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daangelo29

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Posts posted by daangelo29


  1. That's what had me thinking, too. A melon can, like the cake, give you some plentiful hunger boosts one slice at a time, while you can carry the melon around compared to the cake, but there could be more to that. Notch and the guys may be planning to expand farming or food in general in the future, now that we have the hunger bar, among others. They could be planning to make some new food recipes for special purposes other than hunger like curing poison, perhaps? Or simply just for food variety (each type of recipe having its own difficulty of crafting)?

    Well, Minecraft is STILL Beta. I say Mojang has other things in mind other than just adding new cool features and fixing bugs for the full release.


  2. Are the "levels" already implemented?

    If you're talking about the experience bar, technically no. You can collect some experience orbs but they have at the moment no purpose 'till the next update... another good reason why I want to wait for b1.9 before playing again.

    EDIT: And here's another reason -- NETHER UPDATES. I'm hoping to have more use for the Nether apart from the Clay Soldiers mod. Especially now that I've decided to stop using the popular Aether mod, another major use I used to have for the Nether. Not that I think it sucks but because I prefer considering the Nether as the entire underworld of Minecraft itself, like Hades of Greek mythology. I feel it's better and simpler to have just one underworld instead of two contrasting ones.


  3. Odd, that didn't happen on our server[...]

    I agree with that. To me it is a graphics setting, just like smooth lighting on/off. They don't need a key.

    You may not have too much orbs, then? :P Still, this would've been fixed in 1.8 by now. As for the fog key, it should be there for those who are recording and/or has low specs. I think they moved it to debug, so it's now F3 + F.

    In another note, I was about to decide to stick with b1.8, 'till I realized they decided to move through with the animal breeding thing and have it for b1.9. At the moment, I might just be testing around in b1.8.


  4. Well this is the pre-release 1.8. Death causes you to drop all of your experience orbs, which of course lags the game the same way as dropping as much items all at the same time. Notch may either improve the performance or make it so that you don't lose your orbs upon death.

    And in case you guys missed it, I made a good list of what my friend and I noted in pre-1.8 so far in our little testing hours ago back in the previous page. :)


  5. I think it's the same bug, Orgcon. Look here: http://www.minecraftwiki.net/wiki/Known_bu...on_1.8#Crafting

    'Ya know, those silverfish can be used for anti-griefing. You can spawn what looks like a stone block with silverfish in it via inventory hacking or commands in SMP. The ID should be 57. Try building your homes with these 'stone' walls, and wait for those f*ckers to break them and get the freaking surprise of their lives. Hope for the best that the walls would spawn a swarm of them for better results.


  6. My friend and I just tested out Minecraft while I went on a visit to his house. Man, was I surprised to find out about the leak when I saw him playing it. It was pretty awesome. While I would still prefer to wait up to 1.9.X's release (the entire Adventure Update in general) before I *actually* play the game myself, I got pretty much addicted in my first few hours of testing.

    Here's a good list of what we've noted so far about pre-release 1.8.

    SPOILER:
    1. You no longer spawn on sand in a new world unlike before.

    2. Finally, animals are now like...animals. They now fear for their own lives if they get hurt, either by getting hit by our awesome gold sword, or by falling victim to a "floating sand" trap.

    3. Killing a cow or chicken with fire doesn't make them drop cooked beef or chicken. Hoping to get this fixed by the actual release. :(

    4. Annoying major bug in Survival mode when crafting. I'm sure Jeb and guys have already found this out

    5. Endermen -- Officially the ultimate griefers of SSP. Poor trees got griefed in our world.

    6. Tiny square particles underwater. Makes the water look dirty, yet more realistic.

    7. The abandoned mines are kinda weird. Either a group of endermen griefed the freaking floor, or the unfortunate miners were all chased down and massacred by an army of angry creepers.

    8. You can get killed in Creative mode by diving into the Minecraft abyss (the black sparkly void just below the bedrock layer).

    9. Liking the new swamp trees. All have vines, while some of which interestingly grow from the shallow water.

    10. Our first encounter with silverfish scared the f*ck out of my scoleciphobic friend to the point that they kept him a couple of feet away from the monitor shaking in fear 'till I killed them with a bucket of lava. And this was Creative mode. To be honest, though, they DID look like gigantic worms than the little (non-flesh eating) critters I knew.

    11. What I noticed about silvefish spawning: If you happen to like mine a stone block, for example, that takes longer to break than the rest with a pickaxe, or shorter with a fist, that would mean it is infested with a silverfish.

    12. The new larger biomes and biome-dividing rivers were awesome. No longer that weird big differences in climates between very near zones.

    13. Seems huge mushrooms can only spawn by using bone meal on normal shrooms. Mining a block-piece of them (in Survival mode) would in some chances result to 2-3 normal/tiny versions of it. Sounds like it got a lot easier for us mushroom farmers. So far, there's no naturally occuring ones in a generated world. But I prefer this way, though. No natural huge shrooms. Just these good old tiny shrooms turned unnaturally big using bones from the boney undead. :D

    14. F6 / F7 time travel!

    Also, in another note, the guys should also make swamp water more distinct from its original counterpart, and desert sand from its beach counterpart. So we can know, apart from the vines, that it's a swamp biome, while in the latter there's no longer that weird 'glitch' where it doesn't rain in beaches.


