Morning Discussion
The stack is actually a lot bigger than that; however, these were the games that would fit in the header image slot. I'm a little torn because, beyond these games, I have a slew of titles on PC I'm dying to finish--like Mafia 2, StarCraft 2, and Sniper: Ghost Warrior.
Gran Turismo 5 is installing as I type this. Killzone 2 has been on my mind since my experience with the Killzone 3 beta. Fable 3 is, from what I gather, an entertaining experience. I adored the Enslaved demo, so grabbed the full product. Jeff's review of Assassin's Creed Brotherhood was so glowing that I immediately bought it. I hear the story is Silent Hill: Shattered Memories makes the game a must play, so I added that to my shelf. Need for Speed Hot Pursuit is one part intense speed and two parts cop car chases from the fine craftspeople at Criterion so it's a definite must play.
Basically, the list is huge. I never thought I'd really say this honestly but, boy am I thankful for game delays. There's too much quality here (and money spent) to keep ignoring these games.
So, I ask you: Shackers, what should I focus on first?
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Tueday Morning Minecraft Thread!
Still on a Short Break Edition!!!
Multiplayer Servers!
MercFox1 : mercfox1.sytes.net / se.shkn.ws / shackeast.shkn.ws
foo1 (PvP/PvE): 216.139.192.52 / foo1.shkn.ws / foo1.sytes.net
Shadowdane (PvE) : shadowdane.shacknet.nu / sd.shkn.ws / shadowdane.shkn.ws
m0rfus (PvP) : morfus.dyndns.org / morfus.shkn.ws
Haxim (TNT) : asplode.dyndns.org / haxim.shkn.ws
Teamspeak : ts.shackbattles.com:9987
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Server Renders!
MercFox1
Angled: http://box.nevernet.com/~djr/mc/angle.png
foo1
Bird’s Eye View: http://foo1.shkn.ws/~djr/mc/render.png
Angle: http://foo1.shkn.ws/~djr/mc/gmap/
Shadowdane
(updated every hour!)
Night-time Oblique: http://shadowdane.shackspace.com/Minecraft/ShackDC-Night-Current.png
Angle: http://shadowdane.shackspace.com/Minecraft/ShackDC-Gmap/ -
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Guides and Utilities
- Oizomapper! Map your single player or multiplayer levels! By mroizo40
http://www.digitized-e.com/mroizo/OizoMapper.zip
- Shackwiki Minecraft page!
http://shackwiki.com/wiki/Minecraft
Video Guides!
- (Series) X's Adventures in Minecraft! Linked by zuff!
http://tinyurl.com/2ah7sex
Lots of useful info in here!
- (Series) Minecraft Minecart Tutorials! Boosters! Track switches! Et cetera!
http://tinyurl.com/2udl2lt
- Water Physics Tutorial by Arctic Fox!
http://www.shacknews.com/laryn.x?id=24127669#itemanchor_24127669
Written Guides!
- Beginner’s Guides to Minecraft, originally linked by at0micgarden!
(Work in Progress) Guide to Alpha: http://www.minecraftforum.net/viewtopic.php?f=35&t=17021
How to Survive Your First Night: http://www.minecraftforum.net/viewtopic.php?f=35&t=19065
Shacker Help!
- Things I Wish I’d Known, a retrospective by Ebu!
http://www.shacknews.com/laryn.x?id=23608826#itemanchor_23608826
- Linkmania! By zuff!
http://www.shacknews.com/laryn.x?id=23514788#itemanchor_23514788
http://www.shacknews.com/laryn.x?id=23533536#itemanchor_23533536
- Ores, and How to Find Them, by Fooldozer and CodeRedBeard!
http://www.shacknews.com/laryn.x?id=23582115#itemanchor_23582115
- Multiplayer Tips from BlackCat9
http://www.shacknews.com/laryn.x?id=23641449#itemanchor_23641449
- Circle guides! More useful than they sound!
http://www.agentpothead.com/minecraft/sphere.html linked/hosted by AgentPothead!
http://www.shackpics.com/files/radii_even_to_100_pgzh2n77iabkgcmee93q.png hosted by Arctic Fox!
- Beginner’s Guide to Redstone, links by The Grolar Bear!
http://www.shacknews.com/laryn.x?id=24044649#itemanchor_24044649
- And some generally useful keys to press!
F11 - full screen!
F3 (hold) - CPU/ memory usage bar! Spikes for CPU/ red box for memory, I think!
