Hate and butthurt of mojang fanatics. We provide good arguments. This is why it's not locked too.Quote from try2bcool69
Next thing you know, you people will want rotary phones and 8-track tapes.
Again, if there are mods that do what you want, then there is no reason to change it in vanilla, and the more you guys complain about it, the less likely it is that jeb will change anything at all. He's already proven to be quite stubborn, and the tactics some of these people use to persuade him, just **** him off.
Nice complaint thread you've got there, btw, I don't understand how it has been alive that long without being locked, there is nothing but whining and grumbling on it. Not one constructive thought on there, just hate and butthurt.
- Exalm
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Member for 9 years, 5 months, and 11 days
Last active Sun, Nov, 15 2015 03:48:19
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Sep 3, 2012Exalm posted a message on Mojang at PAX - Panels, Streams & More; QubeTuber's Charity - Notch's Beard EditionPosted in: News
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Aug 1, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!So I readded SSP to 1.3.1.Posted in: News
It works for most part. -
Jul 30, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
MoreCreative mod. Search it. -
Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
Ehhm, almost everyone uses banners. I can remove it, but what will change?Quote from Annlaw_Clayshaper
Please do tell me, where exactly do I say that your mods have anything to do with fixing bugs and 1.3 snapshots?
Because I am fairly sure I did not.
I merely suspect that you bash on the ssp/smp merger all the time because every time you make one of your repetitive posts
your banner gets free airtime
If it was my goal, I would appear in every thread, and not only whine about SSP-SMP merge, isn't it? -
Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
It has nothing to do with the mods.Quote from Annlaw_Clayshaper
I strongly suspect he is whining so much in order to get more exposure for his mod
This update added bugs. This is fact and I say it in this topic and in 12w26 (or 27?) one. That's all.
And mods don't fix that and are not updated to 1.3 or snapshots, so you're wrong again. -
Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
System-wide Alt+F11 works.Quote from MAP5597
Changelog in one of the snapshots says fullscreen mode must be changed in options.txt or something like that. I guess they forgot to remove the F11 button.
Or you can just maximize window if your window manager/OS doesn't support that.
Actually I hear about this issue first time. -
Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
There is possibility. Not sure about compiler flags, but nobody stops you from adding options to building script.Quote from pureprogger
Why, tell me why?!
Dear Mojang,
if you know how to use machine-oriented and cross-platform languages like C++ instead of slow-running Java, then there would be no reason to merge single player and multiplayer just for an API. Also I can't imagine, that Java is such as poor, that there is no possibility of builder configurations and compiler commands. One click and you have single player, multiplayer and what you want... including API. Sometimes, the easier way is not the best.
(sorry for my English)
MoreCreative allows search too, and it's not too small and is MUCH less cluttered.Quote from Cass724256
The new inv. is the best thing EVER! If you want an item, A: Search it B: Find it C: MIDDLE CLICK IT (Some blocks do not apply, use A or B for these objects)!
Anyway, it's opinion. But not having items on hotbar is bug. -
Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
We still have to distribute 2 versions, as class names in server and client are different. And we either need to do every change twice, copy code from client (server is built-in in it) to server or use symlinks. (AFAIK, there are no symlinks on Windows, and I know very few people using Linux aside from me)Quote from bunkaz92
Bugs? New inventory without blocks in the hot bar isn't a bug, horribly SMp merge? Come on, that is easier to mod, you are just complaining for the sake of complaining
Also, in MCP names will be different here and there, so still doing changes twice.
SMP merge: I already told reasons. I like everything except this.
Moreover, returning SSP == breaking compatibility with many mods, like SPC. -
Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
And what is it?
Where I said about old terrain?Quote from bunkaz92
Exalm, stop whining about the update, you don't like it? Your problem, is slow? Get a better pc, you prefer old terrain? You can't say that since you own the old days mod. I know that the chunk errors is really bad, but still, look at other stuff and stop complaining.
All things I listed are bugs. And my PC is good enough.
I'm not whining about boat breaking etc, but these things are unacceptable.
It's very bad when update adds bugs instead of fixing them.
Mo-b mo-ve-s a-nd st-op-s, t-he-n I h-it it an-d i-t st-op-s i-n t-he ai-r th-en co-nt-in-ue mo-vi-ng e-tc.
Th-en I p-un-ch it to th-e w-al-l a-nd it be-co-me-s s-lo-w.
FPS is good enough. -
Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
They will not fix anything. THe point of a pre-release is that it's exactly same as release, so modders canQuote from Razermilk
I liked the new Desert villages and sanstone stairs, jungle/desert temples, I liked the new Creative mod inventory etc.
I liked all the new things, but the game has bugs that I hope can be fixed before 1.3 Official release.
For example Ive noticed a lot of light bugs, Animals walking through leaves, and the worst is the fact that now there are chunk errors in singleplayer a lot more and it lags a little more because its like a server :/
updaterewrite mods for SMP before release. -
Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
It would be right thing if SMP was as good as SSP. But it isn't. It makes game more glitchy and choppy.Quote from CynicBound
As dinnerbone said:
Think of it like this:
1.2.5
You're playing in the client. You start a singleplayer world. Every frame (basically, as many times a second as it can) the client does this:
- Has it been 50ms since my last tick? If so, tick.
- - Poke every single entity everywhere. Make it do something.
