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Messages - Darkwings

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76
So basically in the wilderness world even if we buy 18 chunks we are still forced to create 16x16 builds? :(

I don't completely understand the question but if you buy 18 chunks you can decide to buy them in any location you want to as long as they can be bought (the system will force a 1 chunk border from others).

You could have a "chunk corridor" of lenght 18 or any other shape with an area equal to 18 chunks.
In that area you can build anything of any size, there is no 16x16 limit as long as you own connected chunks.


I have a question too :

Is there going to be a /sell command like before that transform items into noobz directly?

I heard there was an idea to let players sell "junk" items (like rotten flesh, sugar, etc) directly to a server shop.

Same thing with wood and food farms: are we required to sell everything to players or can we still sell directly to villagers/server shops?


I like the idea of quests, but denying any form of server shop (as it was in V5) makes life way harder for focused builders I guess (compared to miners/explorers that could do what they like while still gathering money).

PS: Good job on making the info threads sticky :P

77
Pictures / Re: Playing with Shaders
« on: 30 Jan 2014, 14:00:33 »
My desktops over the past several years have been workstations with integrated video, so 20 fps on fast display settings was a best case scenario.  My laptop does a little better, but not much, and 1.7 seems slower than 1.6.4 for some reason.  I just threw together a 'V6 box' with a cpu and ram bought used, a power supply donated from an old workstation, and an nvidia GT 630.

Some more details:

If the video chip is integrated in the CPU, then you're using both the system RAM and the CPU power to do everything. You need a lot of RAM and good cooling.

If the video chip is integrated in the motherboard, then you're using the system RAM and a tiny bit of data bandwidth from the system but the work is done on the graphic chip. You still need a lot of RAM.

If the video chip is on a dedicated card, the rest of the system isn't doing any graphics computation.
Both the workload and the heat are distributed on different pieces.


Something like an Intel Ivy Bridge (CPU+GPU on the same piece) _can_ cope with the workload if the CPU can go above 3Ghz without cause overheating on the system.
Number of cores is irrelevant in this case.
(I've extensively played MC, Torchlight 2, The Witcher 2 and other games on a i5 with integrated graphics, all with maxed out settings).

When playing Minecraft, even more if you're playing on laptop, check the temperatures.
I've said this in a lot of thread in plenty of forums but people tend to dismiss "collateral" thinking it's unrelated.

If the temps are too high, the whole system will throttle down performance to avoid hardware damage.
You could notice FPS drops or never reach a decent framerate solely due to high temps.
In the worst case your system will shut down.

An nvidia GT630 is more than enough to run any shaders.

Before upgrading all my system I had a GeForce 9600GT (overclocked, granted, but still 6 years old) and that thing could run Skyrim in high settings.
I think you're safe :P

78
Pictures / Re: Playing with Shaders
« on: 30 Jan 2014, 02:02:56 »
Those look amazing.  What video card(s) are you using?  I'd like to try this on my computer, and see if I can still keep the framerate in the double digits.

Any dedicated video card will do, the only thing you need is enough video memory to load textures (if you use higher resolution ones).
Shaders are just instructions for the graphic chip, the cpu (what MC uses the most) is left untouched.

Simply put, anything made in the last 5 years should pull off 60fps.

79
The only problem I have is the manual whitelist thing, or with the time window for the application to be more specific.

I already know I won't be able to apply a that time (Friday night) and I also know that there will be a lot of people here so I really hope the queue will be over by the day after else I won't be able to play at all that weekend :|

80
News / Finally something useful (14w04)
« on: 23 Jan 2014, 21:57:46 »
So... after quite some time new functionalities aimed to generic players were added.

Placing buttons on horizontal surfaces is cool and useful but they also made life easier for anyone who wants to regulate the strength of a redstone signal.

Until now you had to use comparators coming out of containers, using different items and stacks to switch between a strength of 0 to 15 and, once set, the only way to know how much power you got was to add a monitor system of some sort (or manually counting the items and remembering the conversion table).

Now you can attach a comparator to an Item Frame and rotate the item inside the frame to regulate the signal.
They only offer 8 positions but they can be read just by looking directly at the item orientation.

Now, if they were to also add a way to monitor the strength of an incoming signal directly with 1 single block we could make MUCH more compact visual counters, reducing the footprint by at least a good half.

