Fybertech Forums
General Category => Video Games => Topic started by: Bluejay on June 15, 2009, 10:37:18 pm
-
Post your best works here.
-
This is a screencap I took yesterday, which has obviously changed since.
-
What I did:
Hex-edited a 128x128x64 ("small") level to actually be 64x64x256. This is the same volume, so that the game wouldn't complain about the number of bytes in the save game. The actual map content bytes stayed the same.
What happened:
-
I had to climb forever just to get out. Notice the weird interlacing/repeating patterns that emerged when it interpreted blocks for a different layout for one stretched vertically instead. Down deep, it kind of looks like girders. Up high, it's like foliage.
The last pic is from the very tip top that I could build. It was so high that it apparently decided to stop showing the blocks I was standing on.
-
I managed to generate my own map, totally empty. I thought I had done something pretty awesome, until I realized that you can't build onto the outermost surface. :(
Notice how the water never falls inwards. I think this is because the animation process doesn't happen until you delete a block. So if there was no block there to start with, the animation never starts. I wanted to build my way up there to add/remove a block to test this theory, to see if it'd flood the whole thing, but I had no blocks to attach to. ^^;
This is the standard "small" 128x128x64 map size btw.
UPDATE: I generated the stage to add a lower level of blocks, so now it can be build onto! Be careful of flooding the area though, cause it was so much water that it crashed on me originally. On a server, I could come back, but in singleplayer, it'd prolly just be fucked. Go here to try it in singleplayer mode. (http://www.fybertech.com/minecraft/sp_minecraft.html) Tell it to load any game, they all load the same.
Now I need to try this on one of the huge map levels.
-
Fyborg is a rather useless bot at the moment, just sliding slowly up and down through the air, passing through whatever is in his way. But in my experiments, I can make him place blocks and such too, so I might be able to further develop him to remove water from areas, and maybe even draw things automatically or something.
For now, he tries his best to look like Duke Nukem.
-
I've been working on a utility to show me the individual layers of the Minecraft map. So far it's fairly crude, displaying it with generic gray tones in a web browser until I figure out what blocks correspond with which numbers in the map data. But I found this layer, which at least had a recognizable bit on it (the Fybertech text on the ground between the skybridge and mana tree), so check eet out.
-
/uses to solve maze.
-
yyyyyeeeah whatever, I made inabsorbant sponges.
-
PICTURES FROM BEYOND THE MAP!
-
Yutz wanted to see what his tunnels looked like in the layer view:
(http://www.fybertech.com/images/minecraft/maplayer26.png)
(http://www.fybertech.com/images/minecraft/maplayer27.png)
(http://www.fybertech.com/images/minecraft/maplayer28.png)
(http://www.fybertech.com/images/minecraft/maplayer29.png)
T'was done a bit differently than how the other map in this topic was generated, partially since I had to rewrite parts of the util due to the updated map format. But I can dump every layer at once now and go through them much easier.
EDIT: Actually, I was able to batch-convert them all into PNGs (http://www.fybertech.com/images/minecraft/layers/).
And here's an animated version:
(http://www.fybertech.com/images/minecraft/layers/animatedlayers.gif)
-
That animated one... is awesome
-
I don't think we have a survival mode topic, so I will just revive this old thing.
I thought I'd post a couple of screenshots I took shortly before dying a terrible death. The first shows the original fortress I started building inside a small hilltop, and the second shows a long bridge and small house I built on an island where I spawn. Part of the reason for it and all the lights is so that I can find my way back more easily, after once getting lost for ten forevers into the endlessly generating landscape. I won't make that mistake again..!
p.s. The second screenshot has no window theme because Paint Shop Pro X is a homo and doesn't like Windows 7.
-
My hilltop castle before it burnt down and blew up.
-
Check these out. I used Isocraft to render out our old multiplayer map. Mind you that the second image is pretty huge, but it's the same shot as the first.
-
Nevermind, that previous image is not even the newest version of that map, I realized. But I'll leave it for now until I can find the last copy of it.
This is our current map, though!
(http://www.fybertech.com/images/minecraft/latest.png)
Or the HQ version (http://www.fybertech.com/images/minecraft/latestHQ.png).
-
Okay here we go. I believe this is from the final hours of our original map.
(http://www.fybertech.com/images/minecraft/oldmap.png)
And the HQ version. (http://www.fybertech.com/images/minecraft/oldmapHQ.png)
-
Wee wee wee all the way home ;D
This cow actually managed to right click into my cart.
-
OVER TWO YEARS LATER
On our most recent survival map, the main supply building was blown up last night. I forgot to take a screenshot of the damage, but I did record the state of the building after I did my best to put back most of the building's stonework. Mostly because it looked like a face that's constantly drooling/barfing up water.
-
I found some very useful settings you can use both on multiplayer (when you're an op) as well as your own singleplayer maps.
/gamerule keepInventory true
/gamerule mobGriefing false
The first does what it says; keeps your inventory when you die. The second prevents creepers, endermen, ghasts, and withers from affecting the environment. So no more inadvertant explosions in your creations!
Keep in mind that the rule names are case-sensitive.
-
This is a pretty sweet looking natural formation.
-
Clicking Additional Options under the post field brings up a menu that allows you to attach images.