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Messages - Dryym

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Fun House / [Other] Re: spamming to get legendary before game goes byebye
« on: April 02, 2019, 12:04:03 AM »
I'll allow it.

Ideas / Open Source the game.
« on: March 28, 2019, 09:25:10 PM »
I have already seen many people asking about this. So many people agree that the game should be open sourced to allow for the project to be continued by the fans. I don't know what more to add. But if there's no longer a drive to complete it, It'd be nice to give it to the community.

Total Miner Discussion / [Other] Reminiscence & A personal, Public thank you.
« on: March 28, 2019, 09:20:54 PM »
I first off just wanted to personally thank Craig, Not just for having created this game, But for being a great guy in general over the years I have known him. My life, And the lives of others have been changed in a permanent and positive way through this game. Through it I have both directly and indirectly been led to learn stuff I never would have otherwise. And I have been given friends stronger than any other.

The game may be ending now. But the impact it's had won't ever be forgotten. I think that's beautiful.

When I joined the forums almost 5 years ago, I honestly wasn't expecting much. But as of now I am one of the highest posters and I am just barely 3rd for topic posting. I got Robotic almost entirely due to forum posts, And it blew me away. I love this game. I love this community. If I had any regrets it'd be that I only ever hosted 2 maps publicly, And that one of them was a deathmine (albeit a fairly decent and well designed one.) However I joined so many maps, Saw so many amazing things, Had the time of my life. It's sad to see this game go, But I respect the man behind it. And my memories of it are enough for a lifetime.

Godspeed, Craig. I truly wish you the best for your future projects, And will support them just the same. /heidy

General Discussion / Re: Happy Birthday Jim!
« on: May 12, 2018, 10:26:26 PM »

Questions and Answers / Re: Will the old teleporter animation return?
« on: April 28, 2018, 10:07:49 AM »
Presuming you are referring towards the texture for the Teleport block itself, it is unlikely to return as it was considerably wasteful towards memory and contributed towards lag more than they currently do.

I don't think that's what he means because I do happen to vaguely remember there being a change in the screen that was synchronized with the "WEEEuuWOOOuuWEEE" sound effect that the teleporter block makes when you are standing in it.

Questions and Answers / Re: Will the old teleporter animation return?
« on: April 28, 2018, 10:05:05 AM »
If you really wanted to, You could script this function back into the game by messing with the TintColor script command while a player is on top of an obsidian block and inside a teleporter block.

Site Suggestions and Bugs / A New Topic
« on: April 01, 2018, 11:20:34 AM »


Questions and Answers / [Answered] Re: Zone script problem
« on: March 31, 2018, 03:15:44 PM »
This isn't supported and probably never will be because Craig is against the idea because of the ramifications of having too many zones and no way of really dealing with that unless you manually go through and delete them.

Your Projects / [Completed] Re: QuickGather Mod
« on: March 07, 2018, 02:27:29 PM »
I haven't played around with this, But from seeing this happen with the timber mod on MC, I think there should be some sort of keybind to turn this ability on and off. Imagine you're building a house and you misplace a log. Then you forget that using an axe on the log has this function, Aand boom. All your logs are gone.

Questions and Answers / Re: Sizing modded items
« on: March 05, 2018, 06:34:51 PM »
Dang. Such a shame, it would be really cool to have a god sword that's like 20 feet long
You can. It is the Scale field in ItemModelData.xml

One problem with that. Items can only be 16x or 32x. If you scale a sword to 2x, It will have half the detail relative to the size of the item. This means that if you want to make a really long spear, The head is going to be ridiculously oversized.

Ideally there would be a way to set the size of an item texture for SD and HD texture packs. This way if you made a pike that is 2x scale, You could make it be a 32x texture for SD packs and a 64x texture for HD packs. This would have the same detail and pixel size relative to the item size as the normal items.

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