Maybe I didn't understand it,but it sounds like it might be easier to be able to copy existing blocks and place them around.So say for example you take a stone block and copy and paint it. Now you have the default stone block and the painted stone block that has all the same properties of the origional other than the texture.
Maybe I didn't understand it,but it sounds like it might be easier to be able to copy existing blocks and place them around.So say for example you take a stone block and copy and paint it. Now you have the default stone block and the painted stone block that has all the same properties of the origional other than the texture.
Im pretty sure thats even more complicated. I dont even understand your idea
We dont know... Was anyone even expecting Dinnerbone to successfully add new spawner mechanics? Such as the spawning radius, spawning area and such?
And plus, this one only affects rendering engine
Well that was different, this feature is quite far from that mechanics wise. You'd need a rewrite of the rendering engine, not to mention this would require a non-block related field to be saved in the world for the effect to work reasonably. The spawner was just adding more options to a pre-existing feature that was already somewhat optimized for customization. All they had to do was make more of the existing features possible to modify.
Saying it only affects rendering doesn't make it better, and is in fact false. First off, rendering is the one of the most important part of the game for the player, as without it you've got a really bad looking end product that would drive people away. That being said, it is so easy to screw up rendering, and hard to unscrew it without backups. Secondly, this feature in particular goes into the world saving mechanics. That would be another one of the more important points of minecraft, as you're kinda screwed when it goes wibbly. With this system, it's not likely that you'd experience it in normal gameplay, but in adventure maps it would be somewhat common if the mapper didn't know what they were doing or they messed up somewhere.
Now don't get me wrong, it would be interesting, but it's more difficult to pull off in execution than one would think in the method you're describing. Not to mention that the system is more tiresome on the mappers part as they'd have to install more programs to use a vanilla feature. Perhaps a method using preexisting features would be better(Add a command to command blocks that changes the texturepack, and set up redstone so that the command is executed when the player sets something off.)
Well that was different, this feature is quite far from that mechanics wise. You'd need a rewrite of the rendering engine, not to mention this would require a non-block related field to be saved in the world for the effect to work reasonably. The spawner was just adding more options to a pre-existing feature that was already somewhat optimized for customization. All they had to do was make more of the existing features possible to modify.
Saying it only affects rendering doesn't make it better, and is in fact false. First off, rendering is the one of the most important part of the game for the player, as without it you've got a really bad looking end product that would drive people away. That being said, it is so easy to screw up rendering, and hard to unscrew it without backups. Secondly, this feature in particular goes into the world saving mechanics. That would be another one of the more important points of minecraft, as you're kinda screwed when it goes wibbly. With this system, it's not likely that you'd experience it in normal gameplay, but in adventure maps it would be somewhat common if the mapper didn't know what they were doing or they messed up somewhere.
Now don't get me wrong, it would be interesting, but it's more difficult to pull off in execution than one would think in the method you're describing. Not to mention that the system is more tiresome on the mappers part as they'd have to install more programs to use a vanilla feature. Perhaps a method using preexisting features would be better(Add a command to command blocks that changes the texturepack, and set up redstone so that the command is executed when the player sets something off.)
Oh yeah forgot about the spawners being blocks with tile entities... Yeah this would be complicated
Problem with that: How would it know which pack to switch in?
here's a sample command:
/texturepack <player> <texturepack>
The command block can pick out players that are nearby, so that solves the issue of finding out who activated it.
I've been working with the bukkit and craftbukkit APIs for a couple months, and I've been working in the actual minecraft codebase for 2 years. I know my stuff when it comes to this.
Why make a new block when you can improve on what you have?
here's a sample command:
/texturepack <player> <texturepack>
The command block can pick out players that are nearby, so that solves the issue of finding out who activated it.
I've been working with the bukkit and craftbukkit APIs for a couple months, and I've been working in the actual minecraft codebase for 2 years. I know my stuff when it comes to this.
Woah... Seems it is good to have you around here in the suggestions forums... Anyways, thanks
No problem. Actually, I'm gonna go decompile a fresh jar to see how hard it would be to add this feature with the command block. It's definitely not a bad idea in terms of adventure mode, and if it can be done I'd definitely try and contact Jens or one of the other developers.
No problem. Actually, I'm gonna go decompile a fresh jar to see how hard it would be to add this feature with the command block. It's definitely not a bad idea in terms of adventure mode, and if it can be done I'd definitely try and contact Jens or one of the other developers.
If it is because of the pixelating when the textures switch, then that is not necesary. It just adds effect
They are changing the lighting. This one is about textures. But we dont know what else they are working on
Im pretty sure thats even more complicated. I dont even understand your idea
sethbling is good at spawners! just not shure if he will actually respond...
Support.
Well that was different, this feature is quite far from that mechanics wise. You'd need a rewrite of the rendering engine, not to mention this would require a non-block related field to be saved in the world for the effect to work reasonably. The spawner was just adding more options to a pre-existing feature that was already somewhat optimized for customization. All they had to do was make more of the existing features possible to modify.
Saying it only affects rendering doesn't make it better, and is in fact false. First off, rendering is the one of the most important part of the game for the player, as without it you've got a really bad looking end product that would drive people away. That being said, it is so easy to screw up rendering, and hard to unscrew it without backups. Secondly, this feature in particular goes into the world saving mechanics. That would be another one of the more important points of minecraft, as you're kinda screwed when it goes wibbly. With this system, it's not likely that you'd experience it in normal gameplay, but in adventure maps it would be somewhat common if the mapper didn't know what they were doing or they messed up somewhere.
Now don't get me wrong, it would be interesting, but it's more difficult to pull off in execution than one would think in the method you're describing. Not to mention that the system is more tiresome on the mappers part as they'd have to install more programs to use a vanilla feature. Perhaps a method using preexisting features would be better(Add a command to command blocks that changes the texturepack, and set up redstone so that the command is executed when the player sets something off.)
Residential veteran
Oh yeah forgot about the spawners being blocks with tile entities... Yeah this would be complicated
Problem with that: How would it know which pack to switch in?
Why make a new block when you can improve on what you have?
here's a sample command:
The command block can pick out players that are nearby, so that solves the issue of finding out who activated it.
I've been working with the bukkit and craftbukkit APIs for a couple months, and I've been working in the actual minecraft codebase for 2 years. I know my stuff when it comes to this.
Residential veteran
Woah... Seems it is good to have you around here in the suggestions forums... Anyways, thanks
Residential veteran
Okay good luck!
That...I did not specify clearly. Seriously I am also not sure myself
Okay this might be impossible...
Okay maybe info file would work
Okay wait I have been trying to know how it got implemented.
Are you SURE that it forces the client's texture pack to change whenever they go to a certain area?
No it does not force the textures to change, but how could it? Just changing the pack in-game forces the textures to change.