F5 - third person mode! -
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Speaking of which, protip: the ambient occlusion mod http://www.minecraftforum.net/viewtopic.php?t=55700 has an optional install that lets you /msg the last person who /msged you, just by hitting TAB. It's pretty damn awesome.
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I think the problem is trying to please everyone, honestly. It just feels like if a bunch of us moved to Shadowdane's, then the PvPers wouldn't have so many restrictions/possibility of accidental drama/etc.
However, there's 3 Merc1 mods who are members of Switzerland, and a number of people who simply want to be on the same servers as the PvPers, so I guess the community has already made its decision. Server with split rules and confusing moderation decisions ahoy!-
good example http://www.shacknews.com/laryn.x?id=24648800
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Why don't we make it a gentleman's war? By that I mean have rules...yay!
Turn off Towny protection.
No attacking if nobody from the enemy nation is online.
No attacking with more than the enemy has defenders (five attackers going against one guy probably isn't fun for the one guy).
No using /home or /spawn in battle, or while you are in enemy territory, unless you haven't been attacked for 1 minute (that can be adjusted).
That's all I can think of for now. Obviously we'd be self-enforcing these rules (1 minute timer to use /home would be approximately 1 minute), but I think it could make it more fun.-
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That is one of the issues.
With protection on you can attack the players, train creepers to try and blow your way in, try and find a tunnel in, try and get in when the enemy opens their doors (that's how we got into the first Korean base), try and get in and steal things from chests...uh what else.
So there are some things to do, but depending on the base design some of them could be impossible.
For example you could build in the sky, with no connections, and set your /home there. The enemy would never be able to get in. Pretty sure nobody will be doing that anymore.
Obviously having protection off isn't good if there is no defense, that's why I proposed rules. There would be some destruction, but hopefully some defense, so the destruction would be limited.-
I think the problem is that we're all trying to impose rules on a game which has none inherent, and I know I for one don't really like that.
I've been playing videogames for a long time and I've always enjoyed myself most when the rules just exist within the confines of the game's design. Trying to add more always just feels like a way to make the game less fun.-
I get your point, but there is m0rfus' server for no-rules PVP.
These rules were meant to make it more fun (uhh obviously...).
Heck, you might be right, maybe just having Towny (or not?) and letting people do what they can to attack other PVPers is best...until you get the impenetrable floating bases, /home in the middle of battle, and so on.
I think some 'guidelines' do help everyone have fun, not the opposite.
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Towny discussion!
I think Towny is part of our PVP 'problem'. The main thing I'm thinking of is the size of towns. MercFox is right, they are too large. We have these massive areas with regen and protection.
I think it would have been much more fun if towns were limited to the minimum size, and players had to work together to try and build a base inside their (very small) protected area.
foo said that wouldn't work, people want room to spread out. Well they can spread out, it just won't be in protected land, or they can make a new town and join the nation.
I'm sure it's too late to change this, assuming anyone else even thinks it's a good idea, but maybe it's something to think about for future servers.-
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Is there a beginners handbook or something for all of these rules now? I jumped in the other day, ran to a building and got slaughtered and had no idea what was going on (foo's server) It would be nice to have a good newbie guide with a map, commands and general overview of how everything is set up.
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So if we turn off protection, what are people allowed to do to others' towns? It's a lot easier to destroy than it is to create.
Where do we draw the line of griefing vs "PVP"? Are people allowed to absolutely obliterate a town--raze it to the ground? If yes, you're only encouraging duping of Obsidian to make much-harder-to-break castles.
I gurantee you if we allow people to start breaking other people's shit in the name of PVP, there will be some very angry shackers when someone goes too far. And then what? Do you roll-back the server? Then the PVP elitists will complain. Do you say "tough luck, you should have been online to defend your shit." to a full-time student working two jobs and building castles on the side?
I'm not saying protection needs to stay on, the regen is a little obnoxious right now, but I think some of these questions should be answered before it gets yoinked.
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http://www.shacknews.com/laryn.x?id=24647401#itemanchor_246474014
RINSE REPEATE PVP DISCUSSION.-
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You guys aren't going to do the base in the sky every time, are you? If they did that properly (unlike this time, although it's pretty good) then we'd never be able to get in, since you guys can use /home to teleport up there.
What if...death, instead of taking you to the original spawn point, took you to your current home? Then would disabling /home work for how Korea wants to play? Can't you move our spawn points with MCEdit or something? -
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excerpt from thread
PVE Nations or towns put up lots of signs that clearly state your are a PVE nation.
