ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
edited September 2010
I thought it was that his server got killed, thus authing was impossible, thus the game was free or something.
The sound problem is a few fold, one of them is that if it is your first install (or a fresh install) you don't HAVE the sounds, thus where they should be (resources iirc) is empty, if so, some one was awesome and hosted up that directory:
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited September 2010
True, but there is some weird bug in there right now. That when you connect to the net to check for authentication, it will somehow disable any sound, even if you have them installed.
Offline mode doesn't work either if you still have the game connected to the net. You have to kill the connection for the game either by disconnecting from the net or firewalling Minecraft. That is for me the only way to get sounds to work currently...
And yeah I do have a valid login/bought the game <img src="http://members.home.nl/m.borgman/ns-forum/smileys/awesome.gif" border="0" class="linked-image" /> I'm just glad I still have sound by using this weird fix...
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
<!--quoteo(post=1799593:date=Sep 23 2010, 01:39 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Sep 23 2010, 01:39 PM) <a href="index.php?act=findpost&pid=1799593"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->True, but there is some weird bug in there right now. That when you connect to the net to check for authentication, it will somehow disable the already installed sounds.<!--QuoteEnd--></div><!--QuoteEEnd--> yus, that is another bug, probably related to the bug I had, but thought I would mention the other one :P
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited September 2010
<!--quoteo(post=1799556:date=Sep 23 2010, 12:14 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ Sep 23 2010, 12:14 AM) <a href="index.php?act=findpost&pid=1799556"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right, but it's more rewriting it from scratch using the old as a guideline than an actual port.<!--QuoteEnd--></div><!--QuoteEEnd--> I think that's what a lot of ports are. Wikipedia says specifically that this case would not qualify as a port, but I would still call it that personally. You're not rewriting it from scratch if you've got all this other stuff built up you can use.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It'd take ages, too, and the minecraft community doesn't seem to be too happy with notchs "whops i forgot to update" antics as it is...<!--QuoteEnd--></div><!--QuoteEEnd--> It definitely would take some time, but it's not like it would take another year and a half. Once the algorithms and the architecture are already designed, reimplementing it doesn't take nearly as long.
It's just semantics, but I didn't feel it would be called porting since it would be remade, even if with clear reference. Kinda like making a new model for the main character, even if it looks just like the original.
As for time, well... a lot of time already goes to bug-hunting, probably at least as much as is spent on thinking up how to write what you want, and with a port you may well have some tiny language difference that makes all the difference in the world. Modulo operator is a good example, Java has % as remainder rather than modulo, so if in the middle of playing you run into negative numbers the program might suddenly ###### itself and you can't see why.
<!--quoteo(post=1799609:date=Sep 23 2010, 09:40 PM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Sep 23 2010, 09:40 PM) <a href="index.php?act=findpost&pid=1799609"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It definitely would take some time, but it's not like it would take another year and a half. Once the algorithms and the architecture are already designed, reimplementing it doesn't take nearly as long.<!--QuoteEnd--></div><!--QuoteEEnd-->
If he's really rolling in dough, it seems like it'd be as simple as hiring two dudes to work on a C variant of it (or whatever, a better language) and he keeps doing the java to try out ideas. He continues to release java updates with features to keep people happy for a year, while the C guys catch up with the new version, eventually they will program faster than he can and you'll get a full C build with all the features of the java build which you can jump over to, as well as all the knowledge of what works from the year of testing with the java build, and hopefully some more cash as well.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1799621:date=Sep 23 2010, 01:39 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Sep 23 2010, 01:39 PM) <a href="index.php?act=findpost&pid=1799621"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's just semantics, but I didn't feel it would be called porting since it would be remade, even if with clear reference. Kinda like making a new model for the main character, even if it looks just like the original.<!--QuoteEnd--></div><!--QuoteEEnd--> It's like making a new model using a different 3d modelling program. If you wanted to you could try to copy the original vertex by vertex... Just like with porting, you could convert line by line if you wanted to.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Modulo operator is a good example, Java has % as remainder rather than modulo, so if in the middle of playing you run into negative numbers the program might suddenly ###### itself and you can't see why.<!--QuoteEnd--></div><!--QuoteEEnd--> The Modulo operator in every popular language is really the remainder operator, not true modulo arithmetic. C++ (ISO '99) and Java actually implement it entirely identically.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited September 2010
<!--quoteo(post=1799642:date=Sep 23 2010, 05:40 PM:name=DiscoZombie)--><div class='quotetop'>QUOTE (DiscoZombie @ Sep 23 2010, 05:40 PM) <a href="index.php?act=findpost&pid=1799642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I hope the game development community takes note. games don't have to have crazy fancy graphics to be successful. Just need an innovative idea.<!--QuoteEnd--></div><!--QuoteEEnd--> Though I agree, I think the Game Dev community already knows this. Unfortunately it is a risk-adverse business and having awesome graphics does remove some of the risk.
