• 0

    posted a message on Performance worsened?
    On my desktop, it's mostly smooth with a consistent micro-stutter, no matter if new chunks are loading or not. On my netbook... Well, the framerate still drops to about 3 FPS on the lowest fog setting when new chunks are loading, but when there aren't, it seems to stay pretty smooth around 30 FPS, with some stuttering every once in a while, but not consistently like on my desktop.
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on HUGE filezise of new worlds
    I just started a brand new map. Didn't wander around much, even, and it's already 143 MB. Yes, it is possible. Though on the bright side, it compressed down to about 4 MB.
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on smoke into blood (suggestion)
    Quote from r4c7 »
    Quote from betasword »
    Short story: Impossible.

    Long story: The particles.png just handles the graphic for it smoke. Not the color. Mind you, the smoke that enemies explode into is the same graphic used for smoke from fires, TNT, and, well, anything else that uses smoke. The game itself switches it's palette to suite whatever need the game has for it. Kinda like with text in the game.

    So basically, unless Notch specifically implements it, there will never be blood in this game being emitted from monsters. Ever. Period.

    WRONG! I have messed with the particle.png and it keeps the color, and all the game does is change values of the particles (it would make smoke with a red tint. That looks awesome). For the words, it is more complicated because it changes the values, saturation, and hue, but if you change the color, it definitely shows (I once changed the words to a light blue and the yellow words on the title screen were green).


    Really? I thought the smoke particles were handled the same way as the letters, considering fire smoke is black, and monster smoke as white... Either way, though, any chance of being able to convert the smoke particles into any sort of believable blood would be bothersome, at best. Unless you want your fire to bleed, too... And that'd just be silly.

    ...Why would you even want blood in this game, anyways? That's like that one guy a while back who was going on about wanting fatalities and stuff like that in the game. It's just... Silly. This isn't Doom.
    Posted in: Mods Discussion
  • 0

    posted a message on smoke into blood (suggestion)
    Short story: Impossible.

    Long story: The particles.png just handles the graphic for it smoke. Not the color. Mind you, the smoke that enemies explode into is the same graphic used for smoke from fires, TNT, and, well, anything else that uses smoke. The game itself switches it's palette to suite whatever need the game has for it. Kinda like with text in the game.

    So basically, unless Notch specifically implements it, there will never be blood in this game being emitted from monsters. Ever. Period.
    Posted in: Mods Discussion
  • 0

    posted a message on slenderman
    Quote from ironpenguin »
    yeah, some boss mobs would be cool, stronger version of what we have would be nice

    I'm sorry, but these are terrible ideas. Let me explain why.

    a few examples i came up with:

    Boss skeleton: dark aura (decreases light nearby to zero, spawning enemys and making it invincible to the sun) triple health, doubled arrow fire rate, double damage, drops dark arrows (deals 50% more damage then normal arrows)


    Double fire rate + Double damage = Death. Pretty much guaranteed. A normal skeleton's arrows already do 2 hearts damage if I'm not mistaken. This would do 4. 3 hits and you're dead. Combined with it's fire rate, and it becomes nigh impossible to even get anywhere near it. If anything, I'd say give it something like a spread arrow attack or something. As for the dark aura, this monster, as described, is already way more of a threat that what can be reasonably dealt with. Add in an infinite spawning source of monsters around it, and you have a prescription for instant rage-quit. And killing it, all you get is a few arrows that do only 50% more damage? There's no real reason to kill it, then. The average monster, instead of taking 5 arrows, would then only take 4. That's not a big enough difference to warrant the danger in trying to get them.

    Boss zombie: dark aura, double speed, double damage, double health, drops golden feather (which would create an arrow that has less of a gravity effect)


    So it can run quite a bit faster than you, also kill you in about 3 hits, and also spawns monsters around it constantly? And gives you something to make an arrow that drops a bit less in flight? Again, danger to reward ration is way too skewed to the danger side. If you even manage to hit it before it hits you, it'd be on top of you and already hurting you before it's invincibility time is over. It'd be nearly impossible to kill. Instead, perhaps something like a poison zombie, that''ll inflict you with damage over time. Or perhaps a running zombie, that does normal damage, with normal health, but when you hit it, gets knocked back further or gets stunned or something. Possibly also makes a yelling noise or something as it's running at you.

    Boss spider: 30% larger, triple damage, drops golden thread (creates golden bow, which would deal slightly more damage)


    Kills in two hits. Jumpy. Fast. Agile. Again, you're dead, and again, even if you manage to kill it, it's reward is subpar, at best. Perhaps in it's place, a type of spider than can crawl on walls and ceilings.

