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Everything posted by jakj
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If you haven't already, you can put in referral code pbd42900 at the end of the tutorial, and it gives us both some money and a good card. So far I've reached about level 30 (90 stamina, 70 attack, 80 defense), and it seems to be going well. They don't really milk you for money, since the only things to buy are extra card packs or resource boosts.
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It's an Android/iOS game, sort of a card-battle game (very shallow, though) with collection aspects and extremely-asian cartoon artwork. A very nice coffee-break game.
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The wiring would be done in the same way. You can store 4 bits of metadata in a block directly (quick access), and an almost-infinite amount of information in a tile entity's NBT compound (slow access), so Redpower just uses that information to render it.
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Vanilla terrain generation with Tekkit ores. Possible?
jakj replied to Lucius Sejanus's topic in Mod Makers Market
There are more than twenty-five source files dedicated to world generation, plus bits and pieces throughout many other source files that use it. You don't just "implant the vanilla code into Tekkit". I don't think you understand just what Tekkit is. -
Redpower does it by a custom renderer (if you're referring to microblocks) because only one block (and things like snow plates, torches, water, and so forth, all count as blocks) can exist in a spot at a time.
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Vanilla terrain generation with Tekkit ores. Possible?
jakj replied to Lucius Sejanus's topic in Mod Makers Market
Off the top of my head, that would lie somewhere between "way too much work for too little benefit" and "you must be fucking kidding me". Not that it's a bad idea: It's a good idea. But Minecraft's code is as twisty as my small intestine, and the chance of you being able to just swap old and new code and have it work is honestly too low to make almost anyone want to try. -
You should look at the source to my Fair Trade thing, too. I had created a new set of classes that abstracted away a lot of the hoops Minecraft itself jumps through, and I even had started work on an easy way to do animation or state-sensitivity in GUIs. Maybe when 1.3 comes out, I'll go back to it...hmm. Depends on if the community outside of Technic has had its balls drop by then or not.
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Considering his new avatar, I'm almost scared to find out what this machine will be that he's cooking up; It's possible it will be fueled by ground-up baby animals and the tears of people who don't backup their worlds.
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Finite Liquids Mod Support For 7.0.1 SSP Dev Build
jakj replied to jakj's topic in Modders Metropolis
http://forums.technicpack.net/threads/few-ideas-for-the-talented-individuals-who-can-create-them.9656/ Not as much in that thread as I had vaguely remembered there being, so you could open up a new thread about this idea in the Requests section if you feel like it. -
Finite Liquids Mod Support For 7.0.1 SSP Dev Build
jakj replied to jakj's topic in Modders Metropolis
There's already been a thread on that mod, and functionality similar to it. -
Finite Liquids Mod Support For 7.0.1 SSP Dev Build
jakj replied to jakj's topic in Modders Metropolis
That mod looks to be in a very sorry state right now. The old 1.1 version shows as having Forge compatibility, so just bug the guy to do that for 1.2.5 too. -
Sure, but you'd have to do it on a block-by-block basis, it would be limited to a single shade pattern per block, and would break any-and-all mods that use that block unless you did some very complex replacement in Block.blocksList and overrode/reimplemented everything (which then might break worlds if your mod is disabled).
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Possible to do by grabbing Kaevator's code (released to the wild when he gave up modding) with a heavy and complex custom renderer. Same as the idea for arbitrary 3D models as blocks, you would store the model data as world-saved-data, and each block would store its state as NBT in the title entity, and you would have your mod cache the tile-entity state data in memory (periodically unloading anything older than X minutes) so it doesn't have to load the NBT during every render pass.
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EE repairs any item for which isTool returns true (which means it is a non-stackable item with a maximum damage value greater than zero and does not have subtypes). EE has plugins for common mods which prevents this behaviour for specific things, but only those things; For example, it will repair a Crystal Wing.
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{ BaseMod load = load(); } Basically, this tries to create a non-static initialization block that creates a local scratch variable called "load" of type BaseMod, and then tries to call the void-non-returning abstract superclass static method "load" and to assign that void non-existent return value to the scratch variable, which then would be discarded. WHAT IN THE JESUS CHRIST FUCK
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Congratulations on resurrecting an old thread to add nothing of value. While what you say is true, it is worse than useless in this situation, because Notch can't code and I barely consider him a programmer at all (more like a hobbyist and dabbler), gods know if he even comments in the first place (I doubt it), and all the compiler optimizations in the world aren't going to make well-structured code come out the other end like THAT. I have decompiled quite a few programs in the past few months, just to better understand Java, and honestly I don't have much trouble at all reading it with the exception of losing the names of local scratch variables. The MCP folks do amazing work with de-obfuscating the code, and everything else can be laid squarely at the feet of Notch.
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Or in GIMP which doesn't cost your soul to own.
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Does that to me too: Clicking the second alert in the list brings up the ad instead.
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Having to mouseover things is an excessive restriction and limitation for people who use screen readers (because screen readers utilize HTML features to determine context and present related information together, but all the Javascript indirection makes it impossible for the screen reader to figure out what goes with what, and that's even if the screen reader can pull out the text from the Javascript in the first place), and for people who have difficulty or inability using a mouse (severe arthritis, amputation, Parkinson's, etc.) but who are able to use a keyboard (some people have gloves with sticks on them that let them hunt-and-peck a key at a time and use tabbing to navigate websites, and others use tongue or voice control). And that's even setting aside the fact that the previous site was perfectly usable with Javascript disabled, and this one is much less so (but so far, it seems there are at least workarounds for most things, so at least it's not unusable). Praise? Well, the biggest praise I can give it is I like a watched-thread system much better than the new-replies-in-threads-in-which-I've-posted system. That is a massive improvement.
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1) No more customizeable blurb next to avatar? ("Status text" seems to do nothing.) 2) Way too much use of mouseovers and popups: Clunky and difficult on mobile devices and for disabled users with vision or dexterity limitations. Plus, the zooming and bouncing of the popups makes me slightly nauseous. 3) Related to #2, can't see what purpose each board serves without mousing over, and there is even a delay before the tooltip even pops up, so if you're quick, you don't even realize there is a tooltip at all.
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This is what happens when you piss off the ducks: http://kol.coldfront.net/thekolwiki/index.php/Defowl_the_Farm
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Set a custom render type and copy/paste the code out of RenderBlocks with your changes?
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What in the fuck...