Yeah I think you edited that as I was writing a reply.
If by "track down" you mean update a thread every 5 minutes with screenshots and graphs, sure - not an efficient means of bug tracking but that's my opinion. Fair enough about the Mojang ignoring bugs though, I'm a software enginner myself and i know how difficult it can be to fix bugs that can't be reliably reproduced. With that said, there are better things to do - like checking the verbose log output in a snapshot build, which I'm assuming has additional debugging info. If such a thing isn't possible/doesn't exist, then Mojang are indeed slack.
Please don't put words in my mouth by saying that I said "it's because your PC is crap", I've said several times in both of the other threads that I do experience the performance drop too but it's not massive for me because my PC is not 5 years old.
Also it's pretty unfair to have a go at me for being OT when it was started by others a page back, i'm sorry for getting swept along with the hot conversation but to single me out as carrying it on when you and others had been for much longer than I is just rude. I wouldn't be surprised if you started it all, judging by the random and completely off-topic mention about Bukkit DMCA.
Anyway I'm nicely offended rightfully-wounded now, so I submit. You and the others may resume the role as the resident OT provokers in this thread, and I'll refrain from contributing.
EDIT: Ok, main contributors to ranting was fr0stbyte124, me, and you. Terribly sorry Cuchaz, I feel quite ashamed *zips*
it's pretty unfair to have a go at me for being OT
judging by the random and completely off-topic mention about Bukkit DMCA.
You and the others may resume the role as the resident OT provokers in this thread
I didn't accuse you of being OT, I was responding to your yelling at me to shut up about the subject and talk somewhere else about it (even after just posting a requested info reply), after you finished denouncing the subject and saying things I disagreed with and minimizing any potential help that could have been received ..
My bukkit + spigot DMCA post was not OT. There had been discussion in this and the Enigma threads about which versions of mc to support with TW mod. The point of the DMCA post was to point out again that there might be good reason to support a 1.6.4 release, at least if the bukkit thing ends up being an extended problem. Thankfully, as Cuchaz has pointed out, this is an open source mod so someone else can tackle that if they wish. This, however, is the place to communicate such matters so that concerned people will have the information they need to make such a decision.
The "water/lighting bug" issue was also something that concerned me in relation to it's possible effects on the TW mod. If people are having the problem when going near a small amount of water, then having it far worse when going near an ocean, then imagine how bad it could get with a TW DEEP Ocean and other water sources all over the place in a massive terrain. It was important to point this bug out here now so that the TW devs might be able to tell when they are dealing with a TW bug vs a 1.8 bug. Plus; there has been much talk in this thread about possible water mechanics changes for either this mod or another that a forum member is working on. fr0sty and others have theorized much on that subject here and it seemed rather important that any new massive bug related to water should be known about here. Plus, there are modders here that could possibly help with the problem, so win-win.
There are endless bugs and problems and issues that I read about every day in these forums yet you don't see me "randomly" "ranting" about all of them here. I deliberately brought these issues here for a reason. And the official 1.8 update is of concern in and of itself in this thread and in the Enigma thread due to it being the officially targetted version for TW's first release. Any major issues regarding 1.8's ability to be used for TWmod are of at least enough value to make mention of here, and considering that there are now several threads regarding this "1.8 lag" flooding the new version forum... Of course, "mention" is the key word. I never had any intention of this thread being turned into one of those other threads, and it hasn't. Those threads are growing many pages per day on the single subject, this one is not.
Done.
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.
thanks to the power of microblocks, I can actually tell you that steve is NOT 2m tall! but somewhere between 1.7 and 1.8m, (the exact number is one of those 1.7infinity type of deals like 1/3 is 0.3infinity)
Thank you for this incredibly insightful and valuable information, the discussion at hand is enriched beyond all expectations for your contriibution of this integral data.
*sigh*
Everything I say here just seems to be taken completely out of context and thrown back at me; I did unsubscribe already but my pride got the best of me and I had to see who replied to something I said in the off-chance that it's actually interesting. Won't be making that mistake again lol.