    Boss creeper: 50% larger, triple blast range, double blast damage, blast always occurs, drops heavy gunpowder (like gunpowder, but makes super tnt with sand, which has an increased range)


    If it gets near enough to trigger it's SSSSSsss phase, there's no chance of survival. Period.

    Boss pig: 100% larger, 5x health, drops huge pork chop (uses 2 inventory slots, heals half health raw, full health cooked)

    Boss sheep: triple speed, double health, drops 1 golden wool (used to create golden wool armor, which has the same defence as iron armor, when a full set is worn, repels enemys)


    Neither pigs nor sheep should have "boss" forms. They're harmless animals, not monsters. The closest approximation for the pig would be a boar, which should just be a bigger pig, maybe with tusks or something, and charges the player, in a straight line. And sheep? Nothing really there. And as far as their drops... A 2 inventory slot pork chop would also take up two slots on your hotbar. Not to mention the game's not really built to deal with items taking up multiple slots. And gold wool armor that repels enemies? So, basically, it grants invincibility, besides to falls, drowning, and burning alive. Game breaker right there.

    if notch added the notch mob, it could be a special boss

    Notch: 20 hits from a diamond sword in first stage, 10 in second, 5 hearts damage in first stage, 8 in second, also spawns normal enemys around it, drops 2 diamond dust (cant be crafted, used in ultra tnt, requires heavy gunpowder instead of gunpowder, and diamond dust instead of sand, deals triple normal tnt damage, double range, and is immune to blast reduction from everything but iron and diamond blocks)


    Run from Notch. He'll murder you dead. No point in fighting. Especially for something that just makes another type of TNT. Besides, double range? Have fun setting it off, and never being able to get out of the blast radius.

    i personally think the spawn rate for these boss monsters should be at about 5% each, except for Notch, which is 1%


    Considering, at the moment, monsters tend to spawn in very large groups, some numbering 15-20, you'd have on average 1 boss every two groups spawned. That's a lot of bosses. A lot of nearly invincible bosses. And that's a lot of no fun.

    along with the boss monsters, there should be a new slot for equipment for amulets, such as the wooden amulet, which decreases boss monster spawn rate in a good range (with it, 2% normal, 0% Notch) and the diamond amulet, which increases the spawn rate (with it, 10% normal, 2% Notch)


    ...Now this is a good idea. Amulets or similar to augment various skills, instead of augmenting monster spawns. Things to, say, increase mining speed, or digging speed, or something like that. Maybe one to cause a chance of blocks spawning more than just one miniblock (useful for mining, to get some extra ore). Basically, little trinkets to add a bit more customization and specialization for multiplayer.
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on Chiptunes!
    Quote from Janitor.Master »
    How do i open that file?
    I tried it with FamiTracker and VLC, but it didn't work


    ...I really should've thought of that. Anyways. First post edited with a link to NSFLive, a nifty little NSF player.
    Posted in: Arts & Creativity
  • 0

    posted a message on Chiptunes!
    Or 8-bit music, NES music, what have you.

    Anyways, I have recently had a string of good luck using FamiTracker, and decided I might as well share what I've got here, in a sort of "I'll update this post when new stuff is inevitably made" sort of way.

    Also, this thread can be used for the sharing of any other music people have created, though it'd probably be best to at least keep to a chiptunes or chiptunes-like theme.

    I guess I should have a "changelog" of sorts, just to keep track of when and what's added.

    5/27: V1
    +Track one: Beat Them Up! - Romancing SaGa
    +Track two: Courage and Pride From The Heart - Final Fantasy Adventure/Sword of Mana

    5/28: V2
    +Track three: Theme of Another Dimension - Final Fantasy Legend III

    Download Here!
    Download an NSF player here if you don't already have one!
    Posted in: Arts & Creativity
  • 0

    posted a message on Infdev debug info?
    C: Chunks rendered/Total chunks loaded
    F: Chunks not rendered
    O: ??? (seems to stay at zero)
    E: Entities rendered/Total entities
    B: ??? (also seems to stay at zero)
    I: Entities not rendered
    P: Particles rendered
    T: Blank
    All: Total entities (kinda redundant)

    These are all gotten from my own observations.
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on Notch replies to Critisim and Questions
    Quote from Sirquote »
    Well it takes the ignorant new players that come on here that don't know about a Dev.blog and shows them that there is a place where Notch needs our support the most to counter all the retarded whining bastards that post there.

    Thank you Menen.