If you are a PVP nation or belong to a PVP nation you must have PVP toggled ON at all times.
If you are a leader or assistant of the nation and log in you must set protection to OFF.
Only if your leader / assistant is on and your protection is off may you raid other kingdomes.
Also, Towns wishing to pvp and not join a nation (be sneaky) is encouraged, you must follow the PVP On rule and the protection OFF rule.
Also no TNT in enemy boarders, but training creepers is allowed.
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No one seems to be reading what is already on this thread and reposting the ideas that are already brought forth.
All I can say is that panisia is playing by these rules as it stands right now.
Oh one more thing you can loot towns even if no one is on if they havnt put thier protection on / have there chests out in the open (if its a pvp town / wilderness)
This is a good thing I belive as it puts pressure on the leaders to actually lead. Because if your base gets broken into when no one is on, protection is off, its the leaders fault.
The goal is to introduce rules that:
Make people raid other towns to get stuff and check to see whos online / what nation they are.
Force people who are in a pvp nation / town to work together to overcome enemies.
Have the nicest looking city on a pvp server/ with tools and population.
Force PVErs to be careful outside of their protected town and introduce a harder gameplay for them. (this next part dosn't apply because /home is enabled) Would be if a PVEr dies the group has to at somepoint go to /spawn to pick them up and escort them if there are pvpers out and about.
I just think that foo1 server should be about groupwork wether its pve / pvp. If you just want to build there is a great server at mercfox1.sytes.net that has lots of room, no "rules" about duping, no lag, no creepers.
Speaking of which I dont know if this is possible at all or what the fuck I am doing / suggesting but I think Mami would be a solid mod, esp because hes on that server most of the time to help out.
Ram out
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Shadowdane's Server -- World Reset VOTE
---- Monday Evening Extended Vote Edition ----
Alright things have really been quite on my server the past 1-2 weeks or so... thinking might be best to reset things here. Would be nice to have a fresh start and get some new people on the server.
Vote Here: http://tinyurl.com/ShackDC-Reset (Voting will end on: 12/03/2010 @ 11:59 EST -- Extended things a few days)
Note: I will offer a zipped download of the Old World before I wipe it. Also the New World will go live on the server on 12/04/2010! So we have a few days until this happens.-
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I will be using the Biome Terrain Mod after the reset... been playing around with it trying to make some cool landscapes.
I think I'm getting very close to a great landscape!
http://shadowdane.shackspace.com/Minecraft/Test2-Gmap-
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Cool, real pain in the ass leveling the area in Avangard, think its what put me off so much!
Mind if I do a long long walk in a straight line from the spawn to settle my new place? Got damn tired of people tunneling under Avangard, and with the lava fix it made replacing the lava someone stole/filled in a real pain in the ass. -
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It's never happened to me, I wonder how much of this is simply application of the post-hoc fallacy: http://www.skepdic.com/posthoc.html
;)
But seriously, it's never happened to me. I have fallen through the laggy blocks that disappear/reappear though.
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I don't know man... Minecraft seems to be getting WAY more complicated since all the PvP and towny stuff has entered into the equation. It's starting to get a bit too much for a 'casual' player such as myself (busy job, wife, two kids) to keep up with. I guess what I need is either a completely free-for-all madhouse of a server where there are no rules to keep track of... or play some single player until things settle down and all the rules and regulations are well-defined and decided on.
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this subthread, summarised in one picture http://www.shackpics.com/viewer.x?file=inconceivable_iwdlaw4xsxz5k38s82op.jpg
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I shouldn't have said PVE, you're right.
I meant 'builder', I guess. He said he didn't have time to learn new rules, etc, so I (maybe mistakenly) interpreted that to mean he probably doesn't have time to deal with creepers blowing up his construction, either.
/shrug
I plan on trying out the new PVE server.-
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Yeah, I'm just a moron. :)
I do agree, figuring out PVP isn't easy right now.
We have plugins for mods for an alpha game, heh. Things aren't finished, but Towny does have potential. It's confusing at first, but does make some sense eventually. Of course you might not have time to figure it out, heh.
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I'm more in to pvp and how it effects the environment. How battles destroy cities and force people to rebuild or move to a safer place, perhaps underground.
I think destruction of cities can be rewarding if you have the community willing to rebuild and re-think strategies like moats or fire to protect their cities. -
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Well...it's funny.
