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Posted: Tue Mar 20, 2012 12:32 pm
by Feud
/\

I was thinking that it should be oriented 90 degrees from where it is, that way you can view it better from land.

Posted: Tue Mar 20, 2012 10:12 pm
by Shwart!!
The nature of the area grants plenty of space, Xocrates, even if we have to move other structures. The glass and wood house west of the proposed location, for instance, is wholly unneeded now; I checked with the creators.

I've rotated it as requested, though. If I did my math right, it should still line up with the chunks, though it'll take a little while for the server map to update to display it.

Posted: Wed Mar 21, 2012 1:54 am
by zach
What biome is it in?

Posted: Wed Mar 21, 2012 4:33 am
by Shwart!!
I don't know how to tell.

Posted: Wed Mar 21, 2012 10:09 am
by NeatNit
Add yonizxz to the whitelist please

Posted: Wed Mar 21, 2012 12:29 pm
by Feud
I think it was swamp.

Posted: Wed Mar 21, 2012 1:46 pm
by zach
Shwart!! wrote:I don't know how to tell.
F3.

Added yonizxz to whitelist.

Posted: Wed Mar 21, 2012 10:06 pm
by Shwart!!
Ah. It is indeed swampland.
Also, the map has been updated; the proposed location is now visible on it.

Posted: Thu Mar 22, 2012 12:46 am
by zach
The proposed location allows for a viewpoint to the south of the structure, pointing north. Wonderful.

However, two thoughts of note:
  1. The current layout actually extends 41 metres in the north/south direction.
  2. Being pedantic, I believe it is customary to have the origin of two-dimensional computer graphics at the top-left (northwestern) corner.
    Incidentally, this works out well with having the northwestern corner of a coordinate system based on the ingame coordinates, with its relative origin in (you guessed it) the northwestern corner.
    I therefore propose we make the only possible doubly-chunkbordered corner be the northwestern one.


I shall indicate these proposed corners with fixed dimensions when possible.

Posted: Thu Mar 22, 2012 12:50 am
by sfericz
Nice work guys, been keeping track of this for awhile. Can't wait to see the project blossom.

Posted: Thu Mar 22, 2012 1:01 am
by Shwart!!
...one of the brackets was indeed 40x41, as it seems I cannot count. That's remedied.

But if the viewpoint is south, the chunk borders should also be aligned south for purposes of visibility at long range. If only one chunk is in view, we probably want it to have as much as possible in it, ja? It requires the same distance to see the full structure either way.

Additionally, if we do a relative coordinate system with the origin in the top-left, then one of our coordinates is /negative/ relative to ingame values. This would complicate conversions.

EDIT: The coordinate system still seems silly, as we have a perfectly serviceable one in-game, but I'll move it a bit. I think I see what you're getting at.

Posted: Thu Mar 22, 2012 5:36 pm
by zach
Server updated to Minecraft 1.2.4

Posted: Fri Mar 23, 2012 12:10 am
by Shwart!!
Okay, zach and I have a location set that fulfills all the known requirements.
It is aligned with the edges of chunks at the optimum locations,
Its faces point North and South,
And it is in a location where a suitable viewing pit can be dug without undue stress. The land is mostly flat, and free of important structures in its vicinity.

The location is visible on the map as of now; 10 hours from now, the map will update, somewhat demonstrating the approximate size of the viewing pit on the south and west.

Does anyone object to the location?

Posted: Fri Mar 23, 2012 12:20 am
by Xocrates
Shwart!! wrote:Does anyone object to the location?

Seems reasonable enough. I certainly have no reason to object.

Posted: Fri Mar 23, 2012 10:30 pm
by NeatNit
Please add orangejuice195 to the whitelist

This should be the last one I ask for (though you don't seem to mind that much) :)