For Tall Worlds mod, since with the newer versions of mc sounds can be more easily added and replaced, it would be funny to add in the sound of screaming or some such when a player starts to fall off of a huge drop. Just like when people fall a great distance in , heh heh.
Perhaps even add in the sound of wind buffeting them like when skydiving to make it a visceral experience.
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.
Is that a typo? It's impossible to run 64-bit binaries on a 32-bit OS/CPU, in Windows or Mac or Linux.
Rant as to why:
On x86 hardware - which all modern Macs, all Windows (bar some Windows 8 tablets) and most Linux desktop are - a 64-bit CPU can run in 32-bit mode *or* 64-bit mode, not both at the same time. Switching CPU to AMD64 mode (or x64 for the layman) is done by kernel on boot. You can emulate/wrap 32-bit routines in 64-bit OS with minimal overhead (Windows does it via the WoW64 subsystem) but the other way around is simply not possible.
Whether you think it is or not, the reality is that Mac OS in 32 bit kernel mode on 64 bit hardware can run 64 bit code, at least in 10.6, and I think 10.7. I don't know if the later ones kept that compatibility or not. No, I don't know the technical "how it does it".
I'm not sure when Apple dropped support for 32 bit hardware; it would not surprise me if 10.8 was the drop point.
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Btw, there are lots of people still running Minecraft on Java 6.
Is it possible at all to run 1.8 on java 6? I gave it a try to see how it handles, but the server throws invalid script errors and immediately crashes for me. spent a good 3 hours trying to get it to work, but it seems to require at least 7 just to start the server. I've been running 1.8 on java 8 myself, 1.7/1.6 on java 7 and 1.5 on java 6.
Rollback Post to RevisionRollBack
"What is done out of love always takes place beyond good and evil."
As there have been a number of changes to how lighting and rendering work, is it too far of base to think that Beacons should/could be changed to the mechanic they were originally supposed to have, rendering the beam until obstructed? I think that would be an excellent optimization for Vanilla, and would almost be a necessity in Tall Worlds.
Whoah, I just had a thought.. (yeah I know, laugh it up ) :
Beacons...
I don't think they existed during the original cc mod era so we never had to think about how to handle them in an extreme height mod like this.
Meh, I'd be perfectly fine if beacons faded to invisible at [INSERT MAX RENDER DISTANCE HERE] blocks of height above where the beacon block is located. Granted that does leave the problem of rendering the beacon when the source block is unloaded.
I don't properly know how beacons work currently but I'm assuming that they aren't actually blocks. Maybe just change beacons into blocks that stack up to a certain height but after the top one fades into nothing over a short distance. Then not only would they render when the beacon source block is not loaded but you could also have beacons of customizable height that might correspond to the size of their pyramid.
I'm thinking we maintain a 2D cache of all the interesting stuff that can happen in column pertaining to unbounded height objects. For sunlight, there would be the first block with a hitbox, the first block that interferes with the light beam (including leaves and water), and the first fully opaque block. For beacons in the column, it would be the height of the beacon, any colored glass in the path of the beam, and if present, the first block obstructing the beam.
There's other tricks you might use to accelerate identifying changes when blocks are added or removed, but for passively deciding what to render when you approach an area, that ought to be sufficient information.
With my proposed lighting model (which isn't a requirement for CC), you would also want to know roughly which blocks directly border any light beams, but that could be as simple as a bunch of 16-bit maps arranged vertically (A value of 0 would mean no obstructions in that column).
I'm thinking we maintain a 2D cache of all the interesting stuff that can happen in column pertaining to unbounded height objects. For sunlight, there would be the first block with a hitbox, the first block that interferes with the light beam (including leaves and water), and the first fully opaque block. For beacons in the column, it would be the height of the beacon, any colored glass in the path of the beam, and if present, the first block obstructing the beam.
There's other tricks you might use to accelerate identifying changes when blocks are added or removed, but for passively deciding what to render when you approach an area, that ought to be sufficient information.
With my proposed lighting model (which isn't a requirement for CC), you would also want to know roughly which blocks directly border any light beams, but that could be as simple as a bunch of 16-bit maps arranged vertically (A value of 0 would mean no obstructions in that column).