When we were all playing on it, people had a 'connection' to their stuff, but what about now that it's been abandoned? How do we know that things haven't been 'griefed' by somebody who was on there by themselves, and nobody else has been on to see it?
Do we care?
Instead of going back to the old thinking of "don't touch my stuff, I'm trying to build a cool building" why not go lawless? Obviously the people that were building something cool don't really care anymore, or they'd still be building the cool stuff.
So why would it be a nightmare? -
fuck moderating, let the people govern themselves! I played with the expectation that pvp would be enabled at some point. :( I really don't care for the towny stuff more so though. Makes for a pain in the ass to get something started, plus if you are building tunnels and stuff then you gotta get permission to pass through and all that. not a fan of that idea.
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Maybe land claims should work in a spherical shape instead of cylindrical? So a claim would only extend in your immediate area in all directions. Or maybe it's just that it's too easy to claim too much territory. I kind of like the idea of the stuff under where I'm building being protected. On Merc's old server I had somebody build stuff directly under my tower and that kind of ruined my plans for future expansion.
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Whaaaaaat: http://www.pcgamer.com/2010/11/29/man-plays-minecraft-with-kinect/
Meh, I'd hate it. Keyboard and trackball for life, heh. -
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Foo1 PVP Questions: I'm still curious about all of this stuff http://www.shacknews.com/laryn.x?id=24649045#itemanchor_24649045
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Good questions. I posted a suggestion to make it a gentleman's war, with rules: http://www.shacknews.com/laryn.x?id=24650535#itemanchor_24650535
PVE towns would have protection on, and they'd be happy.
PVP towns would have protection off, but attacks only allowed while there is someone to defend. That would stop the complete destruction of a base, assuming the defender was actually defending. -
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^ this. What if someone brings in TNT? "Its faster than a mining pick, so I used it to blow a hole in the wall"
Then the TNT hits an underground, hidden vault and destroys the chest. The destroyed chest bug kicks in and all the diamonds inside are not pick-up-able.
Just a scenario, but I see it happening. -
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Oizo is very good, but has a few minor bugs.
Fires don't seem to render in gmap. Not sure if they give off light correctly.
Fences aren't rendered at all.
Snow plates (not blocks, the thin snow covering) cause the block behind them to not render, as if the snow plate was a full block. see here: http://foo1.shkn.ws/~djr/mc/gmap/index.html?x=-391&y=65&z=93&zoom=8 (you may have to change the foo1 to 'se' depending on your DNS). Note the black sections on some of the sides of hills along the snow. Some ice also seems to have a similar problem.
Torches and roses are really hard to see, even at max zoom. Not really Oizo's issue - those images apparently don't resize well. Yellow Flowers show up decently however.
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- I still don't know where fire textures are stored; it's not really using textures.png. Fire should be lighting things up properly though.
- Fences are another 3d model thing, so it's also a pain in the ass; I pretty much have to hard code that in
- I can fix the snow plate thing easily, that's a visibility flag
- Torches and roses are just tiny relative to the blocks, that's not really something that's easily fixed.
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This beats them all. http://www.brauhaus-der-hoffnung.de/map/
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this guy explains why its so complicated super cool.
http://www.minecraftforum.net/viewtopic.php?f=1012&t=23340&p=1441864#p1441864
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Would you trust this? http://minecraft.lukegb.com/hudson/Minecraft_Mod/
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I believe he is trying to conserve memory by using bytes for block locations, at least vertically. bytes in java are signed - in fact there are no unsigned types in Java. so to have a 256 or taller height, he would have to change from bytes to shorts. For 255 height, he could still use bytes, but would have to be able to use negative values in addition to positive (which could cause problems in other areas of his code).
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and for improved rendering, he keeps a table (in memory and in the save) for the highest block at each location (X/Y location the biggest Z [or as he labels them, the biggest Y at each Z/X ] ). This height is kept in a signed byte, limiting the may to 127, that combined with the no negatives as array indexes limits the height to 0-127 currently.
This could be changed, but would change the save format and the network protocol. My guess is instead of doing that, he would change the save from format from each 'chunk' from being a group of 16x16x128 blocks, with all (torch and sky) lighting and extra data, to it being something like 16x16x16 with torch light and extra data, and having some other look-up table for sky light, sot that you could stack these new chunks vertically as high as you wanted, giving you 'infinite' building in all directions.
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