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FyberOptic

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Everything posted by FyberOptic

  1. I'm probably not exactly your target audience since I have no interest in making public packs, but from my point of view, I can tell you that you haven't given people a lot of incentive to join your group. There's no idea for a pack given other than one that the general public will like, which to me implies "kitchen sink" even if that's not what you mean. That's not to say that a general pack can't still be good, but the popular pack groups out there these days tend to make heavily customized and themed ones, which have a tendency to overshadow the traditional kind. You haven't said whether you own any servers or anything that the group can work from, or more importantly, to host the pack at. You also haven't stated your own abilities and what you'll contribute to your group, or your previous experience at such things. One of the first things that someone with skills and experience looks for when joining a group is whether the group leader is a contributor or an idea guy. Not trying to criticize you, but you might have better luck if you give potential members more to go on.
  2. Dunno who paged CanVox, I was just pointing out something that I thought might get the OP in trouble. How silly of me to think that Mojang would ever enforce their EULA.
  3. Oh there's definitely people out there abusing the license. I'm not even particularly fond of some of the wording myself, but what can ya do. Here's the relevant quote from the EULA: They've clarified this to some degree, such as that it's okay to be paid to make a mod for someone as a commission. But a price tag on a mod itself is basically a no-no. Anyhoo, I'm sure you can figure out something since your plugin relies on the back-end software too. Just thought I'd point it out.
  4. I realize that there's a back-end here as well, the rules surrounding which being a bit gray. But you can't actually charge money for the plugin itself, just so you know. That's a direct EULA violation.
  5. Non-Java-based version-locked Minecraft on PC, likely complete with app store DRM?. Microsoft's off to a great start. Though we all know that this is exactly why they bought it: product promotion. I'm not updating to Windows 10 just to play MCPE, but I will see if I can find out how to break it to work on Windows 7, because you know it's gonna be possible one way or another.
  6. That's actually a feature that was added in vanilla Minecraft 1.5. If you're playing older packs like Tekkit Classic you won't have it.
  7. Wow, I didn't realize that there were any major mods left still pulling that stunt. I also prefer lighter-weight maps anyway so it doesn't affect me any.
  8. I agree that EE1 was arguably more balanced. The only thing you could produce out of thin air was glowstone and obsidian. That in and of itself was slowwww, so you needed a lot of aggregators. You then had to make use of other mods to actually automate production of any other resource from it, which made it feel like you were really doing something. It was incredibly similar to UU matter in that respect. Then they basically condensed (pun intended) that down into a single block in EE2. Which isn't to say EE2 was bad at all, mind you, just certainly easier to abuse. As for modpacks, they tend to follow trends, and there's this whole obsession over balance these days, so I wouldn't worry too much about what they do. If you like Project E, throw it in whichever pack you want, or just put your own together. It's never been easier.
  9. This specifically addresses the crash of "spellscript.ScopeException: Scope Exception: class java.lang.String hasn't implemented all its inherited abstract methods." when trying to run this modpack using Java 8. The way the launcher works, it's probably just vanishing when you try to launch the game. I address the specifics of the patch here, and don't feel it's necessary to go over that again. The patch affects a library that's related to spells, and I did try playing a mage and found that the fireballs work, so I'm going to assume it's fine. But since I'm not familiar with this modpack, I'd like to hear feedback from those who are and can vouch that this hasn't negatively affected the game in any way. First of all, grab the fix here. Now go to where you have Technic installed. If you don't know or don't remember, click "Launcher Options" in the top right and it'll be right there in the "General Settings" under "Install Folder". Navigate your way to that folder in whatever OS you're running. Then go to modpacks/hackslashmine/bin from there. Open the fix archive in your zip program of choice. Now also open the modpack.jar file from your hackslashmine's bin folder in your zip program as well. In that, navigate to "spellscript", then to "scope". You'll see a ClassInfo.class file in here. Copy the file from the patch zip into this folder of the modpack.jar to replace it. That's it! It should run under Java 8 now. Like I said, I would consider it experimental, let me know if you have any problems. p.s. In case anyone finds this thread in the future when a new version could potentially be out, this is for v0.6.4.6 of the modpack, on Minecraft 1.2.3.
