Search found 192 matches
- Wed Feb 20, 2013 4:03 am
- Forum: BTW Suggestions & Ideas
- Topic: If HC movement can check, more than one block depth
- Replies: 1
- Views: 1025
If HC movement can check, more than one block depth
If it would be easy for HC movement to check, not only the block the player is standing on, but even the block underneath (and in an easy implementation). Then the higher tier speed-boost could be applied to roads who hopefully will look better (and bigger) than a simple stone-row. It could lead to ...
- Tue Feb 19, 2013 7:25 am
- Forum: Off-Topic
- Topic: Your take on redstone nomenclature?
- Replies: 26
- Views: 2553
Re: Your take on redstone nomenclature?
I think that's where we're differing on the nomenclature aspect. I really don't care if someone refers to a monostable as "Bob", as to me, if they actually understand how Bob works at a fundamental level, they're already ahead of 99% of people that might make use of Bob on a daily basis :...
- Mon Feb 18, 2013 6:14 pm
- Forum: Off-Topic
- Topic: Your take on redstone nomenclature?
- Replies: 26
- Views: 2553
Re: Your take on redstone nomenclature?
I think this conversation is actually making me realize that my problem with the coming analog redstone additions to vanilla, and my problem with Redpower, are essentially the same: both serve to muddy the concepts in what was basically a purely digital game system by expanding it into different la...
- Mon Feb 18, 2013 5:34 pm
- Forum: Off-Topic
- Topic: Your take on redstone nomenclature?
- Replies: 26
- Views: 2553
Re: Your take on redstone nomenclature?
Just briefly on the topic of analog vs digital electronics vs programming: What we're really talking about here is layers of abstraction guys. Digital electronics is based on analog. Analog electronics is more what you'd get in your "Electronics 101" class, and it is exceedingly unlikely ...
- Mon Feb 18, 2013 9:22 am
- Forum: Off-Topic
- Topic: Your take on redstone nomenclature?
- Replies: 26
- Views: 2553
Re: Your take on redstone nomenclature?
I think once someone learns how digital circuitry (or anything) works, learning the associated nomenclature is trivially easy by comparison, and thus little value is gained from it if it also fails to effectively describe what something is doing from a layman's perspective. All calling something a ...
- Mon Feb 18, 2013 5:33 am
- Forum: Off-Topic
- Topic: Your take on redstone nomenclature?
- Replies: 26
- Views: 2553
Re: Your take on redstone nomenclature?
Well I believe that MC thought me two things about gamedesign. 1. challenge through creative playstyle -> more than one way to play the game 2. Creating the will to learn new stuff through gameplay mechanics -> individual development I wouldn't say that MC will learn kids how to make COMPUTERS, but ...
- Sun Feb 17, 2013 5:50 am
- Forum: Off-Topic
- Topic: Your take on redstone nomenclature?
- Replies: 26
- Views: 2553
Re: Your take on redstone nomenclature?
Well the names do make sense if you have read digital circuit design, for example: Monostable: can output both a high and low signal but only one of the output states are stable, so if it enters the unstable state it will quickly revert to the stable state (which looks like a pulse) input(low) => ou...
- Sat Feb 09, 2013 9:12 am
- Forum: Better Than Wolves Discussion
- Topic: New Release! (BTW V4.55)
- Replies: 69
- Views: 17638
Re: New Release! (BTW V4.55)
Holy sh*t-cakes on burning pogo sticks..... I even remember how much I'd use to search for mods with this functionality, but never found anything 'non-moddy'. I love you man, and now I'm doomed to start MC again after like..... 13 November was last time I played apparently O.o Once again, thank you ...
- Sat Jan 12, 2013 7:42 pm
- Forum: Off-Topic
- Topic: "The Sniper Problem" (Game Design Discussion)
- Replies: 75
- Views: 7149
Re: "The Sniper Problem" (Game Design Discussion)
Actually, Planetside 2 has rather good 'sniper balance' where they more acts as long distance suppression. Forcing players to bunny-hop between buildings. I'm guessing that due to the few areas that the snipers are really effective (open grounds) also tends to be the most mech heavy, which leads to ...
- Wed Jan 02, 2013 8:07 am
- Forum: Off-Topic
- Topic: Flight math- need help
- Replies: 9
- Views: 1089
Re: Flight math- need help
However, what I don't know is how to find the magnitude of a vector in a different direction, i.e. if I have a vector (3,2,1) how do I calculate the magnitude of that vector along a vector like (3,3,4) or, ideally, the direction the player is currently looking. Dot product (marked here as *) is the...
- Thu Dec 13, 2012 8:10 am
- Forum: Better Than Wolves Discussion
- Topic: What is BWF?
- Replies: 633
- Views: 369597
Re: What is BWF?
I. Am. Appalled! Seriously? This whole bloody mess has proven two things. Popularity defining ethics follows the principle 'the victorious is he who writes the history'. Also that intellectual property seems nil-valued when it comes to semantics about the medium that it's presented in..... Writing t...
- Tue Dec 04, 2012 6:11 pm
- Forum: Better Than Wolves Discussion
- Topic: Flower's Dev Diary (Week of December 3rd)
- Replies: 109
- Views: 20541
Re: Flower's Dev Diary (Week of December 3rd)
Now, this becomes a major problem if you're aiming towards aggressive mob behavior that will attack structures as opposed to just players (I don't think it's any secret that has been a long term goal of mine for a very long time now). It also makes creating or finding shelter a trivial process when...