Of course they could more simply add a proper counter block but I guess they're not inclined to do so, for reasons I can't quite understand.

Instead they find reasonable to add features that no one with a sane mind would make available on a public server, ever (aka Command Blocks). Oh well  :P

81
Server Announcements / Re: Auction Preview
« on: 22 Jan 2014, 11:36:38 »
Since a few negative points were raised against the auction system, consider this (about the old market district):

-While there was a "no sold-out" clause (penalty => losing the shop), most shops where half empty at any given time. Not because the owners didn't care (ok, sometimes that was the reason) but because the demand was simply too big to be satisfied by a few shops.

-Abismal turnover. There wasn't a valid reason to keep everything in stock with the hard work mentioned and it would have been impossible anyway. The fee was easy to overcome and there was a finite amount of plots. The only ones loosing their shop were inactive or banned members. This adds to the point above.

-Having a market in most cases worked exactly like putting up a banner saying "I'm selling stuff, contact me".
Enforcing a different set of rules would end up with no one wanting a shop because it would become a chore.

-Since it's possible to make a lot of noobz just using the server shop, most of the time the shops were used to buy items and not to sell them. This adds even more to the demand and does nothing for the offer, crushing it completely.



Now, instead of having a market district, every single player can put stuff for sale in a few clicks.
Both demand and offer are satisfied at the same rate and the only way this could fail is if no one is willing to sell, instead of being unable to sell like before.

82
Noobstown General / Re: A couple questions
« on: 20 Jan 2014, 13:22:25 »
As Duelcon said, such farms would make a dent into the economy and cause the material used to become pretty much worthless due to inflation (infinite amounts of iron being injected into the economy).

As far as I could understand (and if anyone from the staff can give more info, please do) having cattle/sheep farm could already be tricky compared to vanilla due to the dynamic spawn thingy.

If every single animal can despawn, there would be no easy way to mantain a farm.
Same goes for XP farms.

I've already asked about dark room spawners and animal farms a couple of times and all that was said can be summarized in "no permanent entities".
I hope I'm not the only one to consider a chore chasing cows at each login ._.


Removing the Iron Golem drop table seems the smart thing to do because Mojang already changed their drops requiring a player to kill them, but everyone knows how that can be achieved with as little as 1-2 clicks.
Same thing with Zombie Pigmen and Witches that were recently changed in the same way.

On the other hand, setting up a mob farm with Zombies, Skeletons and Creepers (drops varying from 1 iron ingot, 1 bone, 1 arrow, a broken bow, etc) isn't anywhere near gamebreaking territory and offers a half-decent alternative to the less mining oriented players while remaining inferior to MMOSkills farming.


Basically, my point of view is a complete yes/no switch:

If Iron Golem farms (or other types of farms) are prohibited and considered cheating, then make them impossible to make. Iron Golems coul be fun to have around, so just remove the drops.

If something is allowed instead, don't make it harder than it should be due to exploit prevention.
Making as much as 2 permanent sheeps/cows per town would make mantaining a farm less of a chore.
It will be the mayor's responsibility to keep them safe and feed them to increse the numbers.
Animal requires a bit to grow up so the system will be balancing itself (even over-balancing, considering it's a community-wide waiting line).

In the worst case scenario someone would be _willingly_ trying to overload the server by keeping tons of cows around without killing them for the drops so that particular case should be really easy to spot.

That way unless someone is really trying to exploit the system there would be as few limitations as possible.
(i.e.: building a village with villagers and doors without the constant fear of breaking the rules)

Apologies for the long post (and for what happened in that other recent thread).

83
Server Announcements / Re: Meet the Wild World
« on: 19 Jan 2014, 11:46:48 »
You have not been listening/looking,
-first of all it doesnt matter if the map is not 3d, you judge on a map from a high up "eagle view", which is nothing like you will see it ingame, its just not the way to judge a map properly.
-I just posted the video of the custom biomes again, are you to ignorant to watch something before you post?
-Again like above, watch the video then you kinda get the idea other then that just wait for the actual release then, before you judge.


Actually I have been listening and looking. I've seen that video and the other ones posted months ago.

The eagle view is indeed not the correct view to judge the world, that's the whole point, but that's what has been put here. I already said I had problems viewing that map and I also never claimed I was right after I've been corrected.

