First off, this is not a whine thread, nor is it a thread to ask when the update is coming. If you (whomever you are) take the thread in that direction, I will ask the mods to lock it in a New York minute!
We've gotten a lot of really cool news about 1.8 in the past few hours, some of it "good" and some of it "not so good."
First we got a tweet (check the pinned thread above) that there is a "lot of work to do" on 1.8 and that it's not coming by 9/15. That's a little disappointing, but hey... it is what it is.
At some level, I didn't understand this statement. All the code they needed had already been written in Java by Notch and the team, all 4J needed to do was port it over to whatever language they're using. I understood that porting takes time, but surely it's faster than wringing out the code from scratch?
But in the past few hours, we've had some features confirmed as being in 1.8 and some of these features include "bring forwards" from later updates.
For instance:
superflat mode is being implemented earlier.
they are looking at both enchanting and breeding
they must be tweaking world-generation code to fit in the limited map size.
We also know that they are changing some aspects on the system. For instance, in another tweat they mentioned revamping the creative interface to work better in a console controller.
It's just going to take a while. It took a long time on the PC to get the update as well. Just deal with it.
PC 1.7.3 = July 8th
PC 1.8 = September 14th
Xbox 360 1.7.3 = July 13th
Xbox 360 1.8 = TBD
It should be pretty close to the PC release schedule. Patience is the key. There really is no point in wondering why it's taking so long. It's just going to make the wait seem longer. Just sit back and play the game. Before you know it, 1.8.2 will be out.
The switch from 1.7.3 to 1.8.2 is so huge that, in 4J's own words, it's like writing a whole new game from scratch. That's why it's taking so long.
Also, don't allow yourself to fall into the "how hard can porting be, really?" mindset, the answer is that writing a game in an entirely different language to function exactly like the model it's based on, and then debugging it with all the new problems that willl arise, is tricky business.
Before 4J's confirmations it was obvious to people that MC360's "1.8.2" couldn't really be an exact lift of the PC one. I'm not really sure why they didn't just go straight to 1.0 + bug fixes anyway.
If they did that then it will take a REALLY LONG time to do it. Porting code is not that easy, especially when it's going from java on PC to xbox 360. You also got to worry about memory issues that could arise from the 360 since the PC's version allows an unlimited size map, input since the 360 controller is different from PC's keyboard, and networking for playing with other players.
I think I'm saying the same thing as everyone else in the update - just with a little more explanation around it.
I just had a thought while reading the creative mode thread. How did the pc handle block-types being added after creative mode was released. For instance, creative mode came out in 1.8 but nether strongholds (and, I believe netherwart) were released after. how did the pc creative mode interface handle this?
(in my mind, this adds value to the production time conversation because it highlights the challenges that 4J faces in desgining a new creative mode interface where the block/entity lists can be expanded as new updates are released)
I just had a thought while reading the creative mode thread. How did the pc handle block-types being added after creative mode was released. For instance, creative mode came out in 1.8 but nether strongholds (and, I believe netherwart) were released after. how did the pc creative mode interface handle this?
They just add the blocks to the creative mode menu. that's it. Nothing complicated.
They just add the blocks to the creative mode menu. that's it. Nothing complicated.
I don't think that'll work here, MG. First, note that there is no traditional "scroll" function in any of MCXBLA's menus (maybe in the main, I might be forgetting one...) Furthermore, from a usability standpoint, navigating a scroll function on a analogue stick controller is less than ideal and (I'll bet) is the exact reason they are looking at a different creative interface for MCXBLA. Based on what they did with the crafting interface tabs, I'll bet their investigating a way of presenting blocks in certain groupings, with enough space to grow beyond the current blcok count.
I don't think that'll work here, MG. First, note that there is no traditional "scroll" function in any of MCXBLA's menus (maybe in the main, I might be forgetting one...) Furthermore, from a usability standpoint, navigating a scroll function on a analogue stick controller is less than ideal and (I'll bet) is the exact reason they are looking at a different creative interface for MCXBLA. Based on what they did with the crafting interface tabs, I'll bet their investigating a way of presenting blocks in certain groupings, with enough space to grow beyond the current blcok count.
You really are just making things sound WAY more complicated than they really are.