Also Minecraft is not truly innovative. Take a look at all the games Notch used for inspiration. He has done some solid game design with managing the resources and providing the player with interesting decisions and a world to explore, but there is very little of what you probably call innovative that was not drawn from somewhere else.
A game developer also can't hedge their bets on an idea being innovative. It's like artists trying to make a "work of art". The artist is not the one who gets to decide if it is a "work of art". It is the viewers/players that decide these things. The developer can just try to make the most fun and fresh experience... and if they get lucky they will hit gold and then people will start calling it innovative.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1799634:date=Sep 23 2010, 03:51 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Sep 23 2010, 03:51 PM) <a href="index.php?act=findpost&pid=1799634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If he's really rolling in dough, it seems like it'd be as simple as hiring two dudes to work on a C variant of it (or whatever, a better language) and he keeps doing the java to try out ideas. He continues to release java updates with features to keep people happy for a year, while the C guys catch up with the new version, eventually they will program faster than he can and you'll get a full C build with all the features of the java build which you can jump over to, as well as all the knowledge of what works from the year of testing with the java build, and hopefully some more cash as well.<!--QuoteEnd--></div><!--QuoteEEnd--> This. Though if I were him and going to take this on, I probably would have the other dudes work on the Java one while I reimplemented since I would already have a familiarity with the whole system and have opinions of where it sucks/works.
I don't think this is his priority though. I think Java works well for him and looking at his past projects I don't know how much experience he has outside of it.
He actually has hired some new people, but I think he said they will be splitting their time between a new project and Minecraft. I think he is trying to make a new basket to hold some of his eggs, which is a wise thing to do.
<!--quoteo(post=1799653:date=Sep 24 2010, 06:13 AM:name=Psyke)--><div class='quotetop'>QUOTE (Psyke @ Sep 24 2010, 06:13 AM) <a href="index.php?act=findpost&pid=1799653"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's like making a new model using a different 3d modelling program. If you wanted to you could try to copy the original vertex by vertex... Just like with porting, you could convert line by line if you wanted to.<!--QuoteEnd--></div><!--QuoteEEnd-->That's pretty much what I said though? Remaking it with a clear reference.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The Modulo operator in every popular language is really the remainder operator, not true modulo arithmetic. C++ (ISO '99) and Java actually implement it entirely identically.<!--QuoteEnd--></div><!--QuoteEEnd--> Oh.
<!--quoteo(post=1799634:date=Sep 23 2010, 07:51 PM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Sep 23 2010, 07:51 PM) <a href="index.php?act=findpost&pid=1799634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If he's really rolling in dough, it seems like it'd be as simple as hiring two dudes to work on a C variant of it (or whatever, a better language) and he keeps doing the java to try out ideas. He continues to release java updates with features to keep people happy for a year, while the C guys catch up with the new version, eventually they will program faster than he can and you'll get a full C build with all the features of the java build which you can jump over to, as well as all the knowledge of what works from the year of testing with the java build, and hopefully some more cash as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Runtime in computer programs very often has an extreme distribution; it's not altogheter unusual to find that 1% uses 90% of the CPU run time.
I'm ill acquainted with Java; but if you're willing to sacrifice the 'write once, run-anywhere' feature of Java, isn't it possible to link with non-java code using the @dll.import directive(the result of a quick google)? If so, Minecraft could be profiled to find the most CPU intensive functions and have those spun off into a .dll file where they are implemented using c++(using SSE intrinsics/inline assembly wherever it helps).
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1799754:date=Sep 24 2010, 04:13 PM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Sep 24 2010, 04:13 PM) <a href="index.php?act=findpost&pid=1799754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Runtime in computer programs very often has an extreme distribution; it's not altogheter unusual to find that 1% uses 90% of the CPU run time.
I'm ill acquainted with Java; but if you're willing to sacrifice the 'write once, run-anywhere' feature of Java, isn't it possible to link with non-java code using the @dll.import directive(the result of a quick google)? If so, Minecraft could be profiled to find the most CPU intensive functions and have those spun off into a .dll file where they are implemented using c++(using SSE intrinsics/inline assembly wherever it helps).<!--QuoteEnd--></div><!--QuoteEEnd--> Now there is an interesting idea. Would definitely require profiling the current code base to see if it would really help that much (if there are any CPU sinks like you suggest).
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
<!--quoteo(post=1799789:date=Sep 25 2010, 02:02 AM:name=Retales)--><div class='quotetop'>QUOTE (Retales @ Sep 25 2010, 02:02 AM) <a href="index.php?act=findpost&pid=1799789"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I dreamt Minecraft... Again :/<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, every time I close my eyes I see myself mining for ore and placing blocks down.
