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Sleaker

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Posts posted by Sleaker

  1. As far as mod approval goes and integration on whatever launcher Curse has planned here are a few of my thoughts, taken from how curse already handles things.

    A) Look at curseforge, including their beta site. Sure it's a different mockup of their other sites but it's the same style of a developer posting up their mods. They get approved (very simple process check for malware yadda and boom approved). And then users can download them.

    B) It will never be Curses responsibility to Quality check Mods. This has always been community, this is never going to change, and it's never going to affect mod authors ability to publish their mods on Curse network. Even if FTB/Forge think they are going to quality check all of the submissions, this wont be the case, and attempting to indicate otherwise is completely counter to what curse has already established. There is no way a mod approval team can handle quality checking of mods given the obfuscated nature of the core MC code. This is already a problem on the Bukkit side of things for all the right reasons, and the code isn't even obfuscated. Curseforge is already live. It's already in use, and it already has an approval process, I highly doubt this is going to change.

    C) When mods are freely available from a central place with an auto-downloader there is nothing preventing anyone (read 3rd party or 1st party launchers) from generating packs, or having some form of aggregated list of mods that a server says you need. Thats what computers are for. Attempting to segregate your mod from people cause you don't want a server running it with other mods is silly. It's time to grow up ForgeCommunity. Lex already even talked about leaving the Curse framework open as a requirement.

    D)The only difference between creating the modpack and providing a central repo is the distribution method. Mod authors can now be certain their mods will be downloaded from the 'official' place, and maybe you'll get some ad-revenue kickback from curse, maybe, maybe a tiny bit. If you ask nice. While I understand mod authors wanting to get adlinks/revenue, the Forge community as a whole has been particularly horrible on how they distribute mods. So, curse basically taking over this portion of mod distribution will only help get the community working to either produce a better alternative or just rely on curses framework. Whichever way it goes anything is better than the bullshit of attempting to download mods 1 by 1 by browsing MCF just to make something you like and share with your friends. Platform the way it is right now has yet to get past this, but on the flipside, Platform can only get better with what's been stated as requirements from Lex in the deal.

    F) All of this 'curse crap' could have been avoided if the Mod Authors had decided not to engage in Dropbox/adlink temporary file location, or non-central file linkage. If You use Adfly on your pack you're just as bad as Curse, and I don't think you have any right to speak out against this deal.

    Most of this is haphazardly written and not thoroughly thought out, or incomplete. Take it how you will.

  2. is there anything i could do to prevent certain crashes? like deleting templates?

    You can do it with a process of elimination, from what I've seen on MCPC it's generally the PirateIsland one that crashes out, though there may be others.

  3. Hello gents and ladies anyone know if there is a config for which dimensions Better Dungeons dungeons can spawn into, to perhaps restrict it to only spawning them in the overworld? I shall investigate myself but if anyone already has the answer do let me know, regards.

    hexxit/Chocolate/DungeonConfig/undergroundDungeon.prop

    It currently is set to spawn this in all biomes, you'd need to change this so it doesn't spawn in Limbo, or the TwilightForest biomes.

  4. Click the gear on hexxet in the technic launcher and then click reset pack, yes and log in as normal. Get back to me when you've done this step

    This is not a client error, this is an error that drops on the server in 1.01. It's due to bad/outdated Dungeon templates. hexxit team needs to double-check their versions on the templates as BD has updated to 1.08c which has fixes for bad template files.

  5. So I decided to make a new world with Minecraft Land Generator, however it seems that the world has generated nothing in the way of dungeons or ruins or any other modded terrain generation. I used the Hexxit server to generate, so one would think that there should be dungeons, right?

    Best way to start is by pasting te script you used for MLG.

  6. I know that Hexxit is about adventure and dungeon crawling in a sandbox space. It's a penultimate RPG mod pack, but the thing about RPGs is that you play a role, and in most RPGs there is a wizard role. I don't want to have to create fifty different machines just to churn out a spell using massive amounts of convoluted occult science (which is kind of what Hexxit is trying to combat, thank goodness), I want to delve deep into ancient ruins or sanctuaries or dungeons and uncover the spells of wizards past in true RPG fashion.

    I don't think this mod exists yet.

  7. Me and a friend, have a strange problem, these "meteor kittens" falls down on top off us all the time, they almost killed us several times. they fall down every other min, why?

    Please help

    If you update to 1.01 kitties should be disabled

  8. For me personally the best that I have ever seen is the craft guide mod because you write an item and tells you how to craft it what you can craft with it

    NEI has this built in. If you want to see what builds into a specific item hover over the item and press R, if you want to see what the item is used in, hover over the item and press U.

  9. ALSO fyi there is a way to increase your health but it is an item, all the parts are from loot i think except the container whichs takes tin to make haven't done it myself so i don't know how it works exactly but search heart containers or something in NEI to see them.