  10. Doing the sense of gravity could likely be done with just a regular mod. I'm fairly certain there's a hook to catch when any block is broken, at which point you can just scan upwards for blocks to the height of that specific X/Z column, and shift all of those blocks downwards, maybe with a visual effect entity like the falling sand/gravel uses. I can imagine that there might be performance implications though. I believe TerraFirmaCraft does something like this, if you want to check that out. Changing the fluid mechanics would more likely require you to change the vanilla code. But you don't replace entire classes like in the old days; FML allows you to use ASM to modify the base classes at startup, to patch just the spots you need to change. It's complicated and requires knowledge of Java opcodes but this makes it more compatible with other mods (and with Forge itself) than just replacing the whole thing.
  11. I definitely wouldn't worry about getting sued. Most modders I've ever seen are fine with private packs. The whole point in making mods is to play them, after all, and if you can't throw a few together for you and your friends then it's not a mod worth including to begin with.
  12. Looks like 2GB of ram, on a 32-bit quad-core 1.8ghz CPU. For average modpacks these days, doubtful. Even the newest versions of vanilla might be sluggish. But smaller packs on maybe Minecraft 1.6.4 might be playable. If you don't know how to manually install just the mods you want, now might be a good time to learn!
  13. This is all shaping up really nice. I like that there's a place to specify Java arguments. My only suggestion would be that you allow users to select the Java version to use, because that alone can avoid a lot of future headaches if we run into another situation like Java 8 again. It would also be nice for testing purposes. The only thing I noticed that might be worth mentioning is that there's spots where the font looks a bit jagged. Overall though it looks great.
  14. Dumping it in modpack.jar is how I assumed it would have worked as well, but I would be interested to know if this worked out for you. I've been working on some Forge-less stuff myself and it would be nice if there's a launcher which easily supports it.
  15. It's probably your client doing the update spam, and you would need to look in the mod config files for the ones doing it, assuming they all have options to actually turn it off. I've always found update checks to be relatively useless, particularly nowadays when mods are so commonly used in packs, but they keep putting those checks in and on by default anyway.
  16. Falco is definitely not impressed. But yeah Minecraft on Windows Phone was inevitable. I'm just curious what team will develop it.
  17. For me Tekkit Classic's charm isn't so much just the mods, it was Minecraft 1.2.5 as well. There were quite a lot of differences, some more subtle than others, which have simply been lost over the versions. Things as simple as the way items landed when they fell, to actually staying where they landed rather than jumping elsewhere like in newer versions, to how they looked slowly floating up and down as billboard sprites, to not clumping into groups (I actually made a mod to stop this behavior in newer versions), the sound it made when you picked up several things at a time, etc. To how physical collisions between mobs worked (including between players). How mobs react to being hit (faster, more springy). Lighting differences. Terrain gen. Subtle differences in sounds. And surely many other things I'm forgetting to mention. All of these subtleties combine to make a game that feels noticeably different to 1.8, and that's what gives it its nostalgic charm. It's similar to how much different the game felt in the earlier alpha and beta stages compared to even 1.2.5, which are also fun to go back to occasionally. Hell, 1.8 even feels different than 1.7. Punch mobs and you'll see what I mean. They broke something either with rabbits and/or the render timing changes. But yeah, given the immense amount of work involved with trying to get all of the same mods into 1.8, it would seem far more feasible to get someone to focus on fixing the bugs with 1.2.5 and its mods. And in the cases where modders might get upset about someone editing their work, you can implement modifications via reflection and class transformation, so that their content need not be redistributed. If you just want similar mods in 1.8 though, there's also ProjectE which clones EE2. Many of the others are already recreated, as mentioned in the thread.
  18. Ironically wasn't it for beta 1.8 when they first promised an API? And now we're back around to release 1.8 and still nowhere close! Though somewhere along the way it started being referred to as a "plugin" API instead of a "mod" API, at which point I stopped thinking of it as ever having the possibility to replace Forge.
