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Everything posted by jakj
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[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
That's Optifine, actually; You can tell because its classes are not in any package but just out bare, in this case, the ConnectedTextures class. Optifine makes all kinds of inappropriate assumptions that break down in a modded environment, especially one like mine that calls rendering functions outside of their normal environment, and I've just learned to have Optifine's connected textures permanently turned off. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
You'll need to provide a screenshot of your setup, because I can't understand exactly what you're doing just from your description. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
Major update! Rendering is frickin' awesome now, and pretty much everything behaves better. There is a small breaking change (with auto-upgrade, if I did it right), so check the changelog and backup your worlds. In theory, you should be able to run the update and have everything "just work". New video posted on the front of the thread showing off the new rendering method. Also, 16x texture sets are in. http://j-a-k-j.com/RedstoneInMotion_1.2.0.0_mc1.5.zip https://www.dropbox.com/s/aazxj9dzubz9r6v/RedstoneInMotion_1.2.0.0_mc1.5.zip RECENT CHANGES (full list in "Changes.txt"): 1.1.1.1 -> 1.2.0.0 -- as usual, do not have any carriages in-transit when you update or you might be sent into a crash loop -- BREAKING CHANGE -- BACKUP YOUR WORLDS ** decorated carriages now internally have a different representation ## decorated carriages should now stack properly in inventories in all cases ** decorated carriages should automatically and safely convert themselves to the new representation in most cases ## this is not guaranteed ## the safest place for decorated carriages to be is in the world as blocks ## if for whatever reason they fail to convert, they will simply lose their decoration but otherwise be fine ## all of this depends on me not having screwed up the conversion code ** the conversion code will be removed in a future release, at which point all unconverted decorated carriages will become undecorated -- unpatterned template carriages will no longer absorb already-patterned template carriages -- restructured and reordered the removal, simulation, and replacement of blocks and tile entities to improve compatibility and reduce crashing -- accounted for a crash if a carriage's motor or anchored controller is removed while the carriage is in-transit -- decorated carriages now render their decoration on all except their top face when in an inventory -- removed calls to onBlockAdded post-transit to stop vanilla chests from resetting their orientation ** this may cause odd behaviours with mods that depend upon onBlockAdded being called ** really, though, mods shouldn't depend upon onBlockAdded being called except when the block is being placed by a player or deployer -- redid rendering again ** rendering is now 99.999999999% perfect ## transparent blocks draw a tiny bit funny, but they draw! ## occasionally there will be a slight variance in light level, but again it's super-close to perfect, including light from torches/lamps/redstone ** if the carriages are moving super-fast and the client is super laggy, rendering might bug out after the first motion ## this is cosmetic, so just don't worry about it: Not much I can realistically do when Minecraft is already bogged down -- continuous mode now has a mandatory minimum of 5 ticks of cooldown (1/4 of a second at normal speed) ** this is due to rendering and Buildcraft issues, and in case those issues are shared by other mods ** this also gives the foolish a chance to escape a carriage in-transit without destroying it in creative mode ** WARNING ## the issue remains: this is only a workaround ## I cannot fix the issue: this is simply how Buildcraft is designed ## if you use other means (timers, ComputerCraft, etc.) to move carriages super-quickly, you may trigger the issue and start losing items -- eliminated error-log spam about missing continuous-mode textures for carriage controllers -- added 16x texture packs (some of which support colourblindness) provided by various authors - check the textures directories for attribution and redistribution ** provide feedback if the textures for colourblindness need tweaking for the purpose ** if you want your textures included in the mod, license them openly (WTFPL, CC, GPL, public domain, or compatible) and message me on the Technic site -- recipes now use the Forge ore dictionary for wooden sticks and for dyes KNOWN ISSUES [None at this time.] PLANNED FEATURES A config option to let a carriage treat blacklisted blocks as simple obstructions instead of completely aborting the motion. (Possibly) OpenPeripherals support. The ability to selectively whitelist/blacklist blocks in-game for each drive, in addition to the overall config-file blacklist. These blocks will always be treated as simple obstructions instead of completely aborting the motion, regardless of the setting in the config file. A form of "sticky carpeting" to allow finer control over where on a carriage entities are grabbed. Different styles of controlling player position during carriage movement, to try to allow more freedom. The ability to set continuous-mode cooldown per drive instead of only system-wide. An optional "hardcore" mode, for people who want this mod to be expensive to use. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
It's stupid how easy it was to do, and I was massively overthinking it this entire time. Forest for the trees. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
You wanted better rendering? Here, have some better rendering. 99% perfect rendering, even. Shows off the template displaying its pattern, as well as the new-new rendering method. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
Yes, like that, except it's the top face that's undecorated. Also, I have just discovered a massive bug with continuous-mode carriages and buildcraft pipes resulting in frequent deletion of items passing through the pipes. I am disabling continuous mode for carriages completely for now, but I will include a configuration option to turn continuous mode back on if you accept the risk or you aren't using buildcraft pipes. (This will default to off, so upon update, all carriages already in continuous mode will immediately stop functioning until the configuraiton option is set to true.) EDIT: I have discovered the source of this behaviour: Buildcraft adds a deliberate delay to the processing of items after a pipe has been placed down in the world, and if the pipe is moved again before the delay is up, the items in the pipe are lost. I am re-enabling continuous mode, but I am going to impose a minimum of 5 ticks (1/4 of one second) on movement in continuous mode, or as high as 10 ticks (1/2 of one second) if that isn't enough. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
Yeah, I forgot to mention that: They show their disguise in the inventory, and they also retain their disguise when broken and returning to the inventory. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
Further improvements to mod compatibility, further improvements to in-transit rendering, template carriages showing their pattern, a few bugfixes, decorated carriage blocks stacking properly, and whatever other random little things I throw in there before the end of the day. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
In case anyone's curious when the next update will be coming, expect it Sunday. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
