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Messages - Darkwings
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126
« on: 24 Nov 2013, 19:34:43 »
MC can't count how many times other players killed you, only how many times you killed other players (afaik).
Simply put, there is no built-in PVP-only K/D ratio.
127
« on: 24 Nov 2013, 17:34:52 »
It is possible to show the kills.
If I can remember correctly, any of the player-specific stat can be stored in a server-side variable using operator commands and can be shown next to each player name (when you press TAB to see who's online). The player kill counter is already part of the game like many other things, it's not much different from how achievements work.
128
« on: 24 Nov 2013, 17:25:55 »
Maybe a command to hide your self from statistics?
It's not really a matter of what is not shown, but of what is shown. I.E.: I could brag about my zero deaths, claiming to have killed over 9000 monster while in truth I was fishing for the whole time. On the other hand, a guy could have died 30 times in PVP while still having won 100 encounters. He would still have a good 3to1 win ratio but no one can know. A better stat to track would be the player kill count, but that is stricty PVP and not generic "survival". Even if MC could keep track of generic entities killed (it can't afaik, at least not without plugins that I don't know of) it wouldn't make sense because a player could just farm monster safely and, again, no know would know.
129
« on: 24 Nov 2013, 13:30:17 »
I think it wouldn't make much sense, people staying inside a town and farming/building all the time will have a perfect score (unless they fall from a roof...).
You won't be able to see any difference between someone who constantly wander in the wilderness slaying hordes of monsters and a pacific farmer.
Best thing to do would be keeping track of arena-like fights for people interested in such activities. Be it PVP or PVE (against monsters waves), that is the only real measure of fighting skills.
130
« on: 23 Nov 2013, 10:54:16 »
Maybe they're not so popular as I thought they were, but there are far more than "basic" tutorials for both technical and artisitc builds.
There are entire channels dedicated to things like improving the viability inside a village, minimizing the footprint of a redstone circuit, creative use of blocks and item frames, balancing builds for pvp and much more.
I'd list some names but I think it could be advertising... it's not that hard to find them on YT, really.
Of course having someone supervising what you do can help but that actually takes more time on the long run due to different people having different schedules (and different time zones).
To make an example:
I have some building and automations already prepared for Dracomere. They use specific game mechanics to achieve fine tuned randomizers, counters, player detection, and other non-obvious features. I had to take "standard" stuff and convert it to avoid using pistons (since they'll still be delayed in V6).
It would take ~20 minutes alone just to show a build and probably another hour just to explain exactly how it works to someone that knows nothing about those game mechanics, probability, logic gates, etc.
Or, I could link a wiki page with the needed info.
People actually interested in learning would take probably 10-15 minutes to read something that is already at their disposal and come back with a test build of their own, asking just specific questions instead of "how do I do it".
To me, seems like this is something that isn't really possible on a server without investing a lot of time and giving a proper schedule (aka: a real job).
131
« on: 23 Nov 2013, 09:10:34 »
I'll be the annoying guy and ask: how will this be any different from looking up a tutorial and follow with a step by step test build? It's not like there's nothing like that already offered (at almost professional level) out there.
Anyone interested enough in improving at the game can easily find such resources. Wikis, blueprints, tutorials, game theory/mechanics, etc... all faster ways to accomplish that compared to gathering people online and dealing with schedules.
Let alone that if I went and said "I will teach you how to do stuff because I'm good with it" without giving examples I'm pretty sure I'd sound like a presumptuous [insert bad person label here], and for good reasons.
132
« on: 22 Nov 2013, 16:40:10 »
It's "normal", meaning it's the launcher fault.
When you get stuck, don't just close the launcher, open your task manager and kill the process (javaw if you use Windows). If there are 2 processes with the same name, kill both (one is the launcher, the other is the game that failed to load).
After that, restart the launcher and as soon as you can click on "play offline", then let it update/load.
The launcher process really loves to remain in the background even if you choose to close it while playing(blame Mojang, not Java) and sometimes it gets stuck even after showing that the update is finished.