- Tue Dec 04, 2012 7:03 am
- Forum: Better Than Wolves Discussion
- Topic: Dinnerbone in BTW MCF thread
- Replies: 95
- Views: 12092
Re: Dinnerbone in BTW MCF thread
Mostly +1 on most of this posts, glad I'm not the only one appreciating good defence-design in rts.
Currently have DoW (first one) modded with apocalypse mod, and I'll probably install CoH with the blitzkrieg mod (pretty much the second best mod after BTW) again in near future :D
Currently have DoW (first one) modded with apocalypse mod, and I'll probably install CoH with the blitzkrieg mod (pretty much the second best mod after BTW) again in near future :D
- Wed Nov 28, 2012 4:43 pm
- Forum: Off-Topic
- Topic: Planetside 2
- Replies: 16
- Views: 2247
Re: Planetside 2
Yeah, but still there is to little of field engagements as it is very little time spent by players through logistics between bases, and there is not that good balance between 'small organised attack-squads' vs. 'huge armour columns'. Where even a way to delay and harass them would be great. Also all...
- Wed Nov 28, 2012 4:32 pm
- Forum: Off-Topic
- Topic: Planetside 2
- Replies: 16
- Views: 2247
Re: Planetside 2
It really hasn't :/ I've played it a bit now and it is exactly (some exceptions) the way as you say. Fuck. Ok, that pretty much killed my interest in the sequel. Can't believe they didn't catch that design flaw from the first, as IMO, it was the only thing holding it back from true greatness. Man, ...
- Wed Nov 28, 2012 10:36 am
- Forum: Better Than Wolves Discussion
- Topic: Flower's Dev Diary (Week of November 27th)
- Replies: 270
- Views: 49529
Re: Flower's Dev Diary (Week of November 27th)
My first impression was, "man I hope it comes to something old world keeping solution". Although now when I think about it, it would only work for the wow factor that btw is really great at building up. I've started tons of worlds over and over ever since I tried modding MC for the first t...
- Wed Nov 28, 2012 7:44 am
- Forum: Off-Topic
- Topic: Planetside 2
- Replies: 16
- Views: 2247
Re: Planetside 2
My main problems with the original was that almost all fighting revolved around bases (despite there being a huge open world which remained largely devoid of activity) and the base design wasn't varied enough to justify everything happening in them. There was something stupid like 5-10 different ba...
- Sun Nov 18, 2012 9:38 pm
- Forum: Off-Topic
- Topic: Reasons for ragequit
- Replies: 20
- Views: 2095
Re: Reasons for ragequit
if you're far enough up the tech tree to have steel, there's no reason not to carry at least one fire resist potion for emergencies while caving ;) Lower in the tech tree, a bucket of water is a good precaution too. Well I've never even crafted a brewing stand as that system feels to weird (not min...
- Sat Nov 17, 2012 7:11 pm
- Forum: Off-Topic
- Topic: Reasons for ragequit
- Replies: 20
- Views: 2095
Re: Reasons for ragequit
Mining with SF tools when stupid mistake leads me to lava dipping, thus all minerals (and this happens only when I have a lot of them) + SF stuff goes into said lava.
Ragequits, every, single, time.....
Ragequits, every, single, time.....
- Mon Nov 05, 2012 6:46 am
- Forum: Better Than Wolves Discussion
- Topic: New Release! (BTW V4.31)
- Replies: 90
- Views: 11476
Re: New Release! (BTW V4.31)
Awesome update, can understand how annoying it can be with vMC updating, especially when it seems they are trying to break the balance instead of adding to it. Yet again I tip my hat to you for your professional attitude, your awesome quality control and an extra big thank you for being so punishing...
- Sun Oct 21, 2012 10:33 am
- Forum: Better Than Wolves Discussion
- Topic: Lens questions
- Replies: 6
- Views: 1421
Re: Lens questions
Sorry, didn't see that people could interpret it weirdly. I probably should have clarified that, but noted for next time... no techy bitz :)
- Thu Oct 18, 2012 2:57 am
- Forum: Better Than Wolves Discussion
- Topic: Lens questions
- Replies: 6
- Views: 1421
Re: Lens questions
If I remember correctly: lens block has 128 'phantom blocks' projected out in a straight line from the beamside, these are there for the beamlogic. Reorienting the block will thus change up to 256+ blocks ingame, which should never be allowed in a rapid manner.
Summary, it's performance reasons
Summary, it's performance reasons
- Fri Oct 05, 2012 4:51 pm
- Forum: Better Than Wolves Discussion
- Topic: Flower's BTW LP
- Replies: 21
- Views: 2710
Re: Flower's BTW LP
Ok I know that you don't like to talk about anything technical when it comes to modding, programming and designing, presumably due to the inevitable questions from the hordes of uneducated guessers (early minion-me included....). But I have to say, I LOVE everything I can see about you and your deve...
- Sun Sep 30, 2012 2:15 am
- Forum: Off-Topic
- Topic: Spelunking
- Replies: 19
- Views: 2063
Re: Spelunking
If I find one or more tunnels to be frequently used, I smooth out the jagged corners and put out stairs. If I find a long and important tunnel, I mark it with coloured wool or coded wool combinations. If I get really far in the tunnel system and can hear surface sounds, I create a new mining entranc...
- Sun Sep 23, 2012 4:44 pm
- Forum: Better Than Wolves Discussion
- Topic: New Release! (BTW V4.14)
- Replies: 74
- Views: 14925
Re: New Release! (BTW V4.14)
Awesome stuff! I have a special love for physical implementations, even though I'm still a bit newbish with the filtration mechanisms... Anyway this gives me an awesome need for enhanced dung production, and also for finding my friends fountains inside their bases :)