    I'm sorry, but if someone doesn't notice the big ol' Development Blog link on the main www.minecraft.net site, nor the link under Development Status, nor the link at the very top of the forum... Well, either they're blind, they're completely ignorant, or they just don't care. Combined with the fact that the blog now allows commenting on the posts, I really don't think we need a new topic for every post he makes in the forum anymore. Especially when the content of a post alerting people to a new post on the blog is a simple link, and nothing more. It's like walking into a room, and being like "Hey guys, that one semi-important guy just said something!" and then leaving, without giving really any explanation or anything. No conversation starters, or anything.

    Bah.
    Posted in: Discussion
  • 0

    posted a message on This should be fun, over 500 TNT...
    Quote from Blackwind »
    Quote from betasword »
    ...Only 500? Try several thousand, and then get back to me. A word of advice? When it all starts going off, and things slow to a crawl, hit Esc. It'll pause the game, but keep calculating the explosions without all the particles and stuff running. Makes it go a whole lot faster, and makes it so the game doesn't crash, too. Hence how I've done several thousand before. And boy, was that a big crater.

    Tried it with 26100 TNT 30x30x29, it didn't work about somewhere in the process near the third cooldown it crashed.


    Odd, that method's always worked for me. You just need to make sure to pause the game as soon as the explosions start, and then every time you unpause, immediately pause it again. Don't wait at all inbetween, do it right away. Keep doing that until the explosions stop and it should work. Theoretically. Unless you used more than even the game can handle...
    Posted in: Alpha - Survival Single Player
  • 0

    posted a message on Minecraft... In other engines?
    Quote from supercolio »
    1st pic is cool, water effects are amazing, but the sky looks kind of ugly... Overall that is what minecraft should look like after public relase!


    Sky looks ugly because I haven't figured out how to make a proper skybox yet. Though it'd help if Quake supported scrolling textures on brushes... Then I could just make a sky one, and have a plain blue skybox or something.
    Posted in: Discussion
  • 0

    posted a message on Minecraft... In other engines?
    Quote from Sharkz »
    I did some experimenting last summer in Source. Didn't get very far...

    I know the leaves suck and I never got round to doing water. Also the scale is slightly off.


    Don't worry about the leaves. If you notice, mine have the same problem. Only solution I found was to make each leaf block it's own separate func_wall entity. Which, unfortunately for Quake, means I'd run out of entities after just a few trees... I think. Haven't really tried.

    Also, as far as scale goes, I've been building everything on a 16^3 unit scale, and then scaling it up 2.25 times to get a proper ingame scale of 36^3. Just high enough for Quake guy to jump over one block, and be able to walk up a half block, while still being able to walk through one block wide doors. Chances are, you could probably use the same scale in Source, though I haven't tried it myself. I know Quake guy is pretty damn short, for one... Eventually, I'll have to test this with Left4Dead or something...
    Posted in: Discussion
  • 0

    posted a message on Minecraft... In other engines?
    And just for grins, have another picture, this time of the main entrance to said underground base, and of the watch tower:

    Posted in: Discussion
  • 0

    posted a message on Minecraft... In other engines?
    I'm sure some of you on this board have experience with making stuff in various game engines, be they Unreal, Source, or even Doom. And I'm sure some of you (I can't be the only one, right?) have gotten the idea of making something Minecraft related in your engine of choice. I know I have. What engine did I choose? Why, the ever humble Quake engine. And just what have I done so far? This:


    (you might want to right click on the picture, and choose "View Image" to see the whole thing)

    Mind you, it's not really finished. At all. There's still a bit more above ground stuff to be built, and then there's all the underground stuff... Oh god, the caves... Basically, I'm copying, block for block, my main /indev/ map. Or, at least, the area immediately surrounding my base in my main /indev/ map, and area that turns out to be a good 128x128 blocks or so. I do have to say, though, from what I've got so far, it looks pretty good in DarkPlaces, what with the shadowmaps, and the water reflections and all. pretty nifty indeed.

    So, anyone else got anything nifty they want to show off?
    Posted in: Discussion
  • 0

    posted a message on This should be fun, over 500 TNT...
    For mine, I didn't hack it into my inventory. The map itself was Victory's multiplayer creative server. I, along with a few others, filled the entire underground of the nuclear reactor with way more TNT than would ever be needed anywhere, and even filled the walls with it. Then I set it up so that you'd need to destroy a certain block in indev that would then set off a chain reaction, hopefully allowing you enough time to run far enough away to avoid being killed in the blast. Though even then, you still might die, as TNT gets flung pretty much everywhere. Afterward, you're left with a gigantic crater. That is, if you survived. Though there is a shelter near the reactor that has been known to usually survive, due to it having a layer of water in it's walls.
    Posted in: Alpha - Survival Single Player
  • To post a comment, please .