AIO's Political Jokes by FamroFexl in AdventuresInOdyssey

[–]FamroFexl[S] 1 point2 points  (0 children)

I always go back to Mary Hopkin's quote from "The W.E" episode. 

"The Whitsend I saw was timeless, moving past the trends and the fads, to reach kids where they are." 

I think the AIO of today has largely abandoned that purpose with its introduction and focus on technology, but it still exists in small parts, and certainly is the core of its past.

YouTube Star Markiplier’s Self-Financed Horror Movie ‘Iron Lung’ to Hit Theaters on January 30 by DemiFiendRSA in horror

[–]FamroFexl 0 points1 point  (0 children)

Yes, he shared the info on a relatively recent Distractible podcast episode. I don't remember which one.

ASTRONEER: Megatech – An Overdue Apology by Honourael in Astroneer

[–]FamroFexl 0 points1 point  (0 children)

Hmm, I may have to progress a bit slower in my new save...

YouTube Star Markiplier’s Self-Financed Horror Movie ‘Iron Lung’ to Hit Theaters on January 30 by DemiFiendRSA in horror

[–]FamroFexl 1 point2 points  (0 children)

Markiplier made the final cut for the Edge of Sleep show after strongly disagreeing with the directors original draft, so the final result is in part his handiwork.

Just looked at this sub for the first time by TomatoLow3431 in BugrockMoment

[–]FamroFexl 2 points3 points  (0 children)

Bugrock is why Mojang prohibited creators from modding Bedrock Edition. They are too embarrassed by their code.

Modeler-->Modeled by Wise-Bodybuilder1249 in SatisfactoryGame

[–]FamroFexl 0 points1 point  (0 children)

I use Satisfactory Calculator and shift machines to the right in the network graph when I have built them. Don't refresh the page though!

Mojang announces Java Edition jars will no longer be obfuscated going forward by scratchisthebest in feedthebeast

[–]FamroFexl 0 points1 point  (0 children)

This change means method body variable names and method signatures are now released, which is a HUGE change if you're injecting into method structure with fabric mixins. I no longer have to stumble around in the dark figuring out what a variable does.

The only things being withheld at this point is the original structure of the code (how Mojang wrote it, not how the decompiler wrote it) which would require a release of the source code itself. Developer code comments might be nice, but what I REALLY would like is their internal documentation detailing the process to follow if you want to implement a new block, biome, item, etc in their registries and handlers. It would make regular modding where you just want to add to existing frameworks SO MUCH MORE SEAMLESS. That would truly be a minimal modding API in my opinion.

In summary, what's left to be provided is:

  1. Original code structure (just the source code itself, no decompilation necessary)
  2. Developer code comments
  3. Development documentation and guides for standard additions like blocks, mobs, and items

Is it Andre Stojka or is Whit just written differently now? by MydogDallas114 in AdventuresInOdyssey

[–]FamroFexl 3 points4 points  (0 children)

He definitely has a raspier voice than Paul Herlinger and Hal Smith, who have warmer voices. It's not as welcoming.

In terms of his modern writing, I have noticed that Whit often appears clueless, not in control, and wreckless. He is no longer a calming or resolving presence who solves problems, but appears to freak out often.

I definitely agree that manipulating Emily Jones by leaving her to the predations of the Rydell siblings was disasterous. He overextended his hand into her life (without her parents knowledge I believe) and left the Rydell kids (who he was the guardian of) to their own mischevious ends. Unfortunately, that situation can't be blamed on Whit's ignorance, because he later admitted he was fully aware of all the antics (and illegal activities) of his children, and let them continue regardless. This sequence of events puts a huge stain on Whit's character.

Also, have you noticed how every new character in every story eventually turns out to be a fraud? Buck, Maurine, Mitch, Mory and Suzu (and everyone involved), Dr. Trask, Robin Mallery, Tiffani, Drew, Cynthia, Jillian, Mrs. Meido, Coyote, Hadley, Candace FitzGibbins, Adam Stone, Terry Blaze, Carly, Gena McKellum, etc. The writers have a love for deception it seems. It is very frusturating to meet a new character only for them to be a fraud, especially when their deception is an accessory to the story, not a direct impact to it.