PS: The problems with the launcher aren't anything new, it's been like that (ghost process, lack of real tools, crash reports basically useless) since they changed it in 1.6 and I find amusing that each time a few users raise a red flag due to a really annoying problem, it takes 3+ versions to make them realize that the problem actually exist.
133
« on: 22 Nov 2013, 14:23:09 »
From experience, you'll be better off buying cheap ones (10€ top, bass boost etc) or really fancy ones (200+, but only if you need professional stuff).
The fact is, no matter how you treat them, thin cables are going to break.
If you need a general purpose mic, buy a decent stand-alone (one with a base): The mic will never break unless you throw it on the ground and you'll be free to get new hearphones about each 6 months.
Really good headsets have metal casing and cable protection (thicker cables too) but that of course comes at a cost and if you decide to get those, get GOOD ones else you're wasting money.
134
« on: 16 Nov 2013, 13:03:58 »
glad that you guys decided to wait now, really wonder how many people are gone be gone once the server is back up, a lot of people got tired from the waiting, which sucks 
People thinking about leaving (probably to find another server) should take into account that this situation is global and not just Noobscraft-related. There is no server that's going to have a 1.7.x stable version with plugins support at the moment. The ones making their own pseudo-bukkit version are not even using a proper dev build and when a dev build finally comes out, no sensible admin would just install that and pray to never have problems. Forge is more or less in the same boat.
135
« on: 16 Nov 2013, 00:44:23 »
I had not had any compatibility issues with my single player maps in 1.7 except biomes. Chunky issues are a big deal, however. I just hope that Mojang use this code update to last for a long time to prevent these headaches for everyone in the future.
It is a risk to launch with 1.64, and now we know the risk is too much to be worth it.
I can assure you that very BAD things can happen to chunks in 1.6.x. and also in 1.7.2. The worst problem I was able to permanently recreate involves "physical" chunks (not 16x16 ones, from I what I could observe I assume it's related to how the physics engine divide the space, a usual practice to minimize the impact of collision detection and updates) of each test world I created, recreated the problem multiple times and reported the problem in Mojira. In the "best" cases the console is flooded with corruption errors and the physics engine simply dies. At least you can see what's going on but the world is still ruined. In the worst case it's less obvious and stuff simply stop working (weird collisions , weird redstone behaviour, etc).
136
« on: 13 Nov 2013, 04:27:51 »
I've seen quite a few bukkit servers running 1.7.2 with limited plugins such as economy and essentials, I'm not sure how they obtainedit but that does give some hope.
It's not actually 1.7.2, there was a note on the Bukkit forums warning about such servers.
137
« on: 12 Nov 2013, 20:08:39 »
Simply put, the code has been changed a lot and they need time to figure how to make it work again.
Mojang still has a very personal take on mod support, deal with it.
138
« on: 9 Nov 2013, 01:27:51 »
The items can only be deposited/collected at the Auction Houses in spawn and selected areas around the world, so while they could do this it wouldn't be very useful.
The previous explanation was perfectly clear, thanks. About that last part, I think it could be very useful as a town's storage. If any town needs to buy great amounts of building materials, being able to store them there as they're gathered and later retrieve small quantities as needed (and distribute them among builders) does really solve a lot of problems.
139
« on: 7 Nov 2013, 20:34:25 »
It's useful to put stacks on sale when you are going offline for a few hours and still gain something out of it (instead of losing time spamming the global chat for example).
Some questions not answered by the tiny video: -What is the limit of stacks that can be stored into the "collection" inventory? -Do unsold items go into the same "collection" inventory as bought items? -Is there a time limit of any sort to retrieve such item? -Do we get the fee back if the auction expires?
140
« on: 7 Nov 2013, 13:26:08 »
Thus, I would come in. 
I never used Noobscraft's TS so I don't know how they used to handle that, but I guess that if they want to add a chat feature to the website it would require a bit more than just one guy to ensure the same level of "protection" they normally want to offer. (just as they tried to have at least 1 staff member online at any time on the game server) On the other hand if you guys can already use an active TS server there's not much point in such a feature
141
« on: 6 Nov 2013, 20:12:20 »
At the moment they can't actually do much for Noobstown other than wait for a stable release of Bukkit and a web chat doesn't really take that much time to setup.
