User talk:Majr/Archive 9

Scripting
I though of using a simular mechanic from the blocksprite where the numbers overlap the image when hovered on, I made some button sprites and would like them to turn red when hovered on (i have red versions of the sprite), is this possible easily? Arrran Weeviling 11:19, 31 July 2012 (UTC)


 * Hover states can only be done in stylesheets. –ultradude25 (T&#124;C) at 04:39, 1 August 2012 (UTC)


 * Could you assist me with that? Great if you could! Arrran Weeviling 10:06, 1 August 2012 (UTC)


 * The only stylesheet you have access to is your user one, so there's no point, only you will see it. –ultradude25 (T&#124;C) at 10:34, 1 August 2012 (UTC)


 * Oh ok, could you render this in 3d please->2dArrranCo.png, the top is stonebricks entierly, i did not want to fill up the wiki server with a 312x312 (i think) picture of the same stonebricks! Arrran Weeviling 09:36, 2 August 2012 (UTC)


 * File:3dArrranCo.png –ultradude25 (T&#124;C) at 10:09, 2 August 2012 (UTC)


 * Thankyou Ultradude25, your the best Arrran Weeviling 10:18, 2 August 2012 (UTC)

Block renders
Thank you for your efforts in providing renders of some blocks. You asked if I could let you know about any remaining ones, so here they are. Blue Aercloud, Holystone Brick, Enchanted Gravitite, Zanite Block. If some rendered images for those can please be arranged, that would be wonderful. Pmw57 11:50, 3 August 2012 (UTC)


 * Sure. I need the textures since those weren't in the texture zip you gave me.
 * Also I wasn't sure about the blue aercloud (since there's only the white one in the texture, it and the gold one has to be tinted by hand from the inventory image), in the inventory image it looked like the top was white, but the sides were blue. Is that just bad lighting? Or is it actually like that? –ultradude25 (T&#124;C) at 11:54, 3 August 2012 (UTC)
 * It shouldn't be like that, no. Can I get more details on which one appears to have a white top and blue sides?
 * The mechanism of the coloring is to tint them from within the game. The gold is tinted as 0xffff80, the blue as 0xccffff, the enchanted gravitite as 0xffaaff (using the iron block texture), and the zanite block is similar, using a tint of 0x9999ff Pmw57 12:03, 3 August 2012 (UTC)


 * [[File:Grid Blue Aercloud (The Aether).png]] The top is completely white, like the default aercloud.
 * I'll have to leave them till tomorrow, since the tinting will take longer. –ultradude25 (T&#124;C) at 12:32, 3 August 2012 (UTC)
 * Thanks - that seems to be a minecraft rendering issue, where the brightness of the top is blowing out any subtleties. We've lowered the blue aercloud tint down to 0xaaffff which fixes the color from getting blown out to white, so we have a better looking inventory icon now. Thanks for spotting that.  Pmw57 13:11, 3 August 2012 (UTC)


 * Well I've done them, although I'm not sure the colours came out correctly. It looks a bit too light. –ultradude25 (T&#124;C) at 10:39, 4 August 2012 (UTC)


 * Thank you sir. I've boosted the color saturation on them and they've come out great. Nice work there. Pmw57 13:27, 4 August 2012 (UTC)

Page Editing Window
It seems that the shortcut buttons for the editing window are broken. I have used Mozilla FireFox and Google Chrome, both seem to have the same problem with the shortcut buttons. Can you take a look when ever you can. --Ichi (Talk) 21:23, 4 August 2012 (UTC)


 * Curse recently redirected all the images to an external CDN, and some of the images haven't been uploaded to it. It should still work fine, it just doesn't look nice. –ultradude25 (T&#124;C) at 00:47, 5 August 2012 (UTC)
 * Ok thanks for the heads up man. --Ichi (Talk) 16:43, 5 August 2012 (UTC)

House
Can you create the page "House" with a redirect to mob AI? Minecraft5025 18:28, 7 August 2012 (UTC)


 * Why? 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 00:35, 8 August 2012 (UTC)
 * That's what I want to know myself o.O --Ichi (Talk) 00:54, 8 August 2012 (UTC)

Infobox animations
Hey Ultradude, any thoughts on replacing the infobox animations with the animation JS setup we've got for crafting tables/furnaces/etc.? 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 19:48, 10 August 2012 (UTC)


 * I... hadn't actually thought of it. I need to add some generic styling so it will work, but otherwise it should be pretty simple, unless we want to go for comma separated instead of separate parameters, then we'd need to copy the grid template's stuff over. Starting to think we need a comma splitting template if we're going to use these everywhere. :P
 * The biggest issue with using separate parameters is we may not want everything in one animation (e.g. redstone repeaters), or we may not want an animation at all. Comma separated gives you full control over that, but there's a lump of code that has to come along with it. –ultradude25 (T&#124;C) at 21:23, 10 August 2012 (UTC)


 * That's one thing I love about SMW, it gives you a wonderful little PF called, which is basically a  /  function that operates on the entire input, instead of one specific delimited chunk. So you can just do something like   (I'm not sure how you would apply that to Grid, though, since it has to step through two list parameters simultaneously; it would work by changing the parameter structure, though (e.g. instead of  , it would be something like  , then you'd just #arraymap on the semicolon and split each match on the comma if it's there, and off you go)). 「 ディノ 奴  千？！ 」? · ☎ Dinoguy1000 21:43, 10 August 2012 (UTC)


 * Also, if this requires adjusting the script at all, it wouldn't hurt to look at adding pause/step functionality to it. 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 21:45, 10 August 2012 (UTC)