  19. I suppose these are the times when we can appreciate the work that's done by those guys to make modding possible, because it's actually quite a bit more complex than most people realize. The game is simply not designed to be modded, despite any of the changes Mojang has been making towards their own API. If anything, the massive influx of code (a maze of abstractions) is making it harder. I've spent the last month and a half writing my own tools, deobfuscating the game from scratch, and adding a very basic API, and I've still got a ways to go before anything truly productive comes from it. So far it's mostly been crap, and a stripped-down version of one of my other mods. 1.8 has definitely been a doozy, and I don't know if I'd want to be in the shoes of the MCP and Forge teams, with the pressure of hundreds of modders and players waiting for updates! EDIT: Almost forgot about the terrible Clippy joke.
  20. I don't think it's wholly unjustified for Skelray to fear that Microsoft could screw this up, because let's face it, they've done it before with other acquisitions. And naturally people are concerned that something which they really enjoy could potentially be marred by all of this. But it can't be reiterated enough that Mojang lost control of this train a long time ago, and switching out conductors doesn't really change anything when modders can just keep building new tracks in front of it. This is probably the most important part of the EULA at this point in time: "We may also change this EULA from time to time but those changes will only be effective to the extent that they can legally apply. For example if you only use the Game in single player mode and don‘t use the updates we make available then the old EULA applies but if you do use the updates or use parts of the game that rely on our providing ongoing online services then the new EULA will apply." Basically they've said that we can mod 1.8 and prior forever, because they can't change the EULA applied to those versions, and that EULA specifically says we can mod the game. The same goes for every version released from here on out as well until the EULA says otherwise. And if by "ongoing online services" they mean authentication servers, then that can be disabled. And if they mean Realms, well, I don't think that's a concern, because we run our own modded servers. There is literally nothing Mojang or Microsoft can legally do to stop us from playing and modding this game. So if that's something anyone is concerned about, then don't worry about it. The only thing in question is what they do with future versions of the game. And we simply don't have to play those if they're particularly shitty or have a restricted EULA.
  21. The possibilities are pretty endless. Maybe you're on a different planet this time, with completely new mobs. Maybe you can travel between planets through some new portal system (like Mystcraft, but perhaps with more of a purpose). Maybe it randomizes what mobs/materials planets contain entirely. Different ores, different building materials, different tools (climbing gear, throwing spears, hookshots, who knows), a proper magic system (with projectiles and healing), etc. Rendering probably improved to look more modern. Better ways for players to interact, like friends lists, with ways to easily invite them to your worlds, etc. And most importantly, a crafting guide. I have not even the slightest clue what they might do, but this is the kind of stuff I'd probably look into if it were me.
  22. I'm mostly of the opinion that I paid for this game years ago and Mojang has given me more free content for a single game than most other companies combined, so I don't know what position I'm in to demand anything. Short of pulling the pen out of Notch's hand before the deal is done, I don't see what I would do anyway. I don't have $2.6 billion to outbid Microsoft with. The only position I'm personally in is having the ability to make existing (and possibly future) Minecraft work regardless of what Microsoft decided to do to it. But at this point, it very much relies on waiting and seeing what happens. I'm busy enough taking 1.8 apart to worry about future ones anyway, to be honest. I think a Minecraft 2.0, sold as a separate product, has always been on the horizon. Mojang needed a new product eventually. This would have meant the gradual decline of Minecraft 1's development regardless. Even without Microsoft I feel that the plugin API was probably the finishing touch for 1.x and after that it would have primarily been bug fixes. That way the community could continue to add onto that game while they work on the next one. That's not to say that Minecraft 1 will die at that point though, no more than the countless other games that are still played and modded despite multiple sequels.
  23. You're probably in Adventure Mode. Type /gamemode s
  24. I don't believe this is entirely true. I actually could have sworn that it said that typical modern bullshit of "you have permission to use our game" but the EULA actually has some very direct wording: "You have bought the game so you can use it, yourself, on your computer." "When you buy our Game, we give you permission to install the Game on your own personal computer and use and play it on that computer as set out in this EULA. " "If you've bought the Game, you may play around with it and modify it." In other words, by having bought the game, they're saying I have every right to strip out their login system, modify it to use local skins, and basically do whatever I want to ensure that my copy works until the end of time.
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