The only problem with the chat is that it would probably require moderation :|
142
« on: 5 Nov 2013, 03:44:57 »
Those are for Noobscraft V6, not Minecraft 1.7.2.
V6 will be 1.7+, there is no difference with those at this point.
143
« on: 4 Nov 2013, 22:33:36 »
144
« on: 29 Oct 2013, 17:02:16 »
They didn't really avoid big oceans, they just made them less plain by adding features.
Most probably you found more than one right next to each other but the new worldgen actually fixed a lot of weird stuff dividing biomes into cold VS warm and damp vs dry and adding rules for their placement.
The worldgen should prevent drastic changes like a snowy mountain next to a desert and similar cases.
There are also the modifiers like +M (adding mountains even if the biomes normally doesn't have them) and Mega (making the biome larger). You could also find something like a Deep Ocean that is deeper (duh!) and has gravel at the bottom.
145
« on: 28 Oct 2013, 01:16:32 »
Go into options->video settings and you can see Render Distance and Max Framerate.
Your monitor is most probably going to have a refresh of 60 or 75, meaning that such number is the max FPS it can actually display. Set the max framerate to something like 80 (just to be sure it's slightly above the refresh rate) and enable Vsynch.
When your hardware can't push out enough FPS to match your monitor refresh rate you'll see the game stuttering. If you set the max framerate too high, your hardware will try to reach that number but will stutter even more. You shouldn't go lower than 60 anyway.
If the hardware can actually render more FPS than your refresh rate without problems, you'll see screen tearing (annoying lines) and Vysnch will take care of that.
If it's still slow, try lowering the Render Distance (something like 8-9 could become annoying). Again, setting a higher value will require more power so the game could be slower.
If the FPS is dropping drastically after a while check your CPU/Video card temperature because if it's too hot, it will slow down to avoid damage. That usually happen when there's a lot of dust or if you're playing on a laptop.
It could also be caused by chunk errors (that you can see in the console if you keep the loader active) but that bug should have been solved back in 1.6.2/1.6.4.
147
« on: 28 Oct 2013, 00:18:50 »
The lag is caused by your config, 1.7+ should be smoother than before due to the improved code.
You should set the max FPS to something close (a bit higher) than your monitor refresh rate and use Vsynch to avoid tearing.
If you set it too high your machine will be wasting power over useless frames and potentially generating lag if it's already struggling to match your monitor refresh rate.
You can also set the precise number of chunks to be rendered around you instead of just "far" or "close" like before.
148
« on: 27 Oct 2013, 00:17:51 »
If they had it working under 1.6, then launching under 1.6 sounds so much easier for everyone, not just the players.
That would make sense if they wanted to release as fast as possible in 1.6.4, but I think it's pretty clear that Foob&team prefer to release in 1.7. Most people here seems to prefer a faster release with an old version, but I was trying to convey that such a choice could delay 1.7 for an even longer time for the same reasons stated previously and would also mean no room for improvement.
149
« on: 26 Oct 2013, 20:32:03 »
It's been out for 2 days I think, but probably you need to activate snapshots updates to get them right away since they are considere in pre-release for a while. MC wiki list of new features: http://minecraft.gamepedia.com/Version_history#1.7.2
150
« on: 26 Oct 2013, 20:24:52 »
The most common problem in Minecraft is rendering highly detailed builds without going huge. (or without mods, miniblocks, etc)
To give the idea of a modern city building (instead of a concrete pillar with some glass) you'd need really big buildings to avoid the "cardboard effect".
Medieval/rustic buildings (also manors and small town houses) are easier to reproduce because you can find the details you need in a single block (stairs, fences, windows) but for more complex stuff you need to increase the scale in order to fit more details into them.
If you want some ideas go check Keralis on YT, the guy made whole series about modern stuff but beware: the good city ones are really BIG and sometimes require stuff that you'd want to avoid in survival and they are also annoying to navigate due to the emphasis on aesthetics over utility.
Most of the times you'll end up with totally impractical builds needing an elevated position to be able to see the whole thing.
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