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    posted a message on 1.5_01 = Lame patch
    Cool story, bro
    Posted in: Mods Discussion
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    posted a message on My Battlecruiser (Unfurnished)
    Dude, imgur doesn't require any form of registration. You just upload all of your photos, and copy the links. They even have them preformatted for the IMG BBCode. You won't get many views like this, friend.
    Posted in: Screenshots
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    posted a message on [Coming Soon] The Aether Collab - King, Kodaichi, Shockah!
    Quote from wekker »
    the way i see it there are 2 types (and 5 sub types (and 6 mini-sub-types) of people in this world:
    SNIP

    Wrong. There is 1 type of person in this world:
    IDIOT

    This includes myself. Thank you, and good night.
    Posted in: Mods Discussion
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    posted a message on [Coming Soon] The Aether Collab - King, Kodaichi, Shockah!
    Quote from acdiabloc »
    hmm dont care for water--->portal idea

    portal is notches, leave it alone...try something else like getting above a certain height gets you to aether

    ie: use a zephyr, plane, hot air baloon(i dont really care which) to fly up annd once you are above like 150 blocks you wll tele there =P

    The map tops out at 128, which is 64 above the game's sea level. Considering mountains commonly reach that high, and simply stacking can take you that high, it's not a challenging experience.

    To find all the materials necessary to make a portal, then use it, is a much more challenging experience that turns Aether into a reward, as opposed to a gimmick.
    Posted in: Mods Discussion
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    posted a message on pigs as veg pet alternatives
    CAN'T TELL IF TROLLING OR JUST VERY STUPID
    Posted in: Suggestions
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    posted a message on Minecraft Structure Planner application
    Quote from LankyBrit »
    Quote from SchizophrenicMC »
    Okay, so, I try and launch it, and, despite the fact that all of my stuff in JRE, JDK, and J3D are in the right place, it still throws the NoClassDefFoundError. Haven't really found anything on this, but I haven't looked all that hard, either. I'm running JRE6 32-bit with a fairly new install of JDK, while I'm at it. Installed Java3D, and double-checked that all the files were installed properly, and they are.

    Even downloaded the MSP jar again, and it throws that error, endlessly. I'm obviously doing SOMETHING wrong. Any ideas?


    It's 99.9% not detecting the Java 3D JAR files correctly. Try the instructions here or the FAQ here.

    If those don't help then either post back here, or on the Technical Support forum.

    Cheers,
    LankyBrit.

    Yeah, see, like I said, I reinstalled MSP, JAVA3D, and checked to make sure it was all there. I even updated JRE and JDK. So, something's gotta be up with MSP checking my files.
    Posted in: Minecraft Tools
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    posted a message on Minecraft fan art
    Quote from GROOV3ST3R »
    Quote from TL »
    Quick one I ran up today xD



    Quintessentially British xD I love it xD

    Whats' British about that? I live in America, and people get parking boots all the time, here. Unless I'm missing something?
    Posted in: Other Fan Art
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    posted a message on Java-less Minecraft?
    This is precisely why most games don't work on Macs. Java is a good cross-platform language, but it's pitiful for writing games, because it's so memory and processor-intensive. See, Java works differently from most languages. What happens is, you install Java on your machine, and that is a language pack and an interpreter, the Java Virtual Machine. So, when you write code, you only have to write it once in Java syntax (which isn't all that bad, really), and build the code into a class file. Then, when you run the Class, the Java Virtual Machine interprets the code into the proper instructions for the machine. This allows it to run on all 3 platforms. (And in 32 and 64-bit systems, alike) However, since the processor and RAM have to devote a portion of their power to the JVM to translate, the entire process is slower and more cumbersome.

    Games and really any processor-heavy applications are written in compiled languages. C#, C++, and the like. These languages are first written in human-readable code, then compiled for the platform it has to run on. This means, at the time of execution, only the code, itself, has to be loaded into the processor, and memory, therefore making it faster. However, every time you change platforms, you have to rewrite and recompile the code to run on it. (and for both 32, and 64 bit systems.) This makes these applications either platform-specific (games) or expensive (media editing) because it costs a lot of money and time to rewrite a program for a new platform.

    It's technically possible, maybe even feasible, to translate Minecraft out of Java, but it would only work on one platform and likely cost more to recoup losses. As bad a gaming language as Java is, it stands next to binary as the best cross-platform language to write code in. (It's also a lot easier to learn than Binary)
    Posted in: Suggestions
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    posted a message on Minecraft Structure Planner application
    Okay, so, I try and launch it, and, despite the fact that all of my stuff in JRE, JDK, and J3D are in the right place, it still throws the NoClassDefFoundError. Haven't really found anything on this, but I haven't looked all that hard, either. I'm running JRE6 32-bit with a fairly new install of JDK, while I'm at it. Installed Java3D, and double-checked that all the files were installed properly, and they are.

    Even downloaded the MSP jar again, and it throws that error, endlessly. I'm obviously doing SOMETHING wrong. Any ideas?
    Posted in: Minecraft Tools
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    posted a message on We need more octaves!
    There are 24 notes, which is 3 octaves, but doesn't correspond to any base-8 memory limit. Even accounting for the 5 note block voices, there are fewer than 128 references. So, even at the smallest memory type, the limit has yet to be reached. Just saying. It wouldn't require much code change (and no rewriting, to my understanding), and the big part would be adding the new sound files.