<!--quoteo(post=1799754:date=Sep 25 2010, 01:13 AM:name=Soylent_green)--><div class='quotetop'>QUOTE (Soylent_green @ Sep 25 2010, 01:13 AM) <a href="index.php?act=findpost&pid=1799754"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Runtime in computer programs very often has an extreme distribution; it's not altogheter unusual to find that 1% uses 90% of the CPU run time.
I'm ill acquainted with Java; but if you're willing to sacrifice the 'write once, run-anywhere' feature of Java, isn't it possible to link with non-java code using the @dll.import directive(the result of a quick google)? If so, Minecraft could be profiled to find the most CPU intensive functions and have those spun off into a .dll file where they are implemented using c++(using SSE intrinsics/inline assembly wherever it helps).<!--QuoteEnd--></div><!--QuoteEEnd-->
:emot-shotweb:
Haven't the foggiest, I can just about write hello world in visual basic and not much else.
I made one of these fancy boat elevators, but mine is a boat deathtrap/graveyard for some reason. My boats never go straight up and then I get squished against the ceiling and almost die.
edit: then while I was working on the bottom of my boat elevator, water started pouring down the other side. What could shift the water flow up there, I wondered. The answer is, my elevator and my grove of trees in the sky had all somehow caught fire -_-
What besides lava and other fire causes fire? I have no idea how that could have happened.
--Scythe--<!--QuoteEnd--></div><!--QuoteEEnd--> Hmm, creative mode... Have to check that, I'm in singleplaya survival... I guess creative is multiplaya?
Minecraft site told me it is in classic (as in not in alpha?). Oh well...
Comments
The sound problem is a few fold, one of them is that if it is your first install (or a fresh install) you don't HAVE the sounds, thus where they should be (resources iirc) is empty, if so, some one was awesome and hosted up that directory:
<a href="http://www.minecraftforum.net/viewtopic.php?f=35&t=38263" target="_blank">http://www.minecraftforum.net/viewtopic.php?f=35&t=38263</a>
Note:
That was the fix for me, makes the game much better, being able to find mobs/water/lava via sound.
Offline mode doesn't work either if you still have the game connected to the net. You have to kill the connection for the game either by disconnecting from the net or firewalling Minecraft. That is for me the only way to get sounds to work currently...
And yeah I do have a valid login/bought the game <img src="http://members.home.nl/m.borgman/ns-forum/smileys/awesome.gif" border="0" class="linked-image" /> I'm just glad I still have sound by using this weird fix...
yus, that is another bug, probably related to the bug I had, but thought I would mention the other one :P
v1.1.2_01 fixed it
I think that's what a lot of ports are. Wikipedia says specifically that this case would not qualify as a port, but I would still call it that personally. You're not rewriting it from scratch if you've got all this other stuff built up you can use.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->It'd take ages, too, and the minecraft community doesn't seem to be too happy with notchs "whops i forgot to update" antics as it is...<!--QuoteEnd--></div><!--QuoteEEnd-->
It definitely would take some time, but it's not like it would take another year and a half. Once the algorithms and the architecture are already designed, reimplementing it doesn't take nearly as long.
As for time, well... a lot of time already goes to bug-hunting, probably at least as much as is spent on thinking up how to write what you want, and with a port you may well have some tiny language difference that makes all the difference in the world.
Modulo operator is a good example, Java has % as remainder rather than modulo, so if in the middle of playing you run into negative numbers the program might suddenly ###### itself and you can't see why.
If he's really rolling in dough, it seems like it'd be as simple as hiring two dudes to work on a C variant of it (or whatever, a better language) and he keeps doing the java to try out ideas. He continues to release java updates with features to keep people happy for a year, while the C guys catch up with the new version, eventually they will program faster than he can and you'll get a full C build with all the features of the java build which you can jump over to, as well as all the knowledge of what works from the year of testing with the java build, and hopefully some more cash as well.
It's like making a new model using a different 3d modelling program. If you wanted to you could try to copy the original vertex by vertex...
Just like with porting, you could convert line by line if you wanted to.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Modulo operator is a good example, Java has % as remainder rather than modulo, so if in the middle of playing you run into negative numbers the program might suddenly ###### itself and you can't see why.<!--QuoteEnd--></div><!--QuoteEEnd-->
The Modulo operator in every popular language is really the remainder operator, not true modulo arithmetic.
C++ (ISO '99) and Java actually implement it entirely identically.
Though I agree, I think the Game Dev community already knows this. Unfortunately it is a risk-adverse business and having awesome graphics does remove some of the risk.
Also Minecraft is not truly innovative. Take a look at all the games Notch used for inspiration. He has done some solid game design with managing the resources and providing the player with interesting decisions and a world to explore, but there is very little of what you probably call innovative that was not drawn from somewhere else.
