I do believe rules only apply when you are actually playing a game. And then you are only playing a game only if you agree to play the game. I never agreed to playing it, so the rules never applied to me. I haven't lost anything because I never was or will be playing the game. Also, when you win or lose a game, well, it means it's over for you, and thus doesn't start up again until you agree to playing again.
I really am not annoyed by Internet fads... actually, I quite enjoy them. However, one thing that really irks me involves when people ask for something because they agree on something else. For example, on YouTube, it seems rather common that people will say, "Thumbs up if you think this comment is awesome!" in that general flavor. It's so annoying in my opinion that I just do the opposite of what it says, regardless.
The moment I come across a glowing, female demon, I'm gonna be like "Wow, look at that! She's so beautiful!...kill it, kill it now."
It's the beauty/cuteness rule: if it's outrageously beautiful or cute, it will kill you.
This.
Now if only you could totally add wings onto your own skin. I would so make my dude demonic and similar to what my character looks like in Guitar Hero: Warriors of Rock.
I did a search and couldn't find anyone else requesting this.
I'm not sure if this is very difficult to do, or impossible, but I would like to request a greater sky/bedrock limit to 256. I have heard it may make some computers lag too much, this is not an issue for me right now.
Thank you.
Unpossible, height limit is like hard coded. You'd have to ask Notch himself.
Unpossible? And he's asking for the horizontal limit. Now i'm not sure but are you asking for the view limit?
Horizontal = Left/Right
Vertical = Up/Down
Sky = Up
Bedrock = Down
Clearly Seven Dragons got horizontal and vertical confused. Unfortunately, the height limit is limited to 128. It would be nice if we could choose any arbitrary number we want.
I can't stop lagging when I blow up the underground! XD
How about adding an option so that no block pickups are created during explosions?
Anyways... did that tree hugger just...? Oh that's it. *activates mod* *TNT* OH SHI-*Insert obligatory WTF-explosion-maniacal laughter audio clip here*
Hmm... how is the raw array import supposed to work? I'm having issues getting a raw block array imported properly in MCEdit.
I made the block array be [Y,Z,X,Block] tuples stored in a regular binary file, in that order. No, I stored it as a single block, in which the loops go through X, Z, then Y, in that order. Then I named the binary file as X,Y,Z.block where X, Y, and Z are the dimensions of the file. When I flip the Y and Z in the name, it imports a rotated version of what I wanted to import. ._.
EDIT: Okay, first of all I explained the first sentence wrong. Second of all, I fixed my problem: the solutionwas that the blocks need to be stored in X,Y,Z order, not X,Z,Y, order.
I haven't read the entire topic yet, but I know how you did it.
Color Multiplication.
Your base texture is green. When you add the flowers, the flowers have a little bit of red added to them, which makes them yellow. When you add the frosty veins, the veins have a little bit of blue added to them, which makes them cyan.
Then, the base texture is multiplied by the biome color. Let's say the tundra biome has cyan as its color, the forest biome has green as its color, and the meadow biome has yellow as its color. When you're in the forest, the base texture is multiplied with green, which has no red or blue in it, and thus, those two values are essentially zero. When you multiply something by zero, you get zero. So this removes the red and blue from the base texture, leaving only green.
When you're in the tundra, you multiply the base texture by cyan, which is green and blue. Red is zero, so the base texture only has green and blue show through, giving it the frosty veins. When you're in the meadow, you multiply the base texture by yellow, which is green and red. Blue is zero, so the base texture only has green and red show through, giving it the flowers.
It's possible... but don't forget that Minecraft has to generate some extra random values for each column of blocks per chunk to determine what biome it's in and what color the block should be, along with the regular generation of everything else.
However, after the initial generation, I haven't experienced any stuttering, really. I don't know if the grass color overlay has any overhead during drawing. I'd imagine not, if the overlay is done in hardware on the graphics card (and hence why an actual color tint wouldn't be feasible without pixel shaders).
I'd be able to play a lot of songs on guitar perfectly. I would also be able to play drums too, but the crash cymbal would keep mysteriously vanishing and reappearing. o_0
Notch only used a simple black and white filter for the grass and leaves. However, the gradient used for determining the shade of grass isn't ideal for the grass and leaves. If you multiply a dark color with a dark image, you get an even darker image, which probably isn't what we want.
I didn't really like the new grass either, so I went into Paint.NET and used Curves+ to make the brightest color in the grass and leaves be 255 instead of somewhere around 192. Compare the difference between the old and leveled versions:
Before Leveling
After Leveling
Notice how the side doesn't look brighter than the top anymore. It will also look a little better once the dirt with grass matches the top of the grass.
