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Feb 8, 2010If the above was a little bit too dense for reading, I'll shorten it a bit.Posted in: Suggestions
1. The instant day/night model (the currently popular model as per this thread)
-When calculating light maps, calculate both light and dark maps. Display only one, depending on when it is, night or day.
-When switching, present the user with a "It is now night" ish screen, as earlier suggested.
2. The gradual real-time day/night model
-Process the light change over a period of an entire real day, changing the light map very slowly so as to reduce lag to an unnoticeable level. (possibly only a few more chunk updates a minute during changing light levels)
-Sync the change either with the user's system clock (singleplayer) or with the server's system clock (multiplayer) with an offset optional to shift the cycle ahead or behind as many hours as necessary.
Feb 8, 2010Instead of recalculating everything all at once, why not double the time for light recalculation per chunk update? Each update would take the time of two, but it would be a heck of a lot faster to switch between night and day when the time came. Show the screen for "it is now night" quickly and switch over from displaying day and calculating night to displaying night and calculating day.Posted in: Suggestions
Or, if you want real-time nightfall, simply expand the timescale. Night takes 12-ish hours to fully complete in real time, why not do the same for minecraft? (assuming a server that is up all the time, or see *) Expanding the timescale lets you gradually add on the chunk updates without majorly affecting lag, perhaps an additional 20 every minute. Of course, having a night time would require a way to keep grass alive in low-light. A simple if statement in the grass growing/dying routine to disable it during hours where it would normally die would work.
*This opens up an interesting possibility. Perhaps Minecraft could be tied to system time, with variable offset. Set the offset to be [system time] - 2 hours and leave it, and Minecraft will constantly be two hours behind your real time (assuming your computer's clock is right that is). Same thing with servers, have them always follow the server's system time with an offset if it needs to be corrected for your users.
Feb 7, 2010I am attempting to make a floating hell farm on normal. To make things possible, I gave myself four lava gen blocks, one water gen block, about 4 grass plots, 40 wood, and 20 torches to start with. So far I've gotten most of the starting island monster-safe, though the occasional zombie or other annoyance shows up and kicks me into the lava flows I use to safeguard against them.Posted in: Alpha - Survival Single Player
Pic and save so far.
Feb 3, 2010Posted in: Alpha - Survival Single PlayerQuote from pontusedberg »but what is that other text? E: 123 P: 0 LT: 0/0
E = Entities, either whole mobs or each piece of mob.
P = Particles, the little bits of flame, smoke, etc.
LT, dunno. Never seen it go from 0/0 to anything, so I don't know what behavior causes it to move. I first guessed latency, but that wouldn't make sense in a ratio.
Nvm, someone on p1 got it.
Feb 1, 2010So far, it's seeming like diamonds would be the biggest economic item, as diamond veins are either obscenely easy to find or impossibly hard, few spaces in between. TNT would probably be next, as gunpowder is plentiful but annoying to gather, and some maps would not have any sand to mix it with.Posted in: Classic - Survival Mode
Jan 31, 2010Duh102 posted a message on Rant: The subject of hacks and their discrimination and the real faultPosted in: DiscussionQuote from Blackwind »@Duh ... just because we have hacks doesn't mean we have to make this amazing 3 field stadium
You never have to do anything. However, you do have to do better than normal in order for it to be impressive, was my point. I attack the issue from this angle because besides the "hacks made griefers grief more" argument, the quality/difficulty of creations is the main argument against hacks, IE, "Hacks make building too easy, they ruin the game".
Jan 30, 2010Duh102 posted a message on Rant: The subject of hacks and their discrimination and the real faultFrom those who are given much, much is expected.Posted in: Discussion
Translated, people who use hacks are no more or less using "easymode", they simply must ascribe to a higher degree of quality to prove their investment in hacks was worthwhile.
A regular user making a 3x3 cube on the ground is not very impressive.
A hacked user making a 5x5 sphere suspended in midair is not very impressive.
A regular user making a 20x50x20 stadium complex is impressive.
A hacked user making a 50x120x100 stadium, complete with three playing fields, seats with fans, and players on the fields in the center, is impressive.
The choice of the server operator is whether to seek smaller constructions to save on server resources, or to seek "epic" constructions and upgrade or expand their server resources apace.
Jan 30, 2010Posted in: Mods DiscussionQuote from Varriount »Love this server! Setup went without out a hitch, and is easy to use, only one problem, when I set water physics to true, water still doesn't work.
They're not finished yet. I don't know if sand ever got implemented either, I tried the toggle on svn 381 with no effect.
On the subject of draw limits, I think that perhaps it should be 2x or 4x the player level for anybody under op (<=100), with anybody over that unlimited. 51 blocks is actually not a whole lot when you're talking a 3d volume. 204 for a just-barely-trusted user is much more reasonable, both to reduce user angst over being limited and at the same time retain the security such a limit gives. However, overall a toggle for whether draw is limited would be nice as well.
While I'm on the subject, a host of server details would be nice to have exposed in the configuration. Level cutoff limits for different types of users, draw user level limits and blocks per level multiplier, a toggle for draw limits at all, when block physics are finished, how fast they occur, etc.
Of course, if the eventual end is scripting of the server, then nevermind all that, it could easily be done in scripts.
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