Read again the line "I've failed to spot the new biomes in the map".
See? "I've failed" doesn't mean "your work is horrible".

I never used the words "negative", "ignorant", "horrible" or anything like that in my comments.
I also never said I don't like the server, how it's being managed or the people managing it.

I'm aware I gave a negative comment, and I've been shown that I was wrong.
Can we stop running in circles now?

84
Server Announcements / Re: Meet the Wild World
« on: 19 Jan 2014, 09:55:35 »
Just a note: since this is really going too far, please avoid quoting my previous post together with other stuff not coming from me.

The facts:
-The map offers an isometric view, not in-game 3D as the pics Fatnoob posted.
-The map is all I have at my disposal to make up my mind.
-Indeed the screenshots looks amazing, but I can't see that in the map and it takes quite a bit to load for me, so I judged based on what I could see in a 10 minutes scrolling.
-I failed to spot those underpasses, canyons and good stuff and focused on the "suspiciously convenient green circles around flattened land".
-It's been confimed that the land is partially manmade, with convenient access routes to wild spots.

If there are the 1.7 default biomes out there, good.
I couldn't find them in a 10-minutes scrolling, or I failed to recognize them hence my previous comments.

FYI: you can edit a quote, so when you quote something make sure to keep it in context.

85
Server Announcements / Re: Meet the Wild World
« on: 18 Jan 2014, 19:33:07 »
Yeah... welll, sorry if I can't see the 3D world on a 2D map.

All I've seen (and referred to as "flat land") were clearly manmade circles of trees/grass around plains and equally manmade rivers, together with the statement "consider building a town on a river".

86
Server Announcements / Re: Meet the Wild World
« on: 18 Jan 2014, 13:04:45 »
Maybe it's because i can't view the map in 3D yet, but all four of my favorite 1.7 biomes don't seem to be present.  Roofed Forest (Black Forest), Mesa (Bryce), Ice Plains Spikes, and Flower Forest.  I might be missing something though.  Also, would it be possible to add a smaller alternate wilderness map that has been generated by a random minecraft seed?

My first impression with the Town World was "this is clearly not the default terrain generation".
Seems to me all the area around spawn is carefully manifactured, with clearly visible circles of trees/rough terrain around flattened land.

I'd rather have a natural looking land that I could _choose_ to flatten to build a town and a wilderness world that is truly wild.

Feels like for some reasons the admins thought that no one wanted to build a mountain village, a lake district or anything different from a featureless place with houses.
Flattening the terrain takes hours, agreed, but crafting mountains, forests and lakes takes even more...

87
Server Announcements / Re: Meet the Wild World
« on: 17 Jan 2014, 19:30:05 »
^ That quote, you did it wrong :P

I agree

88
Noobstown General / Re: V6: Town auction applications
« on: 17 Jan 2014, 08:27:51 »

They are a infinite amount( I think), but the chests take up some memory I believe, that's why you need to make a application and 10 people in a town.

Yeah I guess they can put a bit of stress on the server together with the generated queries, understood, thanks.

89
Server Announcements / Re: Meet the Wild World
« on: 16 Jan 2014, 11:10:16 »
I don't think a price has been stated, but I know the price goes up each time. You're going to need a bunch of money.

Actually it was stated here:
http://www.noobscraft.com/guides/v6-information-in-a-nutshell/msg70263/#msg70263

Since that info is months old, things could have changed.

On a side note, the info topics are NOT sticky-ed and their titles aren't exactly self-explanatory so they're hard to find ._.

90
Server Announcements / Re: Meet the Wild World
« on: 15 Jan 2014, 11:24:54 »
I didn't mean that they have to start the countdown right now, but that they should simply say "yes, we are sure that the release will be in 2 weeks unless major bad stuff, over which we have no control, happens", because at the moment we don't have even that.

91
Server Announcements / Re: Meet the Wild World
« on: 15 Jan 2014, 09:50:15 »
Well, as I said in the Town Auction application thread, since it's already Jan-15th now it seems legit to ask about a release date.
It doesn't make sense to still have no date when there are 2 weeks left to reach the Jan-29th mark.

PS: the url seems to be unreachable (maybe overloaded).