  7. Jeb said they "don't release in Fridays". But it could be a sort of reference to the Seecret Friday updates, which they never announce publicly. It may be released this weekend or next week, but either way I'm hoping to play 1.8 after surgery on my wisdom teeth this Tuesday. They say it's gonna hurt. A lot. :mellow:

    Edit: Jeb's recent tweet says it might be released this Monday. Another tentative date, though.


  8. While testing the biome code, I started running out of food in the game and started hunting animals. Cows would just stand there, looking at me as I mashed them over and over to get their precious loot, so I figured I’d just make that mechanic a bit more fun. Four lines of code later, and animals now flee randomly after taking damage. Hunting animals suddenly became a lot more fun and morally questionable as pigs would storm off grunting and chicken (or whatever the heck they are) would jump into ravines.

    Back to doing some further testing. I was exploring a forest biome, hit upon a river cutting through it, and walked over a small hill. On the other side, a wolf was chasing a sheep, but the sheep was running away. I didn’t have this in mind when I wrote the code to make mobs flee, but it ended up giving me an unexpected experience of having some kind of echo system of competing behaviors in various animals, and it just felt.. nice. It made me realize we should explore more mob to mob interactions, and have more chaotic competing behavior.

    And so Notch has finally made the animals flee. Absolutely awesome, especially at the Wolf part.


  9. Wow! The hover animation is so smooth! :o Hell, the flying is so smooth, it could be mistaken for an actual hovercar! Just add a Mr. Fusion lid and it's all set! I really hope you get permission to release it!

    Now I've just realized, it IS a hover car. This one doesn't switch between vehicles. It's the same vehicle with folding wheels (something I once thought to be impossible with pure SCM code alone) and flight capabilities.


  10. I think I get what you're saying. This is the one, right? --

    Kinda clever in your part, imo. Never thought of using searchlights as time travel effects. I might either go with this, or continue learning how to properly create effects in effects.fxp.

    EDIT: Just saw the code of the Turn Indicator mod. Looks like he used a lot of memory hacks. Currently beyond what I know.


  11. that uses a function to attach coronas to vehices! I didnt understand it yet, though.

    Holy crap. *Hits download button*

    EDIT: And so, what is it then? The only thing I've done properly is a custom particle (via effects.fxp), but at certain sizes and camera angles it becomes a bit less flash-y or bright so it ain't that pretty. It's almost close, but sadly not pretty enough. :(


  12. So it ain't a corona then? 'Cuz coronas in CLEO need to be constantly told to display to display longer. And you can't attach it to objects like how you can attach the coil glow effects on the De Lorean without any lags affecting them. Coronas 'attached' to the De Lo would function like the effects in the GTA:VC mod.

    I MIGHT just be able to mod GTA:SA a bit today. Just re-installed it, and everything seems to be working fine now. And if my group mates want their lead programmer to take a rest today and continue it tomorrow, why not? :)


  13. So the light is a corona? I'm wishing to use something like it for the implosions/explosions and also perhaps the wormhole. The command for displaying a corona must be constantly used to keep it displayed, so it may not be the best for implosions/explosions. As for wormholes, though, I've already tried it. Although shiny and beautiful (to me), it ain't good with lags.

    And speaking of, my defense ain't done yet. Our panelists asked us to improve the software and re-report it by Friday. So no GTA:SA modding for me 'till Saturday. Bummer.


  14. So the time travel is based on the size of the wormhole, then? This must be Blue/DeLorean88US's fix for time traveling instantly when activating the time circuits under speed of =>88MPH.

    Sorry about these lazy questions. Sanny Builder and GTA:SA in general are currently acting like crap on me so I need to re-install everything before I could download and test the latest code -- which I don't have much time for 'till after my thesis defense this Monday.


  15. Im not sure if i understand your question correctly.

    I'm talking about the final part of the sequence -- the time traveling / 'teleporting' through time / implosion / fire trails part. :P

    See, as far as I can remember, the previous codes rely on speed for both the sequence and the final time travel itself. If you've moved the start of the sequence or the pre-time travel effects from 80 to 88, wouldn't the effects be short-lived since you'll also time travel at 88? Ain't sure about the current latest code, though.


  16. This is for the latest source code, right?

    As I remeber from the movies, nothing happens before 88 MPH.. is that correct?

    If you're talking about the Part 1 De Lorean, sometimes a few effects start just before 88, at around 85-87. The mod's default time traveling sequence starting at 80 is based from the Part 3 De Lorean. But it would also be nice if you post this, too. :D

    I might, btw, share my GTA-style HUD for the time circuits soon. That is, after I'm finished tweaking Micr0ch1p's parkour mod.