As it stands now, things like torches do cast a limited amount of light (easiest to see in the middle of the night): They just don't properly propagate that light to all the blocks around them. Hopefully this will get better in the future, but for right now, rendering is pretty decent. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
I would like to, but right now that would be a whole lot of effort to get working and would add a good bit of overhead and extra block changes to the process that make it completely not worth it. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
RedLogic by Immibis. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
At the point that crash occurs, I have not altered the world in any way, and all I'm doing is telling the block to write out to a record. I'm 99% sure that's not actually anything to do with my mod, but rather, the other mod making assumptions about when his functions are being called. If you can reliably reproduce the issue, try contacting the author of that mod, and if he insists it's not on his end, I'll take another look. That's an excellent idea. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
Well, at least you have an actual reason for it, instead of just the laziness of youth that a lot of people display. If you think that was hostile, I feel bad for the eventual rude awakening the world has in store for you. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
We also have a certain disliking for people who don't use periods at the ends of their sentences making them incredibly difficult to read as if someone just kept talking in one long incredibly unbroken sentence moving from topic to topic so that no-one has a chance to interrupt it is really quite hypnotic. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
Sure there are, but yes, they're in the minority for the reasons you listed. But now that Forge has a binary patcher and Minecraft has profiles, well, it's only a matter of time before some enterprising individual makes a modpacker that takes a setup and turns it into just a java file that can be run by anyone wanting to play the adventure map, that will create a new Minecraft profile, install and configure Forge and the adventure map's dependencies, and supply the save(s) to get started. We're never going to have stuff like this in the majority: Just look how many people still drool over shit like the versions-old xbox edition like it's the next coming of the stay-puft marshmallow man. Quality over quantity, though: The people who use are stuff are the better people. (Everyone is entitled to their own tastes, and it's fine if somebody just doesn't like any of the mods out there, but if they don't at least acknowledge the complexity and value they add to the game, then they're basically useless.) -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
To be honest, one of the things I'm hoping for most of all is that this mod gets use in some adventure maps. Since at base it depends only on vanilla and has no upkeep requirement, in addition to the camouflage capability, some fascinating things are possible for making interesting telemorphic structures. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
The criticism I'm receiving of the mod is as follows: *) People dislike the high-res textures. (I now have three people who have contributed 16x textures which will be available for use in the next release.) *) People dislike how easy (fair enough) / cheaty (I just don't see it) the mod is. (Hardmode eventually, but still not a high priority. If it pisses people off that much, they can just throw a few nether stars in lava or something.) *) People think it's redundant because Redpower exists. (For some abstract value of "exists".) Honestly, I think the mod's in a good place. It still crashes with some mod blocks, yeah, and I'm today refactoring the SneakySetBlock code to do nicer things. But there are people all over the place using this mod without crashing at all, and I'm proud of that. (I'm especially proud because I'm one of those people who never finishes anything, not even university. This (at the ripe age of 33) is the first thing I've ever actually seen to its fruition, the one thing I can actually look at and say "Hey, I did that.". It makes me feel good.) People really do need to take control of their own play experience, though. I had a guy on YouTube complain that having all these other carriage types just cheapens the experience because "Redpower understood that creativity comes through limits and lots of diverse functionality. With only one or two frames redpower added massive numbers of features, wereas this mod adds a ton of "easy" things that feel cheap and uncreative to me.". Considering the Frame Carriage + Carriage Motor combination is a 100% (as far as I know) replicaton of RP2's frames, this complaint, honestly, is pretty stupid. "Just don't use the stuff you don't like" should be default. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
My mod may still have some bugs in it, and performance tweaks to be made, but you can hardly call it "unfinished". From here on out, it's just steady improvement. Even if Eloraam came out with an update for Redpower later today, there would still be some people who use my mod, if for no other reason than it comes on its own instead of with a bunch of other crap. I am disappointed that the Truss mod hasn't been updated in a while, though: That seemed to be my only direct competition. (I know Calclavia has a thing, but that doesn't really count, because it's part of a huge mod instead of just a mod on its own.) -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
Oh, I'm definitely getting noticed: Even some Japanese sites are linking to my mod. Being Greek, though, I can recognize the situation I'm in and appreciate it: The Tortoise And The Hare. As much fun as attention can be, at the end of the day, there's really no big hurry. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
I have made an MCF post (despite my distaste for that site), and nobody over there gives two shits about me, they're so busy lighting incense sticks at their Eloraamic altars. (It has 8 replies, half of which are me.) You can see how well it's done, too, by the fact that you don't realize it's there. *shrug* At this point, I think my two best chances for popularity are spotlights and time. I'm already being included in some random little modpacks, and I think the chances are fairly decent that I'll be put in a Technic pack once I've gone a month without crashing anybody, so right now it's just relax and coast. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
Hmm...interesting crash. I will try reordering things and seeing if that will help. -
[1.5.x] Essentia Vitae (Soul Shards) 0.0.0.0 (June 15) (BETA)
jakj replied to jakj's topic in Modders Metropolis
Well, he is Japanese. Also: https://github.com/immibis/bearded-octo-nemesis -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
Don't truncate error reports: SInce you're reporting an error that was reported by a guy a few posts above yours, I know that exception was actually triggered by a different one in an earlier function, which you have not included in your report. Don't worry about it this time, though, because I already know what did it and it will be fixed in the next release. -
[1.6.x/1.5.x] Redstone In Motion (Redpower Frames) 2.3.0.0 (October 8)
jakj replied to jakj's topic in Modders Metropolis
You managed to uncover two of my derps for the price of one. Thank you for the FULL log: It was very helpful. Both bugs will be fixed in the next release.