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EnTro

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Posts posted by EnTro


  1. I'm no master coder, nor master at anything else, but I'll admit that I get a little peeved sometimes when people come in and tell me how I should do all these things and that its not that hard (I don't direct this entirely at you entro), as if I didn't spend a great amount of time looking at all these possibilities myself.

     

    I understand fully, I do not know what things you have done, of course, and this is a suggestion forum, so I suggest as thoroughly as possible. I'll be in no way salty if nothing is done with the suggestion.

     

    As I wrote in one of my first posts, TFC is a great game, and I absolutely admire your dedication.

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  2. Looks cool but that is hand built terrain, probably based off of real world heightmaps.  There is only so much that can be done with procedural generation.

     

    I suppose those examples are indeed hand build. I suppose it is nearly impossible to do this with procedural generation. But you can get pretty close. You might want to check out papers on terrain generation like this:

    http://web.mit.edu/cesium/Public/terrain.pdf

    The terrain height maps they generate are quite nice (figure 18/25/31) plus they explain the calculation by which it is generated and they look at speed performance.

    The author shows examples of simple parameter modulation in figures 33/34. For biomes you could modulate the parameters used for the generation (height amplitude, noise and erosion). If you want fields, you can use low height amplitudes, for deserts with hills you could use a uniform amplitude with strong erosion, for mountains: high amplitude, high noise, low erosion.

    Dressing the terrain can be done using simple rules. The placement of grass, snow and trees can depend on the local temperature, moisture and slope of the terrain. This was I believe already implemented in the original TFC. Place snow only if the base temperature is below 0 and slope is below 50%. Trees can be placed if their temperature, height and moisture requirements are met, the same for grass.

    It might be a challenge, but I think it would be worth it.

     

    know nothing about java coding.

    I live in Florida and to be honest do not really like cold or snow, but this is breathtaking beautiful.

    MsrjvcS.png

     

    I absolutely agree. Just imagine digging into that mountain to find your ores!

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  3. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes
    Answering "no" to the above question will result in your post being deleted.

    Would love to see improved terrain generation included. The following custom map showcases what type of scenery is already possible in vanilla minecraft:

     

    http://imgur.com/a/L8EsV

    I mainly want to leave this as inspiration, nature provides enough suggestions of what could be included.

     

    This would obviously imply a lower base ground level and much bigger and taller mountains, enclosed lakes, rivers running in between them to the sea.

     

    For the practical side of generating natural mountains and rivers (proceed with caution): http://algorithmicbotany.org/papers/mountains.gi93.pdf

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  4. hope i can join even if i don' have a minecraft account

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    No, the server is in 'online' mode, which means that you need a paid for minecraft account.

     

    Hey guys - I'm stuck in a log in Varinya and getting booted from the game when I attempt to join.  Any chance I can get a summon to spawn so I can get back in the game?

    -------

     

    The problem is fixed, so you should be able to join again without issues :)

     

    And a warm welcome to the following players: CronicX007, Joeguy4, Harkyhark22, Fobius, slientgunner, q1xHallowx3p, _Zetreit_ and Kaos_V2 :D You have been added to the whitelist!

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  5. Not sure if I expressed myself wrongly here, but this is absolutely not a complaint. I just want to provide info that you could use to improve TFC. If you're not interested in this kind of info, let me know and I will not bother you with it.

     

    I think you all did an amazing job on the mod :).

     

    Edit: and perhaps you can even improve the Mojang code

    2

  6. I recently started doing some java code profiling in the hope to find some bottlenecks in the code that can be optimized. For those that don't know what code profiling means, simply put: it shows which part of the code takes most time to run.

     

    First observation:

     

    Having only 16 chickens in the area, the function TFC.Entities.AI.EntityAIFindNest.isSittableBlock() takes up between 2 and 12% of the CPU load.

     

    This is of course very high, because with about 100 chickens, it would start overloading the server.

     

    I hope this helps Bioxx and Dunk improve the efficiency of the TFC code and I will post other issues when I observe them.

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  7. the server is lagging so badly thats its making ti impossable for me and my 3 frined to acomplish anything or pick anything up were constantly getting booted from the server and spending endless ammounts of time trying to pick up 1 thing only to have us get booted again.

     

    can you plz fix this. people keep blameing it on exploring bu this is supposed to be a pre generated map

     

    plz fix this its making us want to leave and we just got here :L

     

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    I feel like I should give a proper explanation on this topic:

     

    From what I have seen is that 90% of the cases where people complain about lag it is not server lag. Instead it is framerate lag, connection lag or something similar.

     

    People blame the server anyway, because it is easy for them to do that instead of solving the problem themselves .

     

    A few facts:

    • TFC is quite a heavy mod (lags sometimes even in single player)
    • Crococraft runs 10 players online without lag
    • I can easily see if the server itself is lagging, or it has to be something else
    • 90% of the cases where ppl complain about server lag it is not server lag
    • Running a server is expensive and many kids don't realize this 
    • The effort of me and the other admins put into running the server is also quite high

     

    There is one bug that causes the lag you describe, and it only affects certain players. To get technical: they connect and it somehow generates a network exception on the server, which lags for ~10 seconds while the server is initiating a new network connection. If this takes too long everyone gets booted from the server. This is likely a Mojang or Forge bug, and not something we, Bioxx or Dunk can solve.

     

    The server should of course never get interrupted from any client connection, but fact is, it does. I have seen a case where reinstalling the client, updating the OS, drivers, and java solved the problem for one player, but what exactly solved it for that person is not clear.

     

    Bottom line, the lag you experience is somehow due to your client, connecting in a wrong manner to the server combined with a bug in the server code which cannot handle the exception gracefully. I cannot fix this.

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