92
Noobstown General / Re: Redstone in V6
« on: 14 Jan 2014, 05:46:50 »
Ok, if the delay is only after the retraction I shouldn't have any problem.

To avoid dupes 7 seconds seems a bit long anyway. The dupe glitch used fast pulses and even just a "normal" clock can't achieve that.

Basically what I'm going to do is a community service divided in "input" and "output" using a piston for each side:
It will detect a player, retract a piston to make way ahead, have the player wait a few seconds to be sure nothing is stuck (I can calibrate this so that it's the same as the piston delay); then extend the piston again to avoid clogging up the contraption.

The second piston will simply extend and retract once and manages the "output" so there shouldn't be any problem.

93
Noobstown General / Re: V6: Town auction applications
« on: 14 Jan 2014, 05:31:12 »
Foob, I'm finding it a bit hard to keep stuff organized with other people while there's still no date for V6 release...

Some people agreed to build a town and some other people joined such theoretical towns, fine.
But it's still just a theory.

I did already plan a lot of stuff but who knows if other people is willing to wait even more?

FYI, while someone is active on the forum and all, others are just jumping in to check if there's a release date and since there isn't they log out.

You perfectly know that towns with 20 players atm could become empty towns in one month (or less), even before V6 comes out if things proceed at this rate so the whole 10-players count is a bit pointless.

I'm fine with waiting, but when asking people to commit to a project you better give them a deadline.

The supposed "towns planning" is lasting longer than the whole lifespan of some actual towns here.

Also, is there a finite amount of Auction Houses to give out?
Is there a possibility to be denied one if the application comes in the future?

94
Noobstown General / Re: Redstone in V6
« on: 13 Jan 2014, 08:18:21 »
Since this is relevant for the topic I'll continue here instead of opening a new one :P

I had quite a bit of time to optimize a certain build and I'd like to know how exactly the piston delay will work.
This will cut off a lot of trial and error (that I've already done locally) to adjust the timing and avoid a lot of manual work for the people using it.


What I'd like to know:

-Is the delay set on the extension of the piston or on its retraction?
-How long is the delay?

95
this is one question have been saying everywhere no one ever answer how do people start off with the towns how do you build a town does it cost money at first

http://www.noobscraft.com/server-announcements/towns-nations-and-outposts/

96
Guides / Re: A video I decided to make when I got bored....
« on: 12 Jan 2014, 12:49:10 »

I've just edited the description giving credit to the owner of the song (that means I can use it, eh? )edit: I've just changed the song, hope thats ok aha

That's not how it works and even less how youtube works >_>

97
Guides / Re: A video I decided to make when I got bored....
« on: 12 Jan 2014, 10:50:14 »
I'm pretty sure you know that already but using copyrighted songs is the best way to attract the wrong type of attention.

98
Server Announcements / Re: Meet the Town World
« on: 12 Jan 2014, 08:08:23 »
All I see when I click that link is a black background  :/

Problem solved, I didn't have time to test it before but it was caused by protection filters.

we recommend that you build near a river.. as you can see, we expanded the rivers to cover a mass amount of land. This is a great way to travel between towns, or even travel between one half of your town to another. River towns ftw :)

I agree that it would be a very cool (and potentially very very fast) way of traveling around but at the same time I know how boats work in Minecraft and cringe thinking about it :D

99
Server Announcements / Re: Meet the Town World
« on: 11 Jan 2014, 18:46:07 »
All I see when I click that link is a black background  :/

100
Towns & Nations / Re: Town Guards
« on: 11 Jan 2014, 02:32:23 »
Technically speaking it wouldn't even be necessary because hostile mobs spawning can be disabled (and is disabled by default) within towns borders.

On the other hand, it would be cool as an aesthetic feature. As long as they don't do the villagers "hmm" sound.

Since those would be permanent entities, I can see how that could be a problem even if limited to a very few per town since the number of towns can only go up and never decrease.
Nothing prevents people from creating 100+ towns resulting in dead weight for the server and possibly reducing the performance of the dynamic spawn system they explained earlier.

Also, if hostile mobs were enabled the guards would eventually be killed. So the server would have to either spawn them indefinitely or make them invulnerable.

Option A would could be an even worse problem, Option B could trivialize resource gathering.

That said, I'd immensely prefer to have 2 permanent sheeps in town instead of X guards.

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