    Hell, if you really wanna get into it, Java supports its own MidiSystem, so Mojang could make the whole thing into a sound font and make the noteblocks trigger a portion of the sound font. It would take next to no memory, and only a few lines of code.
    Posted in: Suggestions
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    posted a message on [Coming Soon] The Aether Collab - King, Kodaichi, Shockah!
    Quote from X_Naut_PhD »

    You mean like POKEBALLS!?

    Gotta catch 'em all :wink.gif:
    Posted in: Mods Discussion
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    posted a message on Soul Sand glass?
    @Awkwardmeerkat, agreed. Make it transparent, but hazy when you look at the block, and any light that passes through it gets filtered down a few levels. Both are already possible, based on existing things in the MC engine.

    Well, actually, I'm not all sure about partial opacity being possible.
    Posted in: Suggestions
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    posted a message on How about the basics? Anti-aliasing & mip-mapping
    Guys, we're in the early Beta phase. Gameplay hasn't even all been worked out, yet. All that matters, as of current, is that the game runs, and allows bugs to be tested en masse. Turning on Anti-Aliasing and Mip-mapping would take little effort or time, but they're not important issues to the test phase of the game, as they're unlikely to have massive effect on the performance side. (Or, perhaps, they do cause an issue, and that's why Mojang hasn't implemented it yet)

    I do expect Mojang to get Anti-aliasing turned on for Minecraft, eventually. It's likely a non-issue as far as actual work on it goes, and it would make the game look so much nicer. But that's all it would do. So, I'm not incredibly worried about it. It's a game about blocks, where the player's texture is 16 x 64 pixels.
    Posted in: Suggestions
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    posted a message on Increased Map Height
    The biggest problem (aside from all your little additions) is it would require everything about chunk allocation, map generation, and the physics engine to be rewritten to accommodate. Chunks are stored in Java variables called Shorts. This is a 16-bit signed variable that allows for a maximum value of 32767 and a minimum of -32768. Currently, Minecraft saves chunks by allocating the 0,0,0 (x,y,z) bedrock block to the first short, at 0, and saves further shorts up to the 32767th one, allowing for 16x16x128 block chunks. Each short holds the position of a block. This is oversimplifying, but it gets the gist across.

    That said, when you load a chunk, you load the entire short range. From -32768 to 32767. I'm not entirely sure about the OpenGL rendering system in place, but theoretically, by allocating that first block to Short.MIN_VALUE() (-32768) instead of 0, it would double the number of blocks that could be counted, without increasing memory consumption. Don't quote me, though, because the rendering engine is unfamiliar to me. It would increase the memory size of maps, though, because you would save twice as many blocks per chunk.

    It's no super high map, but it doesn't need to be. I mean, you could skip Short and go to Int or Long, which are variables capable of holding 2 billion and 9 quintillion, respectively, at 32 and 64 bit ranges. But those WOULD consume considerably more memory. Currently, the world is stated to be fairly infinite (it can generate 2 billion chunks in a straight line (46340 on each end in a square), which is 34359738368 (or 741,000 square) blocks). Notch could have implemented chunks saved by Long offset instead of Integer offset, which would have allowed it to generate 9 quintillion chunks in a straight line. (I'm not even gonna bother with doing other math with that) But he didn't. 2 billion chunks is insane. I can barely get 50mb out of a map before I'm exhausted with exploring. The game's map can grow to be larger than any other video game's map, ever invented. That's enough for me. I'd like the vertical limit to be increased to the entire Short range, but I don't really mind so much, leaving it at 128. (Even 256 is huge)

    This idea is neither practical nor necessary, and implementing it forces changes upon the entire game. I'm okay with added gameplay elements, because I don't have to abide by them, but changing existing gameplay elements does me no good.
    Posted in: Suggestions
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    posted a message on Port Minecraft to X360/PS3
    Ugh, to add to the thread necro:

    The RAM argument is invalid- For the supporters of the console port. Console games are very processor-intensive, but since they run in a constant processor stream, they don't need to load a lot of RAM. You'll also notice those games have loading screens a mile long and have complex Level-of-Detail systems that replace models with textures at long range. Minecraft is not processor intensive, but uses a lot of memory. Keep in mind that your Xbox 360 has a 3-core 3.2GHz processor. My (at the time) high-end gaming PC has a 2-core 2.2GHz processor, and twice the RAM of an Xbox 360, but I see massive lag, while noting low processor consumption. Seriously, open Task Manager, and look at javaw.exe on the Processes chart. At low settings, mine shows 477,000 kB of memory consumption. That doesn't even leave enough room for the Xbox to load its OS. And the PS3's specs are identical to the 360's.

    Next, Minecraft is written in Java. This is a memory-intensive language that uses a Virtual Machine for Byte to Machine Code compilation in real time, so the machine can use it. The Xbox 360 runs on .NET Framework, which is not compatible with Java. They're different software frameworks with different logic sets. The entire code for Minecraft (Look in Minecraft.jar in your bin folder. It contains a LOT of Java classes, with a LOT of code, in each) would have to be rewritten. And, given memory issues, you couldn't just write a compiler that actively changes Java Byte Code into .NET code in the right logical sequence.

    Controls are a minimal issue, when faced with the fact that the hardware cannot run Minecraft, and the software of Minecraft cannot be run on the hardware.

    It's a $20 game you play with a keyboard and a mouse. Let's keep it that way because that's the only way it can be done, and the only way it WILL be done. Okay? Okay. CAN SOMEBODY LOCK THIS THREAD, PLEASE?
    Posted in: Suggestions
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