I can't say for certain why, but the wand has always felt extremely unreliable in creative mode, ever since creative was first reimplemented in Minecraft Beta 1.8. This seems even worse, though.
If you put the game into survival mode, does it work any more reliably?
That's it. I see the problem now. You see, in creative mode blocks break in one hit. And when you select the first position, it destroys that block. And instead of selecting the block you destroyed, it selects the block you are looking at afterwards instead! You can clearly see it in the pictures above. Exalm, this should not be hard to fix, since you can easily make it so the block never breaks when selecting the first position even if you are in creative mode (Just like how the multiplayer worldedit handles it)
Sorry for the late post, but here is my world edit issue.
When I use the wand tool, the positions get set incorrectly and it does something very irrelevant. I'm bad at explaining things, but I'll take a shot at it.
Here, I select the two positions which is clearly noticeable on what blocks I placed the positions on, yet it completely ignores the blocks I selected and does something else:
You see how I tried to delete the wooden cube, but instead it deleted some of the ground near it instead? This is very annoying and hopefully you can find a fix for it or at least understand whats going on. Here is a better example:
I try to delete the entire bar but instead it deletes half of the ground near it.
World edit is kind of messed up... when using the wand and setting positions, the positions get messed up and does something really retarded, any clue what Im talking about? I'll post pictures if you want.
I am trying to recreate a world into a different world file and I want to basically copy and paste chunks. However, there is no export command when I select chunks in chunk control, but there is an "extract" command. When I click it, it makes a separate folder with .dat files. How do I turn this into a schematic so I can import the chunks?
2. Depends on a feature. For example, recent MD3 loader is copypasted, then refactored a bit and I also implemented animations, as you could see in that video. TNT punching is copy-pasted. extinguishing TNT and smelting items are reimplemented from scratch.
Sounds are neither copy-pasted nor re-implemented. I have a custom SoundManager that "redirects" sounds before they are played.
1. Ironic, the old sounds are located in a folder called "newsound"
It can only be the same if you just got the latest code from github and built it.
Both the stable and dev versions will just crash.
Overriding default options and moving armor bar is just stupid.
1. Nvm that, they are incorrect. Yes, I will fix them.
2. Implementing them is trivial. Just another check in the SoundManager2.class.
1. Where do you get the old sound files back?
2. Does it take too much time? And also, how do you re-implement a feature - do you just copy and paste the old coding into the new one, or re-create the feature?
Just checked, sand sounds are correct. They were louder, however, if I remember this correctly. (I usually play with sounds off)
Yes, I have noticed that the sand sounds were a bit different before.
Question: For the things in the todo list, do you not implement them right away because are they hard to implement, or do you just have not enough time to work on it?
WAIT A MINUTE!!! The stitched terrain.png is 272x256 while normal one is 256x256. So basically mojang is doing the work for us, this problem could be solved soon. Got a skype so we can just quickly IM eachother?
These new forums hurt my eyes, I think I'll be going to planet minecraft now.
It's just..... too hard..... to get used to..... GARH!
I have so many questions left unanswered: Where did the viewcounter go? Where did the Recent Articles go? Where did the lava buckets go? Where did the Steve head for people without profile pics go? This isn't facebook, you don't need to add a dude in a shadow for people with no profile pics. I want the Steve, it's way better/
This new forums is a pile of tit and that's all it ever wil be.
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That's it. I see the problem now. You see, in creative mode blocks break in one hit. And when you select the first position, it destroys that block. And instead of selecting the block you destroyed, it selects the block you are looking at afterwards instead! You can clearly see it in the pictures above. Exalm, this should not be hard to fix, since you can easily make it so the block never breaks when selecting the first position even if you are in creative mode (Just like how the multiplayer worldedit handles it)
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When I use the wand tool, the positions get set incorrectly and it does something very irrelevant. I'm bad at explaining things, but I'll take a shot at it.
Here, I select the two positions which is clearly noticeable on what blocks I placed the positions on, yet it completely ignores the blocks I selected and does something else:
You see how I tried to delete the wooden cube, but instead it deleted some of the ground near it instead? This is very annoying and hopefully you can find a fix for it or at least understand whats going on. Here is a better example:
I try to delete the entire bar but instead it deletes half of the ground near it.
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In other news, why did this have to happen...
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He's going to restore the old way texture packs are created (Textures loaded from a huge sprite sheet instead of individual textures)
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With the help of Exalm, no it's not
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Were MD3 mobs animated back then?
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1. Ironic, the old sounds are located in a folder called "newsound"
2. So it's basically half-half?
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1. Where do you get the old sound files back?
2. Does it take too much time? And also, how do you re-implement a feature - do you just copy and paste the old coding into the new one, or re-create the feature?
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Yes, I have noticed that the sand sounds were a bit different before.
Question: For the things in the todo list, do you not implement them right away because are they hard to implement, or do you just have not enough time to work on it?
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Bleh, the update was basically nothing anyways
Anyways, when are you planning to release the next version of OldDays?
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