P. Number of Particles (I think mainly smoke and block debris).
E. Number of entities (mobs, blocks, etc.).
I. Number of invisible entities (as in, not in view or I think also blocked by camera).
E, F, and C I think have to do with the number of visible chunks... or maybe blocks?
134. Repeat what people have already said.
135. Place blocks.
135. Destroy blocks.
136. We need more lumber!
137. Break the map generator.
138. Open Minecraft.
139. Generate a map.
140. Play said map.
141. Do stuff in said map.
142. Save and quit.
143. Listen to music while doing stuff in Minecraft.
144. Invedit, anyone?
145. Oh, don't forget about MCEdit.
146. 146 is a lie.
I'm going to have to build mine. Unfortunately, that has to wait until after the halloween update because I really do not want to mine out such an obscenely large area twice.
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http://www.losethegame.com/
I do believe rules only apply when you are actually playing a game. And then you are only playing a game only if you agree to play the game. I never agreed to playing it, so the rules never applied to me. I haven't lost anything because I never was or will be playing the game. Also, when you win or lose a game, well, it means it's over for you, and thus doesn't start up again until you agree to playing again.
I really am not annoyed by Internet fads... actually, I quite enjoy them. However, one thing that really irks me involves when people ask for something because they agree on something else. For example, on YouTube, it seems rather common that people will say, "Thumbs up if you think this comment is awesome!" in that general flavor. It's so annoying in my opinion that I just do the opposite of what it says, regardless.
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This.
Now if only you could totally add wings onto your own skin. I would so make my dude demonic and similar to what my character looks like in Guitar Hero: Warriors of Rock.
0
Horizontal = Left/Right
Vertical = Up/Down
Sky = Up
Bedrock = Down
Clearly Seven Dragons got horizontal and vertical confused. Unfortunately, the height limit is limited to 128. It would be nice if we could choose any arbitrary number we want.
0
How about adding an option so that no block pickups are created during explosions?
Anyways... did that tree hugger just...? Oh that's it. *activates mod* *TNT* OH SHI-*Insert obligatory WTF-explosion-maniacal laughter audio clip here*
0
Let's talk Guitar Hero, shall we? =P
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I made the block array be [Y,Z,X,Block] tuples stored in a regular binary file, in that order.No, I stored it as a single block, in which the loops go through X, Z, then Y, in that order. Then I named the binary file as X,Y,Z.block where X, Y, and Z are the dimensions of the file. When I flip the Y and Z in the name, it imports a rotated version of what I wanted to import. ._.EDIT: Okay, first of all I explained the first sentence wrong. Second of all, I fixed my problem: the solutionwas that the blocks need to be stored in X,Y,Z order, not X,Z,Y, order.
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Color Multiplication.
Your base texture is green. When you add the flowers, the flowers have a little bit of red added to them, which makes them yellow. When you add the frosty veins, the veins have a little bit of blue added to them, which makes them cyan.
Then, the base texture is multiplied by the biome color. Let's say the tundra biome has cyan as its color, the forest biome has green as its color, and the meadow biome has yellow as its color. When you're in the forest, the base texture is multiplied with green, which has no red or blue in it, and thus, those two values are essentially zero. When you multiply something by zero, you get zero. So this removes the red and blue from the base texture, leaving only green.
When you're in the tundra, you multiply the base texture by cyan, which is green and blue. Red is zero, so the base texture only has green and blue show through, giving it the frosty veins. When you're in the meadow, you multiply the base texture by yellow, which is green and red. Blue is zero, so the base texture only has green and red show through, giving it the flowers.
=)
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However, after the initial generation, I haven't experienced any stuttering, really. I don't know if the grass color overlay has any overhead during drawing. I'd imagine not, if the overlay is done in hardware on the graphics card (and hence why an actual color tint wouldn't be feasible without pixel shaders).
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I didn't really like the new grass either, so I went into Paint.NET and used Curves+ to make the brightest color in the grass and leaves be 255 instead of somewhere around 192. Compare the difference between the old and leveled versions:
Before Leveling
After Leveling
Notice how the side doesn't look brighter than the top anymore. It will also look a little better once the dirt with grass matches the top of the grass.
0
E. Number of entities (mobs, blocks, etc.).
I. Number of invisible entities (as in, not in view or I think also blocked by camera).
E, F, and C I think have to do with the number of visible chunks... or maybe blocks?
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135. Place blocks.
135. Destroy blocks.
136. We need more lumber!
137. Break the map generator.
138. Open Minecraft.
139. Generate a map.
140. Play said map.
141. Do stuff in said map.
142. Save and quit.
143. Listen to music while doing stuff in Minecraft.
144. Invedit, anyone?
145. Oh, don't forget about MCEdit.
146. 146 is a lie.
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DERKA DERKA!
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Oh yeah, I should also mention that we humans are excellent at finding patterns out of anything.
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