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    posted a message on Realistic Terrain Generation (RTG) — Realistic Biomes, Huge Mountains, Custom Trees, Truly Flat Terrain, Breathtaking Landscapes

    Hah, I was about to ask, "Not 1.8.9? Aww.". Awesome work with the support :)


    I've got all my 1.8 essential mods downloaded, all I'm waiting for now is RTG.


    (1.7.10 RTG with all those mods was so slow with terrain generation. It was painful! That's why I'm ready for RTG 1.8. Have an example of a 1.7.10 Biomes o' plenty swamp with many mods including RTG ;) )


    Posted in: Minecraft Mods
  • 2

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag

    Quote from Iskandar»

    It's been three years of attempts now with no joy. Like it or not it is impossible unless Mojang steps in, and they won't, no matter how much people hope differently. It is too much of a rewrite of pretty much every core system Minecraft has. Changing the way chunks are handled breaks everything. So you have to rewrite the terrain generator and the way lighting is handled and the renderer. At which point, nothing works even a little bit anymore. So you need to rebuild the terrain decorator, the spawn system, caves, ores, structures, etc. and then fix all the bugs you've created plus deal with any surprises in Minecraft's code itself (as poorly optimized and not bug free as it is).

    I've kept an eye on it from the beginning. I was fairly excited when Robinton first introduced it. When updates started faltering and it was still buggy and unfinished I took a look at what would be needed (I'm a hack programmer) and added up what had to be done versus what still needed to be attempted and it was immediately obvious to why he gave up. I've watched the hype come and go over the years and watched these projects come and go, most not getting past the planning stages.

    It is a very pretty theory but it never translates to reality. At this point I am willing to be proven wrong but I stand by it being impossible for a modder to accomplish this.

    Having said that, there are two options I wish people would consider. The first would be a more limited implementation. Everyone is trying to make unlimited cubic chunks, and I can understand that. But tackling something smaller might prove more fruitful. Bring the build height up to 512 or 1024 with cubic chunks, demonstrate to Mojang it can be done, albeit in a limited fashion. It would still be a pile of work, but you'd be able to rely on more of Mojang's code versus having to rebuild stuff and, while still a herculean task, it should be possible. Especially if you could get a small team of dedicated modders. If it gets polished up and brings all the benefits that is predicted (mostly not tanking FPS and/or introducing nasty bugs) turn to Mojang and say "Here, we did this. Here is the code, feel free to use it." At that point it is much more likely that it will get adopted officially and from that point it should then be possible to expand on it.

    The second option is just build a brand new game from scratch. I keep wishing someone would do this. It has been 5 years and no one has tried to make a Minecraft-like. We get close, we get Minecraft-buts (minecraft but in space, for example (Space Engineers), Minecraft but with dinosaurs, (Ark)). No one, however, has nailed the lego like open canvas feel of Minecraft, and that is a shame. Minecraft is a wonderful thing, but Notch was an amateur programmer at best and the code is a 5 year old nest of hacks and kludges and iterations of hacks and kludges, which is why its performance is so poor despite 5 years of computer advancement. Hell, just making Minecraft multi-threaded has been an ongoing project for years and it still doesn't rely on the GPU as much as it should.

    And I've ranted enough. Shrug.




    Yes, you have ranted enough.


    There were no 'three years of attempts now with no joy'. Infact, we saw at least 3-2 mods that increased build height and chunk generation heights from 256 to 2048. Then Mojang created a new update to go up to 256 with the introduction of the new terrain system.

    The only thing was that the modders got bored and move onto other projects. It was proven it works. You don't need any more proof.


    "impossible unless Mojang steps in, and they won't, no matter how much people hope differently." Seriously? You sound like someone who got salty things didn't go his way, so when they didn't he immediately tried to throw down everyone who hopes otherwise. Stop it.


    "Bring the build height up to 512 or 1024 with cubic chunks" You apparently have no idea how numbers work in regards to these things. Limiting the height of generation does not make anything easier to code in, you still have to mess with Mojang's codes and variables in the same ways, and you're just placing a fake limit.


    "The second option is just build a brand new game from scratch. I keep wishing someone would do this."


    http://www.minetest.net/


    Go nuts. Build and generation height goes beyond 60,000 blocks in both directions. It's essentially a free open source Minecraft with a diverse modding scene and talented people just messing about with code.


    You need to quit saying you aren't proven wrong when you even quoted a working mod. Buggy, unfinished, whatever. It translated to a reality you keep wanting to deny because things are unfinished. Then you rant, seemingly complaining(?) about it without taking any action to make it a reality.

    Posted in: WIP Mods
  • 1

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Iskandar»

    And another try at Cubic Chunks falls to the wayside. I keep saying it isn't possible, people keep insisting it is...and this is where it inevitably ends up. Worlds generate, terrain and lighting sort of work, but everything else is broken and the dev looks at the mountain of work and nopes out. This hasn't changed since Beta and won't change unless Mojang steps in. And they have repeatedly stated they aren't interested.


    I admire the creativity and effort that has gone into this, but I really wish people would quit hyping this up as the next big thing. It isn't, it won't be, it can't be done. I stand by that statement and I doubt that anyone will ever prove me wrong. Minecraft would need to be rewritten nearly from scratch and that is far, far beyond what any modder can accomplish.




    Except you are wrong.

    He didn't look at the amount of work and nope out, he just simply didn't have the time and money to have hour long sessions of coding, which this requires at this point, to iron out bugs and complete functions. What Cuchaz needed was a stable income coming from the internet to fund development time into TallWorlds. (Which would be a hard thing to get, which is why he doesn't have it.)