    I'm aware, and as I already posted an explanation earlier, I'd rather see Level based increases, or some other form of gaining extra HP other than a crafted item.

  10. No error ports, dungeons was disabled but its back up. Nobody should of explored that far in the ocean but it just goes on forever

    did you check through the log files for stack traces? server might not actually crash but may have spit out an error during that time.

  11. I have been playing hexxit and im on a server. Short story there is a wall that never ends, about 10 blocks wide made out of stone bricks. about 50+ blocks high and no not a world border.

    its along the ocean.

    Sounds like a castle tried to gen in the water, and then the wgen crashed. Was the solid wall accompanied by the client crashing? Do you have any crash reports/stack traces?

  12. I personally like the TConstruct books. I'm not sure why.

    I like them too, but they don't work in multiplayer (only 1 person gets them), and if you die you lose the reference forever unless you enable cheats, or provide multiple other ways to recover the books.

  13. What do you mean by "legacy system"? The issue is the same whether we are talking about a 2012 MacBook Air, a 2008 iMac, or a 2010 iMac. The hardware and the software support the 3.2 spec, it doesn't matter how old or new the computer is.

    Based on the Apple's developer site if the Processsor is a legacy or not it limits what OpenGL spec your system will work with. Either way, if your system does run other apps in opengl 3.2 mode (in MacOSX not in Windows). Then the issue is with Minecraft (mojang) not specifically selecting to run in opengl3.2 mode (just because it's available doesn't mean it will run in that mode). If you can't run any other programs in MacOSX with OpenGL3.2 then most likely you're on the legacy kernel, which Apple doesn't make OpenGL3.2 available in.

    I've used: http://www.realtech-vr.com/glview/download.php to detect what is supported, it will tell you exactly what features are supported (MacOSX goes to the apple store). I have a feeling you're on Legacy especially if Snooper is detecting only OpenGL2.1 when booted into MacOSX.

  14. My points are, and have been, that despite my hardware and OS software supporting the required OpenGL version to run this mod, minecraft does not seem to support OpenGL higher than 2.1 on macs. Full stop.

    Then you must be on a legacy system unfortunately. Too Bad :( Run it in Windows I guess?

    But you're saying you run other programs in 3.2?

  15. It seems like semantics, but it's an important distinction. The version of the graphics card driver is OS X, (and therefore the OpenGL spec supported) is up to Apple, not ATI or nVidia.

    Apple seems to say otherwise: https://developer.apple.com/graphicsimaging/opengl/capabilities/index.html

    I'm not sure what system/card you're running but everything Apple shows is OpenGL 3.x compliant for quite a while now unless you're on a Legacy system which is 2.1.

    You are correct in that apple can prevent new drivers from being released. This is most likely the case for the legacy systems, even if newer drivers exist, Apple wont update them on their end for systems. Just another reason not to buy apple in my book.

  16. Apple has lagged behind in OpenGL support, but 3.x support has been around for 2 years now in OS X. Mavericks is supporting 4.1 I believe, so getting even closer to the latest GL spec.

    This is not Apple. openGL support is determined by drivers given by the graphics card manufacturer. If you're using an nvidia card you should have opengl 3.3/4.3 depending on what card you have. If you're on ATI it will be similar, but ATI has less support. I know Apple swapped back and forth between different card types, but generally ATI drivers take longer to update and contain less features. Also a lot of the functionality of OpenGL 4.x was backported to OpenGL3.x compliant cards due to them being able to support the functionality in the newer APIs. obviously older cards wont support the newer API completely.

  17. Correct me if I'm wrong, but that would still be the responsibility of LWJGL right? That Library should be setting up OpenGL for minecraft to use, and the mods in turn use what minecraft is using.

    I'll be the first to admit I don't know anything about OpenGL programming, but Apple documents development for OpenGL rather thoroughly:

    https://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_intro/opengl_intro.html

    https://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/UpdatinganApplicationtoSupportOpenGL3/UpdatinganApplicationtoSupportOpenGL3.html#//apple_ref/doc/uid/TP40001987-CH3-SW1

    negative, this is minecraft. OpenGL 3.x is supported just fine in OSX (and in LWJGL for OsX) and it's the applications responsibility to select what context OpenGL is set to when creating the display. The issue is most likely Mojang has MacOSX forced to only start in OpenGL 2.1 mode due to previous problems with LWJGL and MocOSX.

    With LWJGL you specifically have to request a ContextLevel (what version of OpenGL you are going to render with) when creating your display.

  18. That's too bad. Mcmmo would be a perfect for Hexxit. If there's a modlist of mods that are compatable, that I can just throw into the mod folder, that'd be great. The game comes with a ton of mods, but it's always nice having options.

    You're looking at plugins if you are seeing mcMMO. Plugins are for Bukkit servers only. You need to go look at a Forge mod list if you want to add more options that are going to work better.

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