Ok, looks like I'm the first to notice this here but..... there's a new wooden ladder variation too
Posts by zfoxfire
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+Use -All Available Cores- etc.
These are tips for Steam games start options, for Ark Survival for instance. They don't nececessarily improve other games.
More accurately, start options in Steam are simply a way to pass command line arguments to the game. The game itself has to have those command line options added in the first place.
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Bumping because I love this game!
I admit I haven't been playing much lately as I'm a terrible builder. I'm looking forward to new survival elements, dungeons, and API!!!! I looked at the LUA API once and felt frustrated over its lack of documentation. I'm sure its very capable as is but I don't have the patience to trial and error stuff. I write code for a living and I know how much time can be wasted in trial-and-error because something is either poorly documented or there are no good examples to follow on Stackoverflow. When the JAVA API, comes along I'm looking forward to experimenting with it. I have some ideas of mods I'd like to write and I've needed an excuse to brush up on my Java skills. I've even started downloading source code for a few minecraft mods I like to get a feel for how they are implemented.
Also, since the Dungeons and API announcement was made, I felt a surge in positive energy on this forum. Seems like a lot of people are excited with the upcoming update. Dungeons look cool but I'm looking forward to the API now more than anything. Although I spent some time last night in Minecraft in spectator mode (never used it before) so I could explore the strongholds and mines and get an ideas of how such structures might generate in Rising World and how expansive they might be. However the dungons turn out, I'm sure they will give us a foundation to expand on and write more complex dungeons and additional room types.
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Json is not a markup language but then again neither is xml.
I hope that some journal access will come eventually to the api. I imagine we will be writing scripts to auto update the journal content (new missions, hand-drawn map, saved screenshots, and personal notes).
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The code for each wireframe model in the game has a pointer to a texture file which is in a separate asset jar. You should be able to link to an internal texture even if there isnt an explicit call via api. The textures are not encrypted and very easy to view.
And I am very familiar with the content available in F3.
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an above ground entrance to a stronghold would be great. Too bad it never happened in minecraft.
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I am familiar with the overall story of making it to the end in Minecraft. The problem is that its never really explained how in the game. Using the wiki even to figure out crafting recipes should not ne a necessity. I think Red is in allignment with the idea that you should be able to find new things in game with some level of intuition. Like I said before, finding maps or quests should be items you might get from merchants or find in above ground ruins. From there you should be able to find your goal (buried treasure or stronghold) with a reasonable amount of skill. It sucks that in Minecraft you have to use wikis or mods or cheats to progress in the game.
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Arctic,
Say what you want about Tuvok but you best not be dissing Spock. He was one of my greatest role models as a child and still guides me to this day. Logic is like a candle that burns brightly in a demon haunted world.... Yes Carl Sagan is another role model of mine. I think about him whenever I eat apple pie! ;-p
Anyways, the problem with finding strongholds in Minecraft is that there are no easy ways to find them without using map tools or flying through the world. I think older versions would create tall glass pillars in the air so if you found them them you would simply dig straight down. I hope that underground strongholds will be easier to find in Rising World. Perhaps they will be larger with multiple entrances. Perhaps merchants will sell you maps to find them or perhaps they will be in areas of higher monster spawning rates. Maybe an enhancement to the ore detector or a new type of detector to scan for caves or structures underground will work.
Regardless, the map tool pinpointing dungeons and waypoints is still a good idea.
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Not sure about all this interest for MineCraft add-ons/mods. My opinion might well be biased, as I have never played to MC, but:
*) for all the similarities in genre, as far as I can tell from the descriptions (and a few minutes looking over the shoulders of other players!), the two programmes are rather different in concept, so what makes sense for one not necessarily does for the other too (well, any kind of mapping tool would certainly make sense, but other might not).*) nothing can really be 'ported'; everything has to be redone from scratch, relying on a different API, which itself relies on different code and data structures.
Input might be much simpler than that: while using such a tool, you already have a world (with all its parameters) and RW already has code which retrieves all those data (or generates them if not created yet). All you need is a pair of X and Z coordinates (or, more meaningful, West and North coordinates) and maybe an optional Y (altitude) coordinate. All the needed pieces are already there. Of course, this would require to generate the chunk(s) if not visited yet, but there is no way around this!
It might be exposed in an API or not (now or later). If not, well, tough luck! If yes, well, the hard part is done!
F3 already shows these info; if you are curios, simply wander around and take note of biome transitions. A manual long work, but maybe results are interesting... (this is how I discovered the sea/lakes patterns).
