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

    Estimation is much harder than you think it is. As a general rule, I don't do estimates for modding projects. Even if I did predict how much work it would take to complete a given feature, I have no possible way to estimate how much time I'll have to work on it. So any estimate for a release date would be completely imaginary. This isn't my job. I don't have to stick to release schedules.


    With all due respect to your modding abilities, that's splitting hairs. Even if you don't know how much time you'll have to work on something, you already have years of general modding and a year of continuous development to extrapolate from. There's also a major difference between saying "I will release this on Valentine's Day, February 14th" and saying "We finished working on feature X, and now we only have problems Y and Z to solve—something that will probably take at least 2 to 4 months at our current schedule". As a former software developer, I very well know how hard estimation can be, but I haven't worked on a single project in my life—software or not—without having at least the most general idea about how much time I expected it to take (as opposed to its real time frame, which could take much longer for a number of reasons, of course). Again, this is not a personal jab, but as general rule of thumb, if one can't honestly estimate if their project will take a month vs a year to reach beta, something is usually suspect.
    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 CosmicDan jump
    I'd say somewhere between 5% and 95%.

    Trying to slap a number on to how "complete" a piece of art is is more difficult than creating the art itself. And everytime someone asks for ETA's or related, the developer has to stop work and spend a few hours calculating the estimate ;)

    Yes, providing M3L has Forge compatibility from the beginning (very likely).


    Are you saying that even the devs have absolutely zero idea how far the "art" has progressed? Every self-respected software developer has at least some sort of a roadmap and advance planning for their products. Yet for simple players who've been following the amazing promises of Tall Worlds since last April, it's actually incredibly hard to predict the status of the project from the outside. So it's not unreasonable to ask approximately, in the most roughest terms, how far the mod is away from being released as stable public beta. A month? Two to four months? No sooner than 2016? Should thousands of people who wish to get back to the game with Forge 1.8 patiently wait for Tall Worlds to release in a month or two, or should they just forget about it until the time of another major mod/version upgrade? I honestly don't think that people who have the capacity to rewrite an entire gaming engine from scratch would need to "spend a few hours calculating the estimate" for a fairly basic question like this.
    Posted in: WIP Mods
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    posted a message on List of Mods for 1.8.9
    Quote from GrygrFlzr»

    We list 1.8 mods already. The thread title probably won't be updated until Forge 1.8 is out of beta, though, and ZeroLevels has been away for some time.

    Nice! Thanks for the link and the info.
    Posted in: Minecraft Mods
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    posted a message on List of Mods for 1.8.9
    Quote from koi9000jh»

    when everyone wants to find out all the mods for 1.8 and 1.8.1

    By that logic, this thread should have sat on still hugely popular 1.6.4 until last month or so. When it switched to listing 1.7 mods, nearly all existing mods were still on 1.6.4 or lower.
    Posted in: Minecraft Mods
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    posted a message on List of Mods for 1.8.9
    At what point does this thread usually decide to switch to newer versions? Even with the tags, manually finding all 1.8 mods is currently a major PITA.
    Posted in: Minecraft Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    For anyone interested in the buyout news, it looks like the $2.5 billion deal will be publicly announced this Monday (Reuters).
    Posted in: WIP Mods
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag

    "But importing every Minecraft functionnality to Spacecraft would be an even bigger change... x)"
    True, but on the other hand, if the devs of Spacecraft will agree to release the code into public domain (they seem to be very generous about its use), you'll be directly contributing to development of a long-term public domain project with endless possibilities, not constantly trying to deobfuscate a privately owned commercial one without having any say about the course of its development at all.

    Suddenly, spending time on development of an open-source clone that won't ever have to deal crap like this doesn't seem like that crazy an idea.
    Posted in: WIP Mods
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    posted a message on 128x64 CHROMA HILLS RPG/Cartoon ish**1.14v2 update LIVE + Shader add on pack 09/09/2019!
    Quote from Viperpunk»
    And with those amazing doors I sit here in the corner and start crying, because 1.8 doesn't work on my PC and I'll never got to use them. Don't mind me please, I'll try to be quiet with my sniffling.

    The 1.8 update is not some new technology that will somehow refuse to work on your hardware. If you can't run it, you're doing something wrong. If updating your Java doesn't work, explain the problem in the support section of the forums. I'm sure there is a solution.
    Posted in: Resource Packs
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from J0celyn»

    But importing every Minecraft functionnality to Spacecraft would be an even bigger change... x)

    True, but on the other hand, if the devs of Spacecraft will agree to release the code into public domain (they seem to be very generous about its use), you'll be directly contributing to development of a long-term public domain project with endless possibilies, not constantly trying to deobfuscate a privately owned commercial one without having any say about the course of its development at all.
    Posted in: WIP Mods
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    posted a message on Better Overworld : Project Zulu 1.7.10 -- Mobs, Blocks, Items, Structures and Game Mechanics -- UPDATED TO v1.4C2 (03/07/2015)
    Quote from neros64»
    Is there a way to disable all potion items and such? I've never liked the potion system in minecraft and it seems like I get tons of potion ingredients as chest loot which I hate getting.

