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[REJECTED] Changing around the coordinate system again
Posted: June 30th, 2011, 3:29 am
by capi
I believe I was told the reason for this a while back,
but the rotate command uses incorrect axes;
Simplest example being a rotation along the x-axis requires the parameter "z" to be used.
This is a bit confusing, and although I realize that this small nitpick is not of the utmost importance,
perhaps we could have it corrected in the future?
It's just one more thing we are going to eventually have to teach our guests...
I apologize if this is either a large inconvenience or an impossibility due to the way the command is coded.
Re: < small > suggestion
Posted: June 30th, 2011, 7:03 am
by Ollieboy
The y-being-up shit was just how Notch did it so I believe it was just for consistency with the source or something.
Re: < small > suggestion
Posted: June 30th, 2011, 8:16 pm
by capi
Ollieboy wrote:The y-being-up shit was just how Notch did it so I believe it was just for consistency with the source or something.
Well Notchy isn't supporting Classic anymore, fragmer is ;)
so is there
really any need for "consistency"?
I'm just putting it out there... it makes the command
that much harder to use
for new builders/vets.
Re: < small > suggestion
Posted: July 2nd, 2011, 3:56 am
by Hafnium
Classic is still running on notch's protocol and client.
Re: < small > suggestion
Posted: July 2nd, 2011, 7:24 am
by capi
Hafnium wrote:Classic is still running on notch's protocol and client.
You're telling me Notch updates Classic? o_o
Re: < small > suggestion
Posted: July 2nd, 2011, 8:59 am
by Ollieboy
capi wrote:Hafnium wrote:Classic is still running on notch's protocol and client.
You're telling me Notch updates Classic? o_o
No, but it isn't like Fragmer made the
GAME of Minecraft, merely awesome server software which still needs to adhere to Notch's backwards understanding of geometry.
Re: Changing around the coordinate system again
Posted: July 3rd, 2011, 11:37 am
by Fehzor
I had an interesting idea somewhat related to this the other day. What if you could just look in the direction, and then type /rotate <degrees>, and it'd use the direction you were looking in? The same for /flip would be nice, as it would be the least confusing possible way to do things. Just face the axis you want to turn in.
Re: Changing around the coordinate system again
Posted: July 3rd, 2011, 12:47 pm
by Sanjar Khan
Fehzor wrote:I had an interesting idea somewhat related to this the other day. What if you could just look in the direction, and then type /rotate <degrees>, and it'd use the direction you were looking in? The same for /flip would be nice, as it would be the least confusing possible way to do things. Just face the axis you want to turn in.
Re: Changing around the coordinate system again
Posted: July 4th, 2011, 7:04 am
by Ollieboy
Yeah Craftbook and Commandbook in SMP work like that, you could give their source a look.
Re: Changing around the coordinate system again
Posted: August 15th, 2011, 5:06 pm
by fragmer
I've gone through all of fCraft source to check coordinates for consistency. Everything now uses "x/y/z" and "width/length/height" naming conventions. "x/y" is still the horizontal plane, and "z" is the vertical axis. I will not make any further changes to the coordinate conventions in fCraft.