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Everything posted by jakj
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Yes, that makes much more sense. :P
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I'm starting to get disappointed in our regulars, here: I thought our community was less-prone to the attitude that someone who isn't good with computers somehow doesn't deserve them. You need to understand that you are looking at the world from a height, that to you installing mods is an easy thing, that to you it is inconceivable that something so simple could for some be so difficult. Open your mind a bit, forget your own strengths and abilities, and realize there is a whole world out there, full of people for whom modding Minecraft is pure sorcery, and yet who can do things you'd never even dream of attempting. We all have things we can do and things we cannot.
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I'll say it again: For some reason that only sociologists truly understand, there are very smart, very intelligent, and very successful people all over this world who can't do bugger-all on a computer. Even simple things like using copy-and-paste in a text editor can be difficult for some people who otherwise could rebuild a diesel engine at will. We are dealing with people for whom "FInd your .minecraft folder by going to Start->Run and typing '%appdata%'." may as well be "Lorem ipsum dolor sit amet.". There is quite a bit of elitisim and narcissism in the modded-Minecraft playerbase, with people looking down on and thinking less of anyone who can't mod for themselves. Then again, elitism and narcissism are endemic to our species and crop up all over the place.
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Um...the entire purpose of the Technic launcher is to cater to people who can't follow Dire's instructions. (Well, not the entire purpose, but it serves that purpose.) It's not that we don't want technological weaklings using our stuff: We just don't want them to post about it.
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Looking for abandoned/unmaintained projects to update
jakj replied to Wolvenmoon's topic in Mod Makers Market
Now, that's not to say that any modders don't dislike me, if any besides SS even have any reason to have heard of me at all (seeing as how I've done nearly nothing of note at all up to this point), but that's not really at issue, considering I'm not looking to get milk and cookies from them. -
Nonononono, you've got your mind stuck inside the blocks again. Hasn't Redpower's covers (and Buildcraft's forthcoming facades) taught you anything? Custom rendering! (In fact, there's a mod that does something similiar to this already, that Dire did a spotlight on. Greenstone maybe? I forget.) But anyway, you absolutely do not need to occupy every block with a wire, because you can render anywhere at any time. It's actually possible to have an entire setup with exactly zero blocks, if you never need the player to collide with something, because you can simply store your information in the world file and render it at will. Without at least one block, though, it will be more difficult, and without at least one block in every chunk your stuff goes through, it will be problematic, but it will still work. A good middle-ground solution is to have a block placed at each vertex of your wire (meaning one at the start, one at the end, and one each time you want it to bend). That gives you plenty of tile entities to store your information in, and you can use tile-entity renderers to draw everything (and the renderer can easily check to see if something is in the player's hand before drawing). Rule #1 of Minecraft: Be creative! Don't let an inherent limitation rule you, and think outside the blocks.
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Looking for abandoned/unmaintained projects to update
jakj replied to Wolvenmoon's topic in Mod Makers Market
No modder has so far as I know said a word against me. It's the fans that have. -
Looking for abandoned/unmaintained projects to update
jakj replied to Wolvenmoon's topic in Mod Makers Market
Maybe I can set a good example, then. -
Looking for abandoned/unmaintained projects to update
jakj replied to Wolvenmoon's topic in Mod Makers Market
Ugh, base class edits. If that's how he's updating it, he's inept. Don't bother trying to adapt it for Tekkit. Mine will be out in a couple weeks andTekkit work could begin then. -
1) Problematic and way too much work for vanilla blocks, because you'd have to extend and replace every one; Fine if you mean just blocks added by the mod. Also, that's sort of the reverse of the MFFS mod, and you could even just use MFFS to do it. 2) There's already a mod for that; I forget what it's called, though. 3) That's called...a timer. 4) There's sort-of-kind-of a mod for that too, or rather, it adds gravity in general to the world.
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Looking for abandoned/unmaintained projects to update
jakj replied to Wolvenmoon's topic in Mod Makers Market
I don't need it, because I'm doing things in a more modular manner, but feel free to link it for anyone else to try. -
Using the metadata that way is smart. Technically, any mod anywhere could be collapsed to a single block ID by reading/writing NBT, but that gets expensive very quickly. (Not that some mods don't do it that way already. I have to assume the Ender Storage mod does that in the title entity, since it has way more than 16 combinations of colours for the top, and I'd expect Mystcraft does it too, reading the name of the book out of the ItemStack's NBT.) Since expanded-IDs is baked into 1.3+Forge now, I'd recommend just sticking to what the 4 bits in the block metadata and the 31 bits in the itemstack damage can handle, for efficiency's sake. (In summary: You're awesome, so keep it up. )
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Looking for abandoned/unmaintained projects to update
jakj replied to Wolvenmoon's topic in Mod Makers Market
I'm already working on a mod that puts arbitrary 3D shapes into Minecraft, but don't let that stop anyone: Competition is good for the species, and if someone else does it better than the way I do it, we can just compare notes and make both our projects even better. -
MCP has updated and given "func_71344_c" a proper name, now, so that can be changed to "getPublic".
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Go check out this old thing I never went back to. In the source in the "Api" folder is some code that lets you make GUIs modularly, and that will probably be just the wedge you needed, because from there it's just calculation and drawing. As far as standard Minecraft controls like buttons and bars, if you want to use them instead of making your own style, just look at the code I did and then go rip a few lines out of some of Minecraft's base GUI classes like the main menu or world-load screen. http://j-a-k-j.com/Fair Trade 0.1.0.0.zip
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Congratulations on not knowing what the fuck you're talking about. 1) He doesn't have to be greedy to utilize an easy source of income. Greedy would be five-minute videos with ads on every one. 2) Jesse does not work for Blizzard, though he keeps wanting to do jobs for them, and there may be one in the future if his cards line up. 3) Jesse does in fact get a significant amount of money from YouTube, enough to sustain his life, because jobs are few and far between. Which you would know if you actually watched Jesse's videos, because he said these things in his Q&As.