    "but I really wish people would quit hyping this up as the next big thing." I've hardly seen anyone hype it up. I've seen mentions and a bit of "interesting". But nothing exploding over it. (Besides maybe the thread dedicated to cubic chunks in the first place)


    Even then, if it was hyped up, Cuchaz would probably be getting more funding and interest for his projects in the first place.

    "It isn't, it won't be, it can't be done." Except it was. Right here. You can see it and play it. It's not complete, but it's functioning.

    Re-evaluate your morals and encourage modding, don't try to spoil it with pessimistic views because you think something can't be done when an attempt is made and someone simply doesn't have the time to do it. The modding community has proven such things can be done time and time again. (Examples: RWG/RTG on realistic biome transitions. Terrafirmacraft on complex systems and biome/terrain/cave generation. etc etc.)

    TL/DR; Don't be someone who says "This is impossible." to a task that is possible unless it is literally impossible, like physically imploding the universe with your bare hands.

    Posted in: WIP Mods
  • 1

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag

    Well, not much besides Cuchaz announcing that he's creating his own game, and (if you weren't around at the time) an update to Tall Worlds (Nothing like trees, or ores. But better like memory optimization and such ;) ). Oh, and I think a poll and few other stuff, but yea. Welcome back :)

    Posted in: WIP Mods
  • 1

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz»

    Investors always come with strings attached. Lots of strings. I'd like to make my game without investors if I can.


    I've been working on a short ships mod update. I'll get back to Tall Worlds after that.


    Yea. Usually trying to work making games for a living is extremely stressful if you don't have proper funds coming in. Hopefully it won't be so bad though ;D


    I'm already liking the story you have going with the game as it is now, too, so hopefully the interest of the story can pull more people into wanting to play the game :) I notice /story/ is usually what a lot of games that go sandbox are missing nowadays. They still can be popular, but still... Terraria, Minecraft, Cubeworld, Starbound (Has a story but it isn't developed at all...), Starmade, (At least that I know of, for Starmade.) Space Engineers, Grav, StarForge (RIP you would-be magnificent game)... And That's all I can name off the top of my head xD. Checking my Steam list, I see Blockscape, Kenshi, and Kinetic Void (Unless I completely miss the point of the game). I miss storylines...


    As for Minecraft, it wasn't really made with story in mind.

    Posted in: WIP Mods
  • 1

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz»

    Yeah, it's a bit early to be talking about post-launch sustainability, but I think it's something I need to mention really early in the process. The last thing I want is for players to riot along the lines of "You never said this was going to be a subscription game"


    It's a decision I'll probably have to revisit after the launch, but I just want to throw out there now that the possibility of a subscription is there if players want long-term updates. That way there can be no surprises. No one can say I wasn't being honest. =P


    Yes, it's possible. And it's planned. =)


    Well, I hold buying into early-in-development games with the same way I see Early access games on Steam. Everything will change. Even if that means the way it's going to be marketed :)

    Posted in: WIP Mods
  • 1

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz»

    Yeah, those are the two options: 1) Continue to develop the existing game for the players who want to keep playing it. Or 2) abandon the game and develop something new instead and hope to create a new player base. Which would players prefer? I'm genuinely curious.


    I'd definitely love a fresh breath of air to something new coming from you if I had played one of your games for so long :) . I have confidence you'd come up with something new that would be good. (even though we aren't exactly at the... getting to the decision making point on that yet...)


    Edit: But honestly I'd rather go with what you prefer. If the game loses popularity and doesn't help with sales, then it might be good to just let go, but if it has lots of fan support and many playing it... Dropping it might feel like a stab in the back to that many who were playing. Just my thoughts, which I'm sure is common sense anyways :)

    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Cuchaz»

    But that's the rub... the only way to make a living selling something is to create an exclusive club that's so compelling, people will pay to be a part of it. If you're categorically against exclusive clubs, then we need a completely different economic system than capitalism.


    EDIT: If you think you're a part of the club but you're not paying for it, that means you're not the customer, that's not the real club, and the company has little economic incentive to care about what you want.


    That's also why some people make a living by creating multiple games after one. Then again, subscription based games stay popular. Take World of Warcraft and EVE for example ;)


    But right about anyone can keep a game alive if they stay on making and updating it. They usually only die if they lose support. Take Tribes Ascend and, well, everything HiRez makes for example.

    Posted in: WIP Mods
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    posted a message on [Forge][1.7.2] The #ExtremeRealismMod™ (An April Fool's Joke Mod)
    I always needed a bit more manliness in my life. This mod is for me.
    Posted in: Minecraft Mods
  • 1

    posted a message on The Designer's Guide to Bump Mapping (quick-fix for 1.6!)
    Quote from corner_g

    Regarding the screenshots: that is fantastic looking! I absolutely love the cobblestone on the last screenshot, and the stone brick and log tops on the second screenshot!

    However, I am still a bit confused. So, that is what we will wait for, but those features aren't currently publicly released? Or has the process changed?

    You can let me know now, or after Sonic has more info on it if you want.
    For Parallax in the newest preview of SEUS, open gbuffers_Terrain.fsh and look for line 405 in Notepad++. If line 405 isn't the same for you, this is what the line you are looking for should look like.

    Then delete the // to enable it. Parallax should work. The parallax is a bit messy but it works perfectly.
    Posted in: Resource Pack Discussion
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