A game developer also can't hedge their bets on an idea being innovative. It's like artists trying to make a "work of art". The artist is not the one who gets to decide if it is a "work of art". It is the viewers/players that decide these things. The developer can just try to make the most fun and fresh experience... and if they get lucky they will hit gold and then people will start calling it innovative.
This. Though if I were him and going to take this on, I probably would have the other dudes work on the Java one while I reimplemented since I would already have a familiarity with the whole system and have opinions of where it sucks/works.
I don't think this is his priority though. I think Java works well for him and looking at his past projects I don't know how much experience he has outside of it.
He actually has hired some new people, but I think he said they will be splitting their time between a new project and Minecraft. I think he is trying to make a new basket to hold some of his eggs, which is a wise thing to do.
Just like with porting, you could convert line by line if you wanted to.<!--QuoteEnd--></div><!--QuoteEEnd-->That's pretty much what I said though? Remaking it with a clear reference.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The Modulo operator in every popular language is really the remainder operator, not true modulo arithmetic.
C++ (ISO '99) and Java actually implement it entirely identically.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh.
Runtime in computer programs very often has an extreme distribution; it's not altogheter unusual to find that 1% uses 90% of the CPU run time.
I'm ill acquainted with Java; but if you're willing to sacrifice the 'write once, run-anywhere' feature of Java, isn't it possible to link with non-java code using the @dll.import directive(the result of a quick google)? If so, Minecraft could be profiled to find the most CPU intensive functions and have those spun off into a .dll file where they are implemented using c++(using SSE intrinsics/inline assembly wherever it helps).
I'm ill acquainted with Java; but if you're willing to sacrifice the 'write once, run-anywhere' feature of Java, isn't it possible to link with non-java code using the @dll.import directive(the result of a quick google)? If so, Minecraft could be profiled to find the most CPU intensive functions and have those spun off into a .dll file where they are implemented using c++(using SSE intrinsics/inline assembly wherever it helps).<!--QuoteEnd--></div><!--QuoteEEnd-->
Now there is an interesting idea. Would definitely require profiling the current code base to see if it would really help that much (if there are any CPU sinks like you suggest).
Yeah, every time I close my eyes I see myself mining for ore and placing blocks down.
I'm ill acquainted with Java; but if you're willing to sacrifice the 'write once, run-anywhere' feature of Java, isn't it possible to link with non-java code using the @dll.import directive(the result of a quick google)? If so, Minecraft could be profiled to find the most CPU intensive functions and have those spun off into a .dll file where they are implemented using c++(using SSE intrinsics/inline assembly wherever it helps).<!--QuoteEnd--></div><!--QuoteEEnd-->
:emot-shotweb:
Haven't the foggiest, I can just about write hello world in visual basic and not much else.
<a href="http://www.minecraftforum.net/viewtopic.php?f=35&t=18733" target="_blank">http://www.minecraftforum.net/viewtopic.php?f=35&t=18733</a>
edit: then while I was working on the bottom of my boat elevator, water started pouring down the other side. What could shift the water flow up there, I wondered. The answer is, my elevator and my grove of trees in the sky had all somehow caught fire -_-
What besides lava and other fire causes fire? I have no idea how that could have happened.
<img src="http://i621.photobucket.com/albums/tt292/jackkrause/7sin2.jpg" border="0" class="linked-image" />
<img src="http://i621.photobucket.com/albums/tt292/jackkrause/7sin.jpg" border="0" class="linked-image" />
<!--coloro:#696969--><span style="color:#696969"><!--/coloro-->more specifically, 15sin(2pi(1/32))+16 and 7sin(2pi(1/32))+16 <!--colorc--></span><!--/colorc-->
Texture pack?
Texture pack?<!--QuoteEnd--></div><!--QuoteEEnd-->
Creative mode, allows coloured blocks.
More like sin(x) and 2sin(x).
--Scythe--
Uploaded with <a href="http://imageshack.us" target="_blank">ImageShack.us</a>
I made a little house and a garden o/
And yes, that construction does extend to the build ceiling.
--Scythe--
<img src="http://i.imgur.com/cArlI.png" border="0" class="linked-image" />
Stuff went wrong...
This is correct.
More like sin(x) and 2sin(x).
--Scythe--<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm, creative mode... Have to check that, I'm in singleplaya survival... I guess creative is multiplaya?
Minecraft site told me it is in classic (as in not in alpha?). Oh well...
<!--quoteo(post=1799883:date=Sep 26 2010, 05:24 PM:name=Align)--><div class='quotetop'>QUOTE (Align @ Sep 26 2010, 05:24 PM) <a href="index.php?act=findpost&pid=1799883"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is correct.<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm scared!
xray vision during loading is fun.