 * Well you can already "pause" it by simply changing the class to something other than 'animated', then it won't find the element on the next interval and won't advance it to the next frame. This is what's already done on the GUI grid templates (try hovering over one).
 * I assume by "step" you mean pressing a button to advance it? That could be added (just copy the same thing but stick it in a click event, instead of an interval; although reversing would need a bit of modification), not sure what we'd need it for though. –ultradude25 (T&#124;C) at 00:30, 11 August 2012 (UTC)


 * Oh, I didn't know about hovering over them.
 * Stepping would be useful if you're looking through an instance with a million frames to cycle though, if you're looking for a specific one (of course, in such a case it would probably be better to look at reducing the number of frames, but we can't expect random reader 642125 to have any idea about that, much less the technical knowhow to do so, or the spare time and patience to acquire said knowhow). 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 02:00, 11 August 2012 (UTC)


 * Well... we're never going to have that many frames. I doubt we'd ever use more than 30.
 * I wanted to improve the mod support in the grid templates, and try to clean up the linking a bit, so since I'll be breaking everything anyway, I think I'll change the syntax to the one you had above; use semi-colons between frames, and commas for numbers (and defining mods will use colons, so different mods and vanilla items can be in the same animation). I think it'll be less confusing having the numbers together with the image (no more needing to do weird looking 3,3,3,3,3 sort of things). mods= will be changed to be a "default", so if you don't put a : name, it'll use that mod; vanilla will then be able to be selected like mods, (e.g. vanilla:Grass, probably with a v: alias too).
 * Then once all that's done, I can copy over the relevant splitting bits for the infoboxes. –ultradude25 (T&#124;C) at 04:53, 11 August 2012 (UTC)


 * I was using "a million" as hyperbole, there'd be something very very wrong if any page on the wiki ever even came close to just a thousand frames in a single instance! In practice, "around 30" fits quite well for what I was getting at when I said "a million". ;) 「 ディノ 奴 千？！ 」? · ☎ Dinoguy1000 07:06, 11 August 2012 (UTC)

Alright, new syntax for the grid template is done. Since this is a major syntax change, and will break everything ever, I've put it all under Template:Grid2. I'll slowly transition everything over to that template, then put the changes into the main template, redirect the new one to the original, and use a bot to set everything back to the original. –ultradude25 (T&#124;C) at 03:32, 16 August 2012 (UTC)


 * Added animation support to Template:Block (and you can see it in action on the Leaves page). However you can see that for 3 images, it takes up a lot of room, so I think we need to have this in the infobox common template. –ultradude25 (T&#124;C) at 10:16, 17 August 2012 (UTC)

Blender Block Rendering Help
I see that you render most (is not all) of the blocks with blender. I am having trouble rendering blocks. If you could make a tutorial or a preset layout. That would be nice, so I can make the blocks instead of asking people to do it. you could also give tips or pointers. This will help with adding 3d block pictures to my mod website.

Thanks 97.71.118.61 19:45, 14 August 2012 (UTC)


 * Well I can upload my base block blend file if you want, all other renders are derived off of that. –ultradude25 (T&#124;C) at 03:36, 16 August 2012 (UTC)


 * That would be very nice. It would help me out alot. Just giveme a link or you can email it to me.
 * THANK YOU THANK YOU THANK YOU
 * 97.71.118.61 19:13, 16 August 2012 (UTC)


 * http://matt-russell.com/files/Block.blend
 * The custom terrain.png is packed with the file. –ultradude25 (T&#124;C) at 20:01, 16 August 2012 (UTC)


 * You are the best person on this wiki. Thank you so much. this will clear up my problems. If i have any problems I will be sure to ask.
 * THANK YOU!!! 97.71.118.61 01:27, 17 August 2012 (UTC)

Wow, you would think it would block my edit.
I was adding a delete tag before you moved it. Can't believe it just remade the page when I was editing a page that was moved. --Moxxy 03:15, 15 August 2012 (UTC)

Grid2?
What is with the Template/Grid2? — Cool12309 (talk) 03:31, 16 August 2012 (UTC)


 * I've changed the syntax to improve mod support (and generally make things simpler), so both templates need to exist at the same time while everything is updated, otherwise it will all be broken. –ultradude25 (T&#124;C) at 03:34, 16 August 2012 (UTC)


 * Ah, I see, I read infobox animations section above, and I get what it was for. I hope this is a permanent thing, because changing a huge template takes a while for everything to transition. — Cool12309 (talk) 03:40, 16 August 2012 (UTC)


 * Well the breaking change is that numbers aren't a separate parameter anymore. I can't think of anything else that would ever need to be added to the template, and if there is, it should only need to add to the syntax, not change any existing bits. –ultradude25 (T&#124;C) at 03:47, 16 August 2012 (UTC)

Going ahead with the page move and name change
Two weeks ago, I asked Quatroking if he would be moving the pages at Known bugs and renaming the subpages as proposed at the community portal and the talk page of known bugs. Since it seems he is busy with other things and it doesn't seem like he will be doing this, can you consider the proposals and move the pages to the suggested names? Thanks. --M0rphzone 23:18, 17 August 2012 (UTC)


 * Sure, what is the main issues page going to be though? Just the full release versions (with a separate page for dev versions), or also the development versions (development version overwrites the full release page)?
 * Personally, I don't think having both the full release and dev version pages open at the same time is useful, as mojang only seems to look at the bugs in the dev versions. However, it also means people can only report bugs when using the development versions. –ultradude25 (T&#124;C) at 00:59, 18 August 2012 (UTC)