- - Poke the world, tick any blocks that need updating
- - Generate new terrain and populate chunks
- - Lots and lots of really intensive stuff to keep the world "alive".
- Draw blocks.
- Draw entities.
- Draw gui.
The "tick" process usually takes more than 50ms because it's so big, so you end up getting less than 20 ticks per second and it lowers your framerate. You can't do anything while it's stuck processing, not even draw what's going on in the screen.
1.3
You're playing in the client. You start a singleplayer world. It starts a new thread in the background, called the "server". The server isn't the server you're used to in that it's not going online to handle lots of connections or anything like that. In fact, think of it as the brain. All it does is think away separately from the client's rendering.
Every 50ms the server does this:
- Poke every single entity everywhere. Make it do something.
- Poke the world, tick any blocks that need updating
- Generate new terrain and populate chunks
- Lots and lots of really intensive stuff to keep the world "alive".
- Send anything that ended up changing to the client to display.
Every frame the client does this:
- Draw blocks.
- Draw entities.
- Draw gui.
The server gets to run everything in its own time. If it can't keep up 1 tick per 50ms (this is 20 ticks per second btw, Minecraft Standard Time) then no big issue; it just skips one and carries on as normal. The client just renders what it knows, and will never get slowed down because the server is stuck working something out. That way the client gets higher FPS (or rather, the FPS just doesn't get lower) and the game is more responsive.
If you don't have a multicore processor and it's a pretty old one, then it can't run both at the same time; you'll end up with the old behaviour where slow ticks will slow your FPS. It may still be smoother due to some special magic, but you're not going to see the performance boosts that everyone else gets.
When you open it up to LAN, the server gains one more step:
- Send anything that ended up changing to any other connected clients, if we have any.
Yep. That's about it.
tl;dr: It may use some more memory, but you'll get better performance as a result.
Anyways without this server merge we can't even have mod api which we have enough people about it already. With the new release my performance has been going a lot better and I can finally play this game properly.
And I don't care about mod API, since it will not be enough for most mods. -
Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
It's clearly better than in first snapshot, but is still MUCH worse than in 1.2.5 and 12w17a. (Last snapshot with SSP)Quote from (FFN) Connor3249
Oh...it isn't as horrible as it was at first (the first time they tested having a mp server on sp server. I watched Docm test his theory's on a livestream of about 50 viewers and the mobs are no where close to as bad as they were.
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Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
We are complaining not because of this, but because of mob stuttering and SMP bugs in our smooth good old SSP.Quote from erskew2
For anybody complaining about SP and SMP being merged, you do know that you have to actually open up the world to others, right? There's a button in the menu accessed when you press ESC that says, "Open to LAN". Obviously, you have to press this button to allow others to access your world using LAN. I'm really not trying to insult anyone here, but next time it might be better to actually take a look at it in game before complaining about it.
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Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
Exactly what it was in snapshots.
There is no singleplayer anymore. There is horrible local SMP instead. -
Jul 26, 2012Exalm posted a message on 1.3 Pre-Release is Ready Now!Posted in: News
No. That's the biggest issue. It looks like they are blind and don't see how awful local SMP is.Quote from (FFN) Connor3249
So let me get this right...
Single player runs like 1.2.5 now? (On the pre-release)
If so, rejoice!
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When exactly does that happen? There were people with the same problem, but I have never got it.
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As for Survival Test, it hadn't have items yet.
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Hmm, I don't notice anything there.
IDK.
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Using the same server for singleplayer and multiplayer is a common practice, but only when the server is good enough not to lag on its own.
Done.
Hmm, what's the point of that? I may try later though.
Yes, would be nice. I think that Python would be better now though, so that the build scripts are the same on all OSes. Sadly, I don't know Python at all. :/
Hmm, interesting. I can't run it, but will see the wiki.
Maybe it still has the 2D items in hand, so that I can make them more accurate.
There is an option to hide that. Version presets do that, so that it's more "faithful". You can always reverse that if you want.
Sorry, I don't support 1.5.2 versions anymore. Does that happen on 1.6.4?
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Indev has finite maps. Around the maps, there is infinite grass/water field. It's not real ground, it's... Well, infinite field. On Floating maps, it's placed on -128 Y coordinate. Try to fall in Indev, and you'll see what I'm talking about. If you generate an Indev map in OldDays, you can see that. The boundaries are ALREADY there when the map starts generating. Just as in Indev, they are not "real".
It doesn't make MP impossible. SSP is capable of disabling itself. When you open a world to LAN, it immediately restarts the world in server mode.
You can try to separate the loader from SSP, but OldDays is kinda useless without SSP. Again, SSP is the most important thing. Without it OldDays would still be for 1.2.5.
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Well, try to implement SSP. Generators should be easy on their own... But does your Indev generator have real boundaries on -128 Y coordinate? IDK whether that's possible to implement with Forge at all...
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However, MCP also deobfuscates the source. Without deobfuscation you will get code with meaningless names like "ck" or "ae" or "vl". For small mods it's OK, but in case of SSP and OldDays it will take a VERY LONG time to update it like that. Probably much longer than it takes for Mojang to release new major version. I know about that. But that's 1.7.2, you know. It's outdated as well.
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Edit: Also, there are mods that do not use MCP, like TMI.