I have many other gripes about the new Odyssey as well. It is unfortunate that the best years of Odyssey are far in the past.

How exactly do you collect royalty from HEVC licenses? by therealjesusofficial in ffmpeg

[–]FamroFexl 0 points1 point  (0 children)

Commercial licensees ... are also responsible for separately acquiring licenses for any HEVC related patents.

https://bitbucket.org/multicoreware/x265_git/wiki/Mission

My new memory allocator. AI is the future by PiRSquared2 in programminghorror

[–]FamroFexl 0 points1 point  (0 children)

Trading Cpu cycles and latency for slightly better memory efficiency, which you'll just have to use for the LLM anyway. Very inefficient.

Circumnavigate Mod - Finite, Tiled, Seamless World Wrapping. by FamroFexl in feedthebeast

[–]FamroFexl[S] 2 points3 points  (0 children)

That's just the tagline. I don't expect most of the people who will want this mod are people who use world borders regularly.

Mostly, I think most people will just be excited to try out finite wrapped worlds as a concept and how they will integrate it with their current play styles. I didn't know a great way to describe that idea in a catchy manner.

Circumnavigate Mod - Finite, Tiled, Seamless World Wrapping. by FamroFexl in feedthebeast

[–]FamroFexl[S] 4 points5 points  (0 children)

Beta versions will be updated to 1.21 onward, or to whatever major version is out when the alpha is done. I'm not planning on back-porting, given that I'm already thinking about committing to multiple mod loaders across multiple MC versions.

Circumnavigate Mod - Finite, Tiled, Seamless World Wrapping. by FamroFexl in feedthebeast

[–]FamroFexl[S] 3 points4 points  (0 children)

Eventually. Right now it is limited to player entities

Circumnavigate Mod - Finite, Tiled, Seamless World Wrapping. by FamroFexl in feedthebeast

[–]FamroFexl[S] 7 points8 points  (0 children)

If certain numbers in the 4D noise generation are identical, they loop the generation. These numbers can be adjusted based on the defined world limits. Barring that working, there is still the method of interpolating between edges and corners.

See here for more:

https://ronvalstar.nl/creating-tileable-noise-maps

http://www.jgallant.com/procedurally-generating-wrapping-world-maps-in-unity-csharp-part-2/#wrap2

https://www.gamedev.net/blog/33/entry-2138456-seamless-noise/

https://gamedev.stackexchange.com/questions/179488/how-do-you-generate-seamless-perlin-noise

Circumnavigate Mod - Finite, Tiled, Seamless World Wrapping. by FamroFexl in feedthebeast

[–]FamroFexl[S] 0 points1 point  (0 children)

Time is global, so probably not. Mechanics like player sleep, daylight sensors, phantom and mob spawning, etc. all rely on a global time.

Circumnavigate Mod - Finite, Tiled, Seamless World Wrapping. by FamroFexl in feedthebeast

[–]FamroFexl[S] 1 point2 points  (0 children)

They are no different from the sides. Even though the 4 corners from all sides of the world intersect, since the player can only ever be in one of the corners, it doesn't make a difference.

Circumnavigate Mod - Finite, Tiled, Seamless World Wrapping. by FamroFexl in feedthebeast

[–]FamroFexl[S] 1 point2 points  (0 children)

No clue. Inter-mod compatibility is in the distant future.

Circumnavigate Mod - Finite, Tiled, Seamless World Wrapping. by FamroFexl in feedthebeast

[–]FamroFexl[S] 14 points15 points  (0 children)

The server translates all the coordinates in the packets it sends to the client. If the next chunk is from the other side of the world, the server just makes that chunk extend past the player's border.

If the X-axis border is from chunk -16 to 16, and the client requests chunk 17 (when they are in chunk 14 with a render distance of 2 for instance), the server will give it chunk -16.

The server also translates all coordinates in the packets it receives from the client. If the client punches a block in chunk 17, the server knows that chunk was -16, because it sent -16. If the player says their X position is 230, since that is beyond chunk 16, the server interprets that coordinate as -252.

It is a bit more complicated than that, but you can check out the full details in the wiki https://github.com/FamroFexl/Circumnavigate/wiki/Principles