybe even make their own vids!"
So I made the jump off the pole and Booyah! Funny lolz for everyone.
I did not increase the speed. Minecraft doesn't have terminal velocity so If you fall you will keep increasing speed until you hit something.
I was also thinking of the same idea with people making the fall videos too! Whats funny is I only recently heard about planking, maybe only a week ago on FaceBook.
Yeah, I was wondering whether to do A coordinate with them, along with triple view. Most likely I'll make another video even higher and more epic with that stuff.
Oh yeah, I jumped from a height of 400 and fell to a depth of -500
So about 900 blocks. =)
About the huge lava lake, That would be really hard to build lol, But If worldedit worked under -0 Then I'll definitely Do that.
THANK YOU SO MUCH! I really needed that for some videos I'm gonna make of the CC mod. Also, Could I get the modified source and See if I can help you?
for you
That's Fantastic!! Thank you!
@creator4: Cool, no problem. :wink.gif: But since then you've seen Robinton's & my instructions to you on how to get mcedit to work yeah? :smile.gif: Although anything under y=0 would still be an issue at this point until R-Mob updates the Converter with level shifting. Hmm, we'll see what Robinton's been up to once he comes back from his "vacation", heh heh. :wink.gif:
@Robinton: Thanks for letting us know about ExamDiff! Great stuff. Are you using the Pro version? After the 1 yr license expires will it stop working or do you just stop getting support?
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
@tchnmt43: The only thing I completely understand out of that error report is:
The gist of it is that EntityRenderer.b() called EntityRenderer.a() called RenderGlobal.a() called WorldRenderer.a() called Tesselator.a() which called an opengl function that crashed. I've modified many of those classes, and I'm not sure off of the top of my head what the problem is. I've got it written in the bug-list, and I'll try to fix it soon.
EDIT: "Also, it occurred to me it could be a memory problem." I'm really glad to know it might be a memory problem, because go about fixing it a completely different way. What Render Distance are you using?
BTW, unless you want everyone to know your username, you might want to replace all occurences of it in the bug report with <username> or something...
@Ciduxek: Thanks. :biggrin.gif:
I guess part of the problem might be something having to do with the functions that in Minecraft are called "World.getBlockData" and "World.getBlockData".
@creator4: I already have an option: "Make Cubic Chunks compatible with Minecraft Forge" on the poll. It has 11 votes even as I'm posting this.
@MineCrak: I was busy yesterday, but I'm back today. And it seems like only about 4 people want me to work on height-shifting first. I might be able to rig something basic up real quick... And I just use the free version of ExamDiff.
More to follow...
EDIT: AHA! I was just testing, and I couldn't find any y Block limits, even though towers can't be built over y=255, and blocks can't be dug under y=0. I realized that the BlockDigPacket's y position is sent as a byte! So I'll fix that... change it to an int. After further investigation, a couple of other packets also use bytes for y-position. I'll fix that, too...
Cool. I don't think it's really accurate to say only 4 people want it since it's an exclusive poll not an inclusive one. :wink.gif: Plus, people aren't really yet trying to edit the worlds with MCEdit.
The only way that a person will be able to safely MCEdit an entire CC World including anything built beneath 0 will be to level shift it all up high enough above 0 so that it is preserved when moved over to a ymod map. And then shifted back down to put it back to a normal level in the CC map. Otherwise it would be useless to build anything under 0 because it would be whacked if you ever needed to MCEdit it, and lots do. So no reason to even have the map go beneath 0 in that case...
And save splicing would allow just a horizontal slice between two vertical heights, y = 129 to y = 512 for instance, to be copied over to ymod and edited then reintegrated back into the original map without affecting anything outside of that range. That would even allow people to start working on the higher map parts for their server separately right now even while that server community continues to build things in the normal space on a normal server, then later they could convert the normal server world and then integrate the pre-built higher slice right onto it! :smile.gif:
I appreciate you working on this even though you have so much else to do, it really is important even if others don't yet understand why. Because eventually they will, and they'll be coming to you.. :wink.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
//okay if you have the zombe mod already installed, just replace the chunk mods gs.class file with the zombe gs.class file and it fixes the fly mod.
Well now it has 12 votes. =)
I know there is some shitty minecraft code involved in loading chunks that is fixed by optifine (video example) but i'm guessing that's something that CC would edit as well. If I'm right that might be something you might want to look into putting into CC that ontop of the whole less data being sent (vs vanilla chunks), would help a ton with chunk loading times.
BTW, in the near future, I think I will change the world height/depth to 65536 blocks, at least for now. That option is last on the poll, but selecting it won't inconvenience anyone (not counting that I'll have to spend 5-10 minutes making the updates), and A. it could help with the better overworld terrain later on and B. the extra height will make the mod sound cooler.
Sounds good to me. I can't imagine how long it will take to dig down to bedrock though.