    Come to think of it, that was the only Project Zulu part I didn't care about back in 1.5.2. I'm a big fan of the mod overall, but if you have other mods installed (Thaumcraft, Ars Magicka, etc), the potion system pretty much becomes an waste of time and valuable inventory space. Unless it gets expanded into something more valuable than short term effects for already overpowered players, if it could be made optional with the config, I'd probably use the option to disable it myself.
    Posted in: Minecraft Mods
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    posted a message on [1.14.3] Ruins (Structure Spawning System)
    Quote from StormbringerGT»
    I could make some ruins, I'd love to design some, old colosseums and temples and what not. However I have no idea how to. I can build them in game. But after that...

    There are some tricks to it, but saving your own templates is fairly easy overall. You can use in-game template parser to save your templates and share them with us. You can see a video of it in action here:



    I haven't spent much time with the parser (my first 2-3 test templates were very quick and easy to generate, though), but from what I noticed, you have to manually open the tml ruin file with Notepad and set "embed_into_distance=0" to more than 0 (maybe to "embed_into_distance=5") in order for test ruins not to spawn over your head when you try to preview them with the /testruin command.

    EDIT: You can also use mod blocks in your templates. For Chisel blocks, the block names in your rules will look something like "rule1=0,100,chisel:chisel.cobblestone-4". Manual tweaking of templates via text editor is generally very useful for adapting ruins to look differently for different biome types (like making a ruin use sand blocks in deserts, snow blocks in taiga, and so on)
    Posted in: Minecraft Mods
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    posted a message on Music Choices - Gives you more options for your music - Now in 1.8!
    Quote from Tmtravlr»

    Except lots of mods are rooted in 1.7 already (and it is a pretty good version =) ). I have to say though I am looking forward to the new changes in 1.8 (bunnies! =D).

    I do hope it won't take forge too long to update. It looks like quite a bit of the rendering code changed (from what I can see from the snapshots and such). Well, we'll have to just wait and see. =)

    Yeah, it looks like I may have been too optimistic about Forge only taking a week or two to update. Although, I'm just as skeptical about Forge update taking three or more months to update either, for a good number of reasons. Even if deobfuscation and name mapping efforts are already on their way, don't forget that we're still in pre-release code now, so when 1.8 officially releases on September 2, I still predict Forge to be updated to 1.8 before the end of the month, or if things go slow, in October at the latest.

    Massive performance boosts and bunnies aside (already #1 and #2 reasons why a lot of people will update ASAP), another good thing about 1.8 is that many modders who skipped 1.7 entirely have been feeling a lot of pressure to update from year-old 1.6 for a while now. With Forge 1.7 taking ages to update and never becoming the modding base of the choice (even without the still healthy chunk of 1.6.4 users, its user base is still split between 1.7.2 and 1.7.10), it's a pretty safe bet that 1.8 will be that default modding base for a long, long time.
    Posted in: Minecraft Mods
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    posted a message on 128x64 CHROMA HILLS RPG/Cartoon ish**1.14v2 update LIVE + Shader add on pack 09/09/2019!
    Original sea_lantern and prismarine_rough textures seem to be animated. Were the animation ugly/unnecessary or you just didn't have time to make yours animated as well? If it's the latter, are you planning to do it in the future?
    Posted in: Resource Packs
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    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from MineCrak »Just more proof that Mojang is in it's end-game of taking over complete control of the modding scene? Or whatever will be left of it after we've all left.

    ** Since this is precisely the sort of thing that Enigma and M3L were made to combat, it seems appropriate to have them both work for 1.6.4 too.


    Yeah man, they are out to get you, maaan. Am I crazy and frothing at the mouth, or Mojang were probably behind the Kennedy assassination as well? Only time will tell...

    Regardless of how long it'll take to move Forge to 1.8, 1.6.4 is already on the fast track of becoming obsolete (before you yell, "obsolete" in the way 1.2.5, 1.4.7, 1.5.2, etc are obsolete—they are still out there, but almost no one gives a crap about them at this point), and 1.7+ was always a mess with too many modders either getting impatient with the insanely long Forge update, skipping it altogether while waiting for 1.8, or deciding not to update to 1.7.10 while waiting for 1.8, and so on. Unless updating Forge to 1.8 will really turn out to be a massive two-months-long buggy challenge (and I just don't see as devastating as 1.7 at this point), 1.8 will be the next major modding basis for the predictable future. A lot of 1.6.4 mod authors seem to want to move on. They just don't want to move on to 1.7.
    Posted in: WIP Mods
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    posted a message on Music Choices - Gives you more options for your music - Now in 1.8!
    Quote from Master_Hill_»
    I've actually thought up a way to have RPG-style BGMs play in Vanilla using the 1.7 sounds.json and /playsound. It requires 1.8's area checks for fine-tuning, though.

    They'll publish 1.8 pre-release in less than 24 hours, so the 1.8 may as well be the working version for the update.
    Posted in: Minecraft Mods
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