Doesn't matter if its a minecraft tool or not, its a useful tool for a survival/crafting game where there is lots to explore. And F3 only shows you what biome you are in and your coordinates. I'm talking about potentially writing a program to extract the world data via the api and generate a map.
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Back in my day, you had to read text descriptions of where you were, type commands, and if you wanted a map then you drew it by hand.
Anyways, AMIDST sounds like an interesting one. As I recall, its an external program that you enter in a seed or load a save game from. Regardless of whether its external or not, it still needs a minecraft library included.
I'd imagine implementing something similar in Rising World would require the API to have a method which takes seed number, world type, and other world parameters (caves enabled, vegetation enabled (if that affects land generation), , and a chunk ID. The method would return an array of useful info such as biome ID, water presence, ground height, ground type and other features such as cave entrance, or structure (village, temple, shack, dungeon).
This could actually work very similar to a HUD map, except the range would be much much smaller
A visual representation would be neat to show how each biome is actually shaped (something I'm very curious about after seeing those square oceans
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Can't wait to see a re-enactment of a particular German safety video ;-p
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From What Red said in the post link below, animations of models with bone systems will not be possible yet however simple animations are possible. He did specifically say that a windmill would be possible. Perhaps the stationary and moving part would be two different models. The rotational part is just instructed to rotate around itself. This could open the door to someone writing mods to create gears and pulleys. But I'd rather stick to code than modeling.
Upcoming: Dungeons and Plugin API
The Compass and GPS I'd love to see replaced by something like the compass from 7 days to die: http://www.liquidbuzz.com/files/7d2d/miGUI/compass.png
Red did say it would be possible to add drawings to the HUD. I hope it will be possible to query both land height and texture at each block position (each chunk is 64x64 blocks I think) and generate a map. If we can query textures surrounding us at player height then underground maps will be possible too.. OOOOh the possibilities!!!!
I think a map is suposed to be coming to vanilla Rising World but I'd rather see Red focus on core features and API expansion. -
Aww, I was hoping for it to spawn in explored chunks which haven't been built on.
When Red51 added that console command to check to help find your lost base, I had some thoughts to add on that. The command basically searches for high concentrations of blocks or construction objects. The API is supposed to grant us better access to the world save data so I suspect that it will be possible to create a wipe/cleanup command to wipe out any explored yet undeveloped chunks. I'd like to take a stab at writing such a mod. And I need to brush up on my Java skills.
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ive never written one before but if the documentation is there, I will try.
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is Curse a developer? Once the api starts rolling out then we probably should start contacting mod devs to see about writing new mods.
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i mean, if the API is good and Red is willing to add specific features as the demand arises then I think we should be ok. LUA could have been made into a modding API but Java is just far more powerful and efficient and then there is ease of documentation generation. There really is not much reason to hold onto Lua. Using Lua in the first place was designed to be a simple solution but it just turned into technical debt.
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So Arctic and I were chatting about this on the side. When custom models come, we need to be able to support simple animations and that animation needs to be synced for all players in a multi-player environment. This will come into play for things like collision detection.
The example we came up with are race cars on a track, driving through a hole below the windmill (also like mini golf). The windmill model has a static part and a rotational part. Both players are on a track and from their perspectives, the position and rotational speed of the windmill need to be updated for both players to help them adjust their speeds to avoid collision.
Collision events need to be worked out as well. I know I'm probably jumping the gun here but I am curious at least what sort of limitations will be. The API methods are not yet published but at minimum I wanted to get this idea out to everyone so others can think about it as well. perhaps those with experience in other game APIs can chime in.
Character model customization are another topic that we don't really know enough about. Ability to hot-swap body parts and visible armor parts on the fly will be necessary (this will enable his KanKolle stuff). Ofcourse external modeling work will need to be done by whoever writes a mod for this. But from the API perspective, I hope body components will be customizable. I for one want a fox head and tail and fur instead of human skin
I'm assuming that additional character API methods will get released when the character models come out.
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Place and move custom 3d models in the world GIGGITY
Are you planning to re-enact the opening scene from Terminator 2?
Or send out the Terminators to attack players who violate the Skynet Terms of Service
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Red mentioned one day about experiementing with spiders and that smaller than giant sized spiders might be possible. I'd imagine with any object could be scaled. My personal thoughts is that when character models come, we can have races finally. Dwarves will be smaller than Elves for example. We would need to be able to scale objects to fit our size. I envision stuff like tiny workshops ran by gnomes and gnomes riding on foxes and things like that.. And maybe even giant torches (not just as a random bug but intentional!). So yes, if scaling of all objects can be done via API then there should be massive spiders and snakes if you so desire ;-p