There is still about a week worth of work to do, did not expect MCP to be released that early
I could still recompile the old r6 code into r7, but none of the bugs will be solved (including NullPointerException issues, F7 does not load anything, etc.); the point of that code refactoring is to get all those reported bugs fixed, and this requires me to rewrite almost all the code behind MAtmos for Minecraft (not MAtmos Engine)
Considering about 30,000 users are using MAtmos, it sounds preferrable to release something working but delayed, rather than something as buggy as before and early
Dear Applejack,When I wrote my ranting post I (double)checked the MCP page and it wasn't updated yet. But thanks anyway for pointing that out, now I can regain my hope to see a LOT of mods updated for The Glorious 1.0.0.Yours gratefully,-ThOR
No problem, I too hope for the various mods that I use to update.
-snip-
There is still about a week worth of work to do, did not expect MCP to be released that earlyI could still recompile the old r6 code into r7, but none of the bugs will be solved (including NullPointerException issues, F7 does not load anything, etc.); the point of that code refactoring is to get all those reported bugs fixed, and this requires me to rewrite almost all the code behind MAtmos for Minecraft (not MAtmos Engine)Considering about 30,000 users are using MAtmos, it sounds preferrable to release something working but delayed, rather than something as buggy as before and early
Why not do what Mojang does, release glitchy pre-releases in between the major updates and bug-fixes?
Unless it would be more efficient to do just one, I don't see any harm in doing both. One for impatient people (such as myself,) and one for the user who would be perfectly content not using MAtmos for however long it takes to fix the bugs you mentioned.
I would be happy using a semi-broken version, I just can't stand the silence.
There is still about a week worth of work to do, did not expect MCP to be released that early
I could still recompile the old r6 code into r7, but none of the bugs will be solved (including NullPointerException issues, F7 does not load anything, etc.); the point of that code refactoring is to get all those reported bugs fixed, and this requires me to rewrite almost all the code behind MAtmos for Minecraft (not MAtmos Engine)
Considering about 30,000 users are using MAtmos, it sounds preferrable to release something working but delayed, rather than something as buggy as before and early
Take your time, I want the best mod to have a smooth release. :smile.gif:
Awesome mod, to be honest I cant play Minecraft without it. I love adventuring while hearing the roaring wind in the mountains, calm water on the beach, and soon to be the icy depths of frozen caverns!
I miss how this mod makes the game more alive!
you can just sit near a river and hear the water and birds and crickets :biggrin.gif:
I dont remember if when near torches and furnace there was fire sounds tho... I wonder if they could be added, would be great! :biggrin.gif:
A bit of technical details for those who can understand this a bit
The major difference between r6 and r7 (apart from the initialization to prevent crashes), is near-invisible to the player, but it will allow me to do more things in the future.
Before, there was only one instance of the MAtmos Engine running, and basically, loading expansions consisted in feeding this engine with all expansions one after the other.
In r7, I changed the system so that each expansion will run on its own Engine.
This allows some interesting things:
- It is possible to let the player load and unload any expansion at any time individually.
- It is possible to let the player change the volume of each expansion.
- It is possible to let the player prevent certain sounds defined in the expansions from playing at all (i.e. Sword swings, Wind, etc.)
- The main database is an expansion.
- It is possible for each expansion to be clocked with different speeds so that an intensive expansion (such as Weapon Interactions) will evaluate itself more frequently than the general atmosphere simulator itself.
- ... and other things, like loading expansions in the middle of a game, like from an URL a server is sharing to the player.
I will focus on releasing a working version of MAtmos without those features (because it will take a bit more time to make them), but r8+ releases will probably focus on adding a GUI for the player to customize all this.
I'm estimating a release by the end of this week, that is before the 4th of November (this is not a promise)
http://mcp.ocean-labs.de/index.php/MCP_Releases
MCP 5.0 is ready. :l
There is still about a week worth of work to do, did not expect MCP to be released that early
I could still recompile the old r6 code into r7, but none of the bugs will be solved (including NullPointerException issues, F7 does not load anything, etc.); the point of that code refactoring is to get all those reported bugs fixed, and this requires me to rewrite almost all the code behind MAtmos for Minecraft (not MAtmos Engine)
Considering about 30,000 users are using MAtmos, it sounds preferrable to release something working but delayed, rather than something as buggy as before and early
No problem, I too hope for the various mods that I use to update.
Why not do what Mojang does, release glitchy pre-releases in between the major updates and bug-fixes?
Unless it would be more efficient to do just one, I don't see any harm in doing both. One for impatient people (such as myself,) and one for the user who would be perfectly content not using MAtmos for however long it takes to fix the bugs you mentioned.
I would be happy using a semi-broken version, I just can't stand the silence.
Take your time, I want the best mod to have a smooth release. :smile.gif:
I think he means if Notch would put MAtmos into Vanilla Minecraft.
I play Slave Hack, give it a try!
you can just sit near a river and hear the water and birds and crickets :biggrin.gif:
I dont remember if when near torches and furnace there was fire sounds tho... I wonder if they could be added, would be great! :biggrin.gif:
"truth is a pathless land" - Jiddu Krishnamurti
The major difference between r6 and r7 (apart from the initialization to prevent crashes), is near-invisible to the player, but it will allow me to do more things in the future.
Before, there was only one instance of the MAtmos Engine running, and basically, loading expansions consisted in feeding this engine with all expansions one after the other.
In r7, I changed the system so that each expansion will run on its own Engine.
This allows some interesting things:
- It is possible to let the player load and unload any expansion at any time individually.
- It is possible to let the player change the volume of each expansion.
- It is possible to let the player prevent certain sounds defined in the expansions from playing at all (i.e. Sword swings, Wind, etc.)
- The main database is an expansion.
- It is possible for each expansion to be clocked with different speeds so that an intensive expansion (such as Weapon Interactions) will evaluate itself more frequently than the general atmosphere simulator itself.
- ... and other things, like loading expansions in the middle of a game, like from an URL a server is sharing to the player.
I will focus on releasing a working version of MAtmos without those features (because it will take a bit more time to make them), but r8+ releases will probably focus on adding a GUI for the player to customize all this.
I'm estimating a release by the end of this week, that is before the 4th of November (this is not a promise)