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Everything posted by jakj
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If I say Integrated Server and you don't know what that means and why I said it, give up now.
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I tried that, but getCelestialAngle is used only when drawing the skybox as far as I can tell.
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Yes, both Minecraft and Forge have undergone major paradigm shifts and (internally, at least) modding will never again be quite what it was.
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Forge works fine in 1.3.2 and I've been using it for over a week. It's not done, certainly, but it works. It gets an average of two updates per day if you watch the Jenkins.
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How did he manage to work himself all the way in here if he doesn't even use Technic? That's...convoluted.
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Lmgtfy.com is the original. Represent.
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Well, I guess if you just spelled "there" the same way that many times, you were bound to get it right once. How the fuck can you code with writing like that? Or maybe that answers the question. In other news, make sure you actually registered the entity server-side.
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I've been grepping for a while, and I can't find where Minecraft determines the reduced brightness of a block based on the time (with sunset starting at about 12000 and sunrise ending at about 0). As far as I can tell, the block's brightness is looked up in a table from a WorldProvider based on the 0-15 light level, but I can't find where the time factors in.
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Yes, it's important to understand that modder is a subset of programmer, as in, programming is a general activity bounded only by the project at hand, but modding is supremely-restrictive and bounded by the creativity and skill (or lack thereof) from an existing and separate programming team. You march to their drummer instead of your own. Being a modder really isn't for everyone, and the respect that people like Eloraam, Alblaka, and yes, even Sengir, deserve, despite their attitudes and methodologies, is great. Compared to them, the amount of actual modding I have to do for my little thing is a drop in the bucket, and just look how much work -that- is for me.
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You have to work within the framework of the game. No matter how much we all may complain about the ass-backwards coding, we still have to use that coding to do what we want, which means we often have to do things in the same ass-backward way ourselves. You can't just plug in clean code and expect it to function: You have to factor in all the little driblets of function dotted throughout the code-body. The best way to learn the core of Minecraft is to study the core of Minecraft, and if that isn't possible for you yet, then you have a long way to go. I estimate almost 50% of my time spent modding so far has been grepping through the source code, tracing call-chains to figure out what in the fuck is going on, in order to leverage or recreate that functionality myself.
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The way most good modders learn things is to figure out how Minecraft itself does it and then just do it the same way. After you do that a few times, you start to figure out how to change it to suit your ideas.
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Decompile, edit, recompile. Can't use MCP for the Launcher so you have to find another tool, and it won't be able to deobfuscate.
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Eclipse says that or Minecraft says that? Post the text of the error and its context so it's clearer.
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[1.5.2][Bukkit/SMP]XEliteZ Iron Pressure Plate mod
jakj replied to XEZKalvin's topic in Modders Metropolis
I don't know why I never thought of restricting a pressure-plate's activation to only particular types of entities, but that's actually a really good idea, especially for adventure maps. -
(Updated 10/16) Teaser - 3D Models in Minecraft - Work-In-Progress
jakj replied to jakj's topic in Modders Metropolis
I doubt I will touch non-item entities at all, but the code I've written is extremely modular, and once the mod is more fleshed-out, I can easily separate it into an API that anyone can import. -
(Updated 10/16) Teaser - 3D Models in Minecraft - Work-In-Progress
jakj replied to jakj's topic in Modders Metropolis
Yeah, the volcano and the hat are just random models I pulled off of Google to test/demonstrate. The framework and engine for drawing arbitrary 2D and 3D models 1) as blocks, 2) in the inventory, 3) in the hand, and 4) as entities floating on the ground, is now officially 100% done. I can import a model with texture coordinates generated by a 3D-modelling program, or my code will auto-generate coordinates for any model by maintaining the vertical orientation of the texture for each facet individually (basically putting the texture right-side-up like a sticker on every face). Easy enough to add other methods like projective texturing later as needed. At this point, with a few lines each, I can add any custom model (like all the stuff from Kaevator's Super Slopes and his other mods) and use it as a block. I'm implementing in-game tools to impart translation, rotation, scaling, and skewing on a per-block basis (stored in the tile entity), and it's easy enough to add animation to that by saying "rotate by X degrees every Y milliseconds". -
Vertex Buffer Objects now implemented: Insane numbers of polygons on the screen now possible. Even having to work within Minecraft's cruft (which means having to waste a lot of CPU/GPU/bus time on binding and unbinding and rebinding and enabling and disabling and bleh for every single object (item or block) during every single render frame, it's still frickin' fast. I can now officially state that (provided you have the graphics card to support it), you could have your world looking like pretty much anything. Gargoyles on your castle corners, a tapered base for your fountain (or even a spitting statue), candelabra on your ceiling, you name it. Thanks to the wonders of OpenGL and VBOs, there is a whole new layer to building and creativity in Minecraft: Up until now, you used blocks to build things. Now, you use things to build blocks! (Pretty good use of post-dental recovery time, eh?) Older videos:
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You should provide an up-to-date crash log so we can try to correlate. I assume you're using 1.2.5 since we're talking about Tekkit?
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You would have to implement or leverage collision detection between entities. The basic attack code would not suit.
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Wouldn't be hard to do one-way glass where the other side is a solid block, but if you mean like real one-way glass where the other side acts as a mirror, that would be ridiculously difficult (e.g., cctv mod) and definitely not worth the effort.
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That would be internally the easiest way, as it would be just a new type of sword.
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The link is a single wiki page that contains even less actual description than this post you made. If you mean "promise to help me and I'll tell you my master plan", then you're ridiculous. Perhaps you just forgot a hyperlink or two.
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Are we talking about you jumping on the mob, you hitting it with the shoe, or you throwing the shoe?
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Almost no information provided. Tell us more than "I want to do this cool thing".
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I actually implemented a system of weighted vertex normals (http://www.bytehazard.com/code/vertnorm.html) and discover that Minecraft's lighting setup is inadequate for OpenGL to utilize them. :-( Facet normals work fine, but vertex normals end up giving all but the bottom face of the block a uniform color with no shading at all. Oh well. I'll leave them in as unused data, that maybe someday can be leveraged usefully. The sign of a good Minecraft mod is lots of memory used for no purpose, after all.