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You expect him to forgo revenue from uploading videos of punching trees when hordes are willing to watch them?
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Honesty as brutal as ever in my life I've seen, but at the end of the day, she has a point. Back when I asked someone to make me a mod, basically they just told me to learn and do it myself. And so I did, and so you could, most likely.
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Borderlands? Interesting; I'll give it a look.
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But what could casual play like that possibly get you in an intense team-play game? What singleplayer component could an FPS possibly have? Besides, the graphics are the same old bleh in every other FPS besides Team Fortress: Tans and browns, tans and browns, with the occasional grassy area. Completely subjective, obviously, but just once I'd like a large widespread FPS with progression that isn't muddy and swampy and doesn't require you to be on a skilled team.
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Go ask the Hack Mine guy how much work his thing is, then quadruple it. You're asking for an unbelievable amount here. Start smaller and go piece by piece: Make your idea modular.
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RunningMode . IsServer ( ) Returns true if (and only if) the code is running in a dedicated server. RunningMode . IsPrivate ( ) Returns true if (and only if) the code is running in a private singleplayer world. RunningMode . IsLocalHost ( ) Returns true if (and only if) the code is running in a singleplayer world that has been opened to LAN. RunningMode . IsClient ( ) Returns true if (and only if) the code is running in a client connected to a remote server (either dedicated or singleplayer-opened-to-LAN, which are equivalent). RunningMode . IsClientSide ( <EntityPlayer> ) Returns true if (and only if) the EntityPlayer object provided is a client-side object. RunningMode . IsServerSide ( <EntityPlayer> ) Returns true if (and only if) the EntityPlayer object provided is a server-side object. IsClientSide and IsServerSide are useful for things like an item's use-handler (e.g., onItemUseFirst), so you can do different things depending on whether it's running in client or server code (because, on an integrated server, your onItemUseFirst is called twice, first on the client, and then (if you return <false> from the function) on the server). RunningMode.java package <ModPackage> ; import cpw . mods . fml . common . SidedProxy ; import net . minecraft . src . EntityPlayer ; public class RunningMode { @SidedProxy ( clientSide = "<ModPackage>.ClientRunningMode" , serverSide = "<ModPackage>.ServerRunningMode" ) public static CommonRunningMode CommonRunningMode ; public static boolean IsServer ( ) { return ( CommonRunningMode . IsServer ( ) ) ; } public static boolean IsPrivate ( ) { return ( CommonRunningMode . IsPrivate ( ) ) ; } public static boolean IsLocalHost ( ) { return ( CommonRunningMode . IsLocalHost ( ) ) ; } public static boolean IsClient ( ) { return ( CommonRunningMode . IsClient ( ) ) ; } public static boolean IsClientSide ( EntityPlayer Player ) { return ( CommonRunningMode . IsClientSide ( Player ) ) ; } public static boolean IsServerSide ( EntityPlayer Player ) { return ( CommonRunningMode . IsServerSide ( Player ) ) ; } } CommonRunningMode.java package <ModPackage> ; import net . minecraft . src . EntityPlayer ; public abstract class CommonRunningMode { public boolean IsServer ( ) { return ( false ) ; } public boolean IsPrivate ( ) { return ( false ) ; } public boolean IsLocalHost ( ) { return ( false ) ; } public boolean IsClient ( ) { return ( false ) ; } public boolean IsClientSide ( EntityPlayer Player ) { return ( false ) ; } public boolean IsServerSide ( EntityPlayer Player ) { return ( false ) ; } } ServerRunningMode.java package <ModPackage> ; import net . minecraft . src . EntityPlayer ; public class ServerRunningMode extends CommonRunningMode { @Override public boolean IsServer ( ) { return ( true ) ; } @Override public boolean IsServerSide ( EntityPlayer Player ) { return ( true ) ; } } ClientRunningMode.java package <ModPackage> ; import cpw . mods . fml . client . FMLClientHandler ; import net . minecraft . src . IntegratedServer ; import net . minecraft . src . EntityPlayer ; import net . minecraft . src . EntityPlayerSP ; import net . minecraft . src . EntityPlayerMP ; public class ClientRunningMode extends CommonRunningMode { @Override public boolean IsPrivate ( ) { if ( IsClient ( ) ) { return ( false ) ; } return ( ! IntegratedServerIsPublic ( ) ) ; } @Override public boolean IsLocalHost ( ) { if ( IsClient ( ) ) { return ( false ) ; } return ( IntegratedServerIsPublic ( ) ) ; } @Override public boolean IsClient ( ) { return ( ! FMLClientHandler . instance ( ) . getClient ( ) . isIntegratedServerRunning ( ) ) ; } private boolean IntegratedServerIsPublic ( ) { return ( ( ( IntegratedServer ) FMLClientHandler . instance ( ) . getServer ( ) ) . func_71344_c ( ) ) ; } @Override public boolean IsClientSide ( EntityPlayer Player ) { return ( Player instanceof EntityPlayerSP ) ; } @Override public boolean IsServerSide ( EntityPlayer Player ) { return ( Player instanceof EntityPlayerMP ) ; } } Edited to nice static version not requiring an additional class-name reference.
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Now that I've experienced Guild Wars, I'm having trouble trying to think about playing wow again. I just...It fixes so many mistakes wow refuses to fix. Sigh.
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Looking for abandoned/unmaintained projects to update
jakj replied to Wolvenmoon's topic in Mod Makers Market
Drama? Who cares about drama? We have a safe little zone here where drama is either squashed or immortalized, according to desert. Just post your alterations here instead of MCF.