Thanks, I'll look into that, I need my WorldEdit. Trying to prep a mega-build 500+m underground and hundreds of meters across, one block at a time, is excruciating. :sad.gif:
About Minecraft Forge : making it compatible isn't really optional. At the rate Forge is growing (EVERY content mod worth playing either uses it or will use it soon) if the mod doesn't support it, you'll be modding the game only for yourself..
But adding compatibility isn't hard. Forge is just a bunch of hooks in base files, and the mod is completely open source. All you have to do is open up Forge and copy-paste your own code in there. You can include forge's edited base files right inside your own mod. Submit your edited base files to the curators of forge and those change's will appear in the next version. (although they would probably ask that you move large code changes out of base files and include just hooks)
I hope I don't sound stupid/clueless (I probably will...), but could you please clarify? I spent some time learning about YogBox (hopefully I found the right one), but I can't seem to figure out what this "good news" is.... Am I missing something that's obvious to everyone else, or something?
More on-topic: I love the idea of this mod (I haven't installed it yet. It alters a A LOT of classes, and thus has a very high likely hood of conflicting with other mods at the moment). When Bucyruss started the Biome Terrain Mod, he did so with the intention and hope of increasing the terrain generation's overall height (and thus, of course, the build height/height of the world). It looks like it took about 10 months, but it's finally really close! With this (CC mod and the terrain generation code from Kinnickik) combined with BTM, it seems to me that it should be almost exactly what Bucyruss was originally shooting for! Good luck, and I really look forward to a version of this combined with increased terrain generation height, and BTM. When that comes around, I will most likely ditch all other mods in favor of this one (though, there are some *really* cool mods out there.... And OptiFine/OptiMine is almost required for my poor computer.... :sad.gif: ). Good luck! Mouser X over and out.
Sweet mother of R-Mob! :biggrin.gif:
Well, of course you know what I have to say next. :wink.gif: Now we'll have to have Auto-leveled Save Splicing in the converter in order to get any MCEditing done.
Just copy a slice starting at user chosen bottom level (then auto level shifted to start at y=1), maybe 1024 blocks tall, to a ymod map then edit then transfer back into CC World (auto re-leveled to correct level) without damaging or changing anything outside of that slice. :smile.gif:
The save file could be called something like "Edit-Mode Save 1025-2048"; with the numbers being whatever the y coords for the slice are. And when the converter goes to reintegrate it the bottom-most coords in the save-file name could be what it uses, editing that coord in the filename would also allow people to duplicate an entire slice onto another level of their map if they wished. :wink.gif:
[ Original Proposal Post # 207]
[ EDIT File Format ] : [ Edit-y ] [ Edit+y ] [ Edit+ys 1024 # ] [ Edit+ys 1024y #### ]
Robinton; Concerning your World Save File Converter:
Currently; when a CC World is converted to a ymod world of any size, does everything in the CC World that's below coordinate 0 get lost since the ymod world doesn't go into negative y?
If so then I would like to propose an intermediate "Edit-Format" that your converter could convert CC Worlds to & from that could preserve every possible CC coordinate location while also providing a world file that is more easily editable by tools which are not yet 3D Chunks capable. - This can already be done to some degree right now, so long as there is nothing beneath y=0 or above y=1024 that needs to be preserved, but a complete "lossless" Edit-Format for CC Worlds would be ideal. :smile.gif:
* I see three possibilities; two of which are utilizing ymod world files with a vertical space of 4096, which can be made and should theoretically work in a ymodded Minecraft. But it really won't matter whether or not it is stable in minecraft as it's not meant to be played while in this state, it just needs to be editable by external tools and then convertable back into a normal CC World file. - The third method uses striping, it will convert over just a single choosable layer (1024 vertical blocks) into a normal ymod 1024 file then back again into it's proper place in the CC file. - [ MCEdit is compatible with ymod 0.1.5 world files but I don't know if it's engine is limited in the height it can handle or if it can handle negative coords. I am checking with codewarrior to find these answers. ]
** Considering how much value World file editing tools of all sorts will bring to any World file format and it's acceptance and usability, it may be best to have all three of the following Edit-Format versions available as options considering some tools may just not handle negative y coords and others may just not be able to handle chunks 4096 blocks tall, or cpu performance might be too slow when editing 4096 tall chunks?
1. [ Edit-y ] = Ideal : A new variation of the 4096 ymod 0.1.5 world file that simply has coordinates of (-2048 to +2048) instead of (0 to +4096). A CC World file could be converted straight over, coordinate to coordinate.
2. [ Edit+y ] = Usable : An ordinary 4096 (0 to +4096) ymod 0.1.5 world file, but when converted from CC to the [ Edit+y ] Edit-Format the coordinates of the world image will be shifted up by a set amount (2048/2047?) so that every possible existing CC coordinate position can be preserved and accessed in the (0 to +4096) space, and then down-shifted back to (-2048 to +2048) when converted back into CC World format.