New block added to the game? Add it to the Creative Mode list. That's all it takes. The list has an infinite number of spaces on it. No matter what interface they choose.
there will be many changes in the 1.8 update as the silver fish
and stacking food (which waited a long time) I think they take the time they need but do not delay much.
If you will put all of it from PC to Xbox 360 will be more difficult as it is to move from Java
to a console.
I saw the 1.0 update seems to me that too many changes for example
I wanted was the table of enchantments the end as much as hunger and creative mode.
The point is that it is question of waiting
By adding the silver fish, stackable food, enderman, melon, creative mode
, hunger bar and other things in a month and ½ of month makes me think how fast
4J Studios do it
If they did that then it will take a REALLY LONG time to do it. Porting code is not that easy, especially when it's going from java on PC to xbox 360. You also got to worry about memory issues that could arise from the 360 since the PC's version allows an unlimited size map, input since the 360 controller is different from PC's keyboard, and networking for playing with other players.
There really isn't much "porting"
Correct me if I'm wrong but Java, and C++ are completely different codes and I do believe 4J is re-writing the code from the ground up.
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We've gotten a lot of really cool news about 1.8 in the past few hours, some of it "good" and some of it "not so good."
First we got a tweet (check the pinned thread above) that there is a "lot of work to do" on 1.8 and that it's not coming by 9/15. That's a little disappointing, but hey... it is what it is.
At some level, I didn't understand this statement. All the code they needed had already been written in Java by Notch and the team, all 4J needed to do was port it over to whatever language they're using. I understood that porting takes time, but surely it's faster than wringing out the code from scratch?
But in the past few hours, we've had some features confirmed as being in 1.8 and some of these features include "bring forwards" from later updates.
For instance:
We also know that they are changing some aspects on the system. For instance, in another tweat they mentioned revamping the creative interface to work better in a console controller.
So, what have I missed?
PC 1.7.3 = July 8th
PC 1.8 = September 14th
Xbox 360 1.7.3 = July 13th
Xbox 360 1.8 = TBD
It should be pretty close to the PC release schedule. Patience is the key. There really is no point in wondering why it's taking so long. It's just going to make the wait seem longer. Just sit back and play the game. Before you know it, 1.8.2 will be out.
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Retired StaffAlso, don't allow yourself to fall into the "how hard can porting be, really?" mindset, the answer is that writing a game in an entirely different language to function exactly like the model it's based on, and then debugging it with all the new problems that willl arise, is tricky business.
Keep yourself up to date with the Minecraft Forum rules!
I just had a thought while reading the creative mode thread. How did the pc handle block-types being added after creative mode was released. For instance, creative mode came out in 1.8 but nether strongholds (and, I believe netherwart) were released after. how did the pc creative mode interface handle this?
(in my mind, this adds value to the production time conversation because it highlights the challenges that 4J faces in desgining a new creative mode interface where the block/entity lists can be expanded as new updates are released)
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Retired StaffI don't think that'll work here, MG. First, note that there is no traditional "scroll" function in any of MCXBLA's menus (maybe in the main, I might be forgetting one...) Furthermore, from a usability standpoint, navigating a scroll function on a analogue stick controller is less than ideal and (I'll bet) is the exact reason they are looking at a different creative interface for MCXBLA. Based on what they did with the crafting interface tabs, I'll bet their investigating a way of presenting blocks in certain groupings, with enough space to grow beyond the current blcok count.
New block added to the game? Add it to the Creative Mode list. That's all it takes. The list has an infinite number of spaces on it. No matter what interface they choose.
and stacking food (which waited a long time) I think they take the time they need but do not delay much.
If you will put all of it from PC to Xbox 360 will be more difficult as it is to move from Java
to a console.
I saw the 1.0 update seems to me that too many changes for example
I wanted was the table of enchantments the end as much as hunger and creative mode.
The point is that it is question of waiting
I'd be surprised if the interface we get for Creative isn't the new one from 12w21b snapshot on the PC.
I haven't seen that one - description?
New Creative menu on the PC.
The blocks are split into categories like Building Blocks, Decoration Blocks, Redstone, Transportation/Travel, Food, Tools, Weapons/Armor, etc, etc.
, hunger bar and other things in a month and ½ of month makes me think how fast
4J Studios do it
Yes.
There really isn't much "porting"
Correct me if I'm wrong but Java, and C++ are completely different codes and I do believe 4J is re-writing the code from the ground up.