That's what I was thinking too. The block opacity data structure that TWM already maintains for lighting calculations might be able to answer some of these queries already.
Every news outlet is citing a single Wallstreet Journal article, which relays a rumor from an unidentified source. No way to confirm any of it and it doesn't mean anything right now. Mojang has been offered buyouts before and they've always turned them down.
Also, if they are getting an offer, it's likely they won't be able to publicly disclose its details or "set the record straight" while negotiations are still underway, so don't expect to hear anything from any official source for a while.
If by "track down" you mean update a thread every 5 minutes with screenshots and graphs, sure - not an efficient means of bug tracking but that's my opinion. Fair enough about the Mojang ignoring bugs though, I'm a software enginner myself and i know how difficult it can be to fix bugs that can't be reliably reproduced. With that said, there are better things to do - like checking the verbose log output in a snapshot build, which I'm assuming has additional debugging info. If such a thing isn't possible/doesn't exist, then Mojang are indeed slack.
Please don't put words in my mouth by saying that I said "it's because your PC is crap", I've said several times in both of the other threads that I do experience the performance drop too but it's not massive for me because my PC is not 5 years old.
Also it's pretty unfair to have a go at me for being OT when it was started by others a page back, i'm sorry for getting swept along with the hot conversation but to single me out as carrying it on when you and others had been for much longer than I is just rude. I wouldn't be surprised if you started it all, judging by the random and completely off-topic mention about Bukkit DMCA.
Anyway I'm nicely
offendedrightfully-wounded now, so I submit. You and the others may resume the role as the resident OT provokers in this thread, and I'll refrain from contributing.EDIT: Ok, main contributors to ranting was fr0stbyte124, me, and you. Terribly sorry Cuchaz, I feel quite ashamed *zips*
Ironically, I don't recall saying that you said that.
I didn't accuse you of being OT, I was responding to your yelling at me to shut up about the subject and talk somewhere else about it (even after just posting a requested info reply), after you finished denouncing the subject and saying things I disagreed with and minimizing any potential help that could have been received ..
My bukkit + spigot DMCA post was not OT. There had been discussion in this and the Enigma threads about which versions of mc to support with TW mod. The point of the DMCA post was to point out again that there might be good reason to support a 1.6.4 release, at least if the bukkit thing ends up being an extended problem. Thankfully, as Cuchaz has pointed out, this is an open source mod so someone else can tackle that if they wish. This, however, is the place to communicate such matters so that concerned people will have the information they need to make such a decision.
The "water/lighting bug" issue was also something that concerned me in relation to it's possible effects on the TW mod. If people are having the problem when going near a small amount of water, then having it far worse when going near an ocean, then imagine how bad it could get with a TW DEEP Ocean and other water sources all over the place in a massive terrain. It was important to point this bug out here now so that the TW devs might be able to tell when they are dealing with a TW bug vs a 1.8 bug. Plus; there has been much talk in this thread about possible water mechanics changes for either this mod or another that a forum member is working on. fr0sty and others have theorized much on that subject here and it seemed rather important that any new massive bug related to water should be known about here. Plus, there are modders here that could possibly help with the problem, so win-win.
There are endless bugs and problems and issues that I read about every day in these forums yet you don't see me "randomly" "ranting" about all of them here. I deliberately brought these issues here for a reason. And the official 1.8 update is of concern in and of itself in this thread and in the Enigma thread due to it being the officially targetted version for TW's first release. Any major issues regarding 1.8's ability to be used for TWmod are of at least enough value to make mention of here, and considering that there are now several threads regarding this "1.8 lag" flooding the new version forum... Of course, "mention" is the key word. I never had any intention of this thread being turned into one of those other threads, and it hasn't. Those threads are growing many pages per day on the single subject, this one is not.
Done.
- 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
Thank you for this incredibly insightful and valuable information, the discussion at hand is enriched beyond all expectations for your contriibution of this integral data.
*sigh*
Everything I say here just seems to be taken completely out of context and thrown back at me; I did unsubscribe already but my pride got the best of me and I had to see who replied to something I said in the off-chance that it's actually interesting. Won't be making that mistake again lol.
- 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
Whether you think it is or not, the reality is that Mac OS in 32 bit kernel mode on 64 bit hardware can run 64 bit code, at least in 10.6, and I think 10.7. I don't know if the later ones kept that compatibility or not. No, I don't know the technical "how it does it".
I'm not sure when Apple dropped support for 32 bit hardware; it would not surprise me if 10.8 was the drop point.
* Promoting this week: Captive Minecraft 4, Winter Realm. Aka: Vertical Vanilla Viewing. Clicky!
* My channel with Mystcraft, and general Minecraft Let's Plays: http://www.youtube.com/user/Keybounce.
* See all my video series: http://www.minecraftforum.net/forums/minecraft-editions/minecraft-editions-show-your/2865421-keybounces-list-of-creation-threads
(In regard to a mod that gives realistic animal genetics):
Would you really rather have bees that make diamonds and oil with magical genetic blocks?
... did I really ask that?
Is it possible at all to run 1.8 on java 6? I gave it a try to see how it handles, but the server throws invalid script errors and immediately crashes for me. spent a good 3 hours trying to get it to work, but it seems to require at least 7 just to start the server. I've been running 1.8 on java 8 myself, 1.7/1.6 on java 7 and 1.5 on java 6.
"What is done out of love always takes place beyond good and evil."
"What is done out of love always takes place beyond good and evil."
Edit: Phone is supper derpy today
"What is done out of love always takes place beyond good and evil."
Beacons...
I don't think they existed during the original cc mod era so we never had to think about how to handle them in an extreme height mod like this.
- 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
Meh, I'd be perfectly fine if beacons faded to invisible at [INSERT MAX RENDER DISTANCE HERE] blocks of height above where the beacon block is located. Granted that does leave the problem of rendering the beacon when the source block is unloaded.
I don't properly know how beacons work currently but I'm assuming that they aren't actually blocks. Maybe just change beacons into blocks that stack up to a certain height but after the top one fades into nothing over a short distance. Then not only would they render when the beacon source block is not loaded but you could also have beacons of customizable height that might correspond to the size of their pyramid.
Just some thoughts.
There's other tricks you might use to accelerate identifying changes when blocks are added or removed, but for passively deciding what to render when you approach an area, that ought to be sufficient information.
With my proposed lighting model (which isn't a requirement for CC), you would also want to know roughly which blocks directly border any light beams, but that could be as simple as a bunch of 16-bit maps arranged vertically (A value of 0 would mean no obstructions in that column).
That's what I was thinking too. The block opacity data structure that TWM already maintains for lighting calculations might be able to answer some of these queries already.
These forums are dumb and break my links. I'm bubbleawsome on steam too.
MIGHT. MIGHT BE BUYING. STOP SAYING THEY WILL.
Why is it so certain?
We can't say anything about the possible buyout with any certainty right now. We'll just have to wait for the dust to settle.
Am I living under a rock? Can I have a link to this source?
On a different note:
WHY MICROSOFT WHY? WHY DO YOU DO THIS TO US?
Let's do some math.
1/3 = 0.333...
1/3 * 3 = 1
0.333... * 3 = 0.999...
1 = 0.999...
1 - 0.999... = 0.999... - 0.999...
0.0...1 = 0
0.0...1 * 10... = 0 * 10...
1 = 0
http://dealbook.nytimes.com/2014/09/09/microsoft-said-to-be-in-advanced-talks-to-buy-minecraft-maker/?_php=true&_type=blogs&_r=0
http://www.businessweek.com/articles/2014-09-09/making-sense-of-microsofts-2-billion-bid-for-minecraft
http://www.bloomberg.com/news/2014-09-09/microsoft-said-near-2-billion-deal-for-minecraft-maker.html
Also, if they are getting an offer, it's likely they won't be able to publicly disclose its details or "set the record straight" while negotiations are still underway, so don't expect to hear anything from any official source for a while.