3. [ Edit+ys 1024 # ] = Usable if necessary and easily extendable to any future CC height : (Striped Method) This would use a regular 1024 ymod 0.1.5 world file. Using coordinate 0 as the reference point, a CC World file could be defined in terms of "Layers" each of which would be 1024 blocks high and in a consistently defined y position. Layer 1 would be 1-1024 and would be a straight over coordinate copy. * All other layers (ie Layer -2 {-2048 to -1024}) would need to be coordinate shifted like in the [ Edit+y ] format then shifted back again to it's proper position in the CC World file (so the Edit file would need a way to record which Layer it is {perhaps it could just go by the worlds filename? That way a person could choose to copy it back to a different layer if they really wanted to :wink.gif:}).
- [ Edit+ys 1024 2 ] { 1025 to 2048}
- [ Edit+ys 1024 1 ] { 0001 to 1024}
- [ Edit+ys 1024-1 ] {-1024 to -0001}
- [ Edit+ys 1024-2 ] {-2048 to -1025}
3b. [ Edit+ys 1024y #### ] = A free-form version of method #3 that would give greater control to the user, for instance if they need a schematic of something that goes across a "Layer" boundary : Works the same as #3 but if there is a y after the 1024 then the number after it (space then number if positive coord, - then number if negative coord) will be the bottom-most block of a user-defined 1024 vertical block layer and dealt with in the same way as method #3. In the current converter there could be an input box that appears or un-grays when this Edit-Format is selected, the file/folder name will have this number on it and use that number for re-integration into a CC World file.
One way or another, there is a viable near-term solution to this issue. :smile.gif:
* And with 32K blocks down.. Plenty of room down there to place a CC Nether-like realm maybe 20-23K blocks down and with nasty creatures in it that would put the Nether to shame! :biggrin.gif: I can imagine a group spending a long time coring out a big hole to that realm, large enough to allow the Under-beasts to climb and fly out to the surface! Hell on Earth! :wink.gif: Or, still deep but not as deep there could be "Lost-World" pockets where there are dinosaur Mobs and such.
** Could it be made so that if you die that deep you keep respawning down there until you get higher again? Perhaps a twiddling of the spawn code so that you will respawn within the 1K layer you die in. So if you die @ y=2040 then you would not respawn at y=64 but at the nearest higher surface closer to 2040. That would make the Heights & Depths that much more of an adventure! You would be stuck at those levels until you made it back out yourself, instead of just being able to die and go back to a convenient spot on the surface. - I guess that would mean making the beds only work within a 1K diameter distance? That would be ok for me since my bed doesn't work right anymore anyway.
btw: That is the Mother of all "BTW"'s! Once you release that the following tag-line will be about the only way to describe such an incredible change for Minecraft: :wink.gif:
Do not attempt to adjust your Display;
Robinton is in Control of the Vertical.
You are about to experience... the Outer Limits!
The people making rocket & space mods and such are going to go completely crazy! :biggrin.gif: Time to prepare for Asteroid mining! :wink.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
I think he must have come across the following couple of posts in my How to have Higher/Deeper Worlds thread:
Is YogBox compatible?
Actually, I think I mentioned it in this thread a long ways back too.
* Oh nice! Looks like I got post # 666. :cool.gif:
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
Please go to the link below and follow those Installation instructions. The short answer is that you must install ModLoader first then delete the META-INF folder in the jar, then install the Cubic Chunks Mod last. Unless you want to also have HDTextures, then it would be done a little differently. But both instructions and links are at the following Link:
Installation Instructions
Good luck!
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod
What world are you in? Is it a Cubic Chunks generated world? If it is a Cubic World then you have just likely corrupted it and will need to start a new one. I hope you backed up your world before starting any of this... If you know what kind of world it is you might be able to fix it by running it through Robinton's World Save converter. Tell it to convert from whatever world it is to whatever kind you want it to be, even same kind is fine for fixing. This Might fix it.
[EDIT] Did you delete the "META-INF" folder in the .jar like I said?
[EDITx2] Yeah, Cubic Chunks is not Optifine compatible yet, I don't know about Modloader. But the black screen happens when you don't delete the Meta-Inf folder.
You do not enter Cubic Worlds without the Cubic Chunks Mod installed and working. You will probably corrupt them.
I see, there was no reason for me to know this, all things considered. And you later added steps for everything you did, but did not list deleting meta-inf. So it could not be assumed, especially since the symptoms are the same as if you had not. Also, you still haven't answered my questions about the World save you are having problems with.
So re-install without Optifog and go from there.
- The Cubic Chunks Mod is back! Be a part of it's rebirth and Development.
-- Robinton's Mods: [ Mirror ] for some of his Mods incl Cubic Chunks Mod, due to DropBox broken links.
- Dungeon Generator for the Open Cubic Chunks Mod
- QuickSAVE-QuickLOAD for the Open Cubic Chunks Mod