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Everything posted by jakj
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Ouch, my tables. :-( Yes, resize those images in the img tag. Any chance of higher-resolution versions?
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When that happens, Torchlight will be out.
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Add direwolf20 modpack to the technic launcher
jakj replied to shaunth1's question in Technic Launcher
He gives you download links and all the config files premade. Any moron could install that. -
A planned future feature the ability to have multiple base installations (basically multiple of the vanilla it has already) so you can install your own stuff but still use the launcher. When that feature is in (remember, no ETAs), it will be easy enough to use this with the launcher.
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My Mod Pack (Let me ask for permission from modders then try to sell it!)
jakj replied to punker180's topic in The Whale Box
I am behind you, watching you type, judging you and your every word, seeking, waiting for the spark, the germ, the blossom of greatness, to take it, to run with it, to reach to the sun and fly. -
Does Tekkit Have Permission from Every Modder to Use Their Mod?
jakj replied to Khaptaw's topic in Tekkit Classic Discussion
Interoperability =/= reengineering. The Sega case was circumventing a lockout preventing an independent program from working. That would be like defeating a lock in Minecraft to prevent it from refusing to load externally-edited saved worlds. Your argument is invalid. I maintain that any judge would rule a mod as modification and not protected by fair use, even as modloader or binary patch. -
Because as I said, Java has its own VM that other languages don't. So...your point?
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Yes, but it would not be 100% diablo just as private wow servers are not 100% wow. It's just a "as close as we can guess" substitute.
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Wow is not cracked. They run fake server software that pretends to be a