Issue isn't generation, from what I can tell. I don't think there's any problems with the way that the code's written that makes it impossible to port to mobile devices (correct me if I'm wrong), and it doesn't need to run in real time (as I recall the entire level gets generated when you make the level -- sorta like Indev). the bit about imported pc levels running slowly with caves implies that the problem's in rendering.Quote from sebas101
Why dont they generate the World on server and push them to the device ? It would make cave and stronghold generation very easy...
Also, I think the mention of stairs is because stairs are getting their PC abilities now, like being able to put upside down and in corners. I'm hoping the next update comes with more decorative blocks. It seems iron bars are missing, and I love those, heh
0
Scribbles for new texture concepts. The netherrack has some tiling flaws that need resolving, and the depth effect is a bit wonky. The glowstone crystals also need more detail, but I think I'm liking these much more than the previous ones
thoughts?
0
I'm having some trouble getting textures made for the Nether. I didn't quite want to go with a cobblestone look with the netherrack, so I went with some stripe-y like deal. In addition, I decided to do a more regular like crystal shape for the glowstone.
I don't quite like them, though, and I'm not entirely sure what to do with them. I like the basic designs, which came through after lots of iteration and failed designs, but neither of them look quite right (someone I showed these to pointed out that the netherrack sorta looks like bacon). What I'm noticing is that they look quite plain, looking basic beyond the basic details needed to define the form, and I'm really not sure what would be needed to make them look right. I've sought images of things like stone sheets, crystal slabs, and other images from image searches, but my trouble with these references is that I'm not quite sure how to capture the details in a tiling 32x32 square.
0
If anything at the moment, the stone has been giving me trouble. I originally did something that gave it a bit of a pinstripe appearance, so I tried breaking it up into a bunch of smaller stones, but it seems to have some tiling faults and at the end of the day, resembles cobblestone too much. I had originally wanted to give stone a bit of a naturally carved appearance, but at the end of the day I couldn't make the pattern look right at all and I didn't think it would look that good with Minecraft's regular blocks anyways.
The dirt also seems a bit off, like I'm ok with the basic design, but it could tile better and ultimately, I don't think the color is that great. I should probably stare at more pictures of dirt to bring it better in alignment with actual dirt.
0
It's really sad to me though how poorly-documented the most popular modding api is at the moment though.
0
Attempted to create the Hero Apprentice (otherwise known as Fake Hero) Luka, but it ended up being a lot sloppier than I expected!
Oh well, a little more refinement should get it looking reasonable.
0
0
If people are really desperate for cave-game era type stuff, an external generator that generates a cave-game type level would probably be rather easy to toss together. (I figure it's literally just rand() > <constant> for each block, if this is true, solid otherwise empty). Throw in the old grass/cobblestone textures extracted from RD I guess and we're set.
0
It was interesting for five minutes to see what the state of the game was like when it was first starting development, but it quickly loses its charm.
I admit though, the gloomy dark cobblestone caverns look pretty neat, but that's about the only good thing I can say.
0
However, if I can figure out how the nightmare behind forge coremods works, I might make a coremod version that won't override any base classes.
0
In order to make Indev work without being modded, Mojang would have to put up a new account check service (this is fairly simple -- the check took the username and session-id thing or whatever it is as parameters and returned "1" if the account is paid, or nothing at all), and they would also have to restore the old sounds directory (which didn't use an XML index, but rather just a simple text file). Both of these seem fairly simple, but I am not Mojang so I can't tell what it would take to implement.
0
0
I guess that at some point they /could/ have been in .30, but none of the .30 jars I have laying around contain the Giant class. Maybe it was a "very first version of indev" type of thing, but again, there's no evidence. That video labeled .31 claims to be the "VERY FIRST" test run, so heh.
I'm guessing the purpose was just to see how large mobs would work.
0
Might be worth diving into the code a bit further to see what's going on there. I didn't see anything that could generate z-fighting in it, but maybe I haven't looked closely enough.
0
0
I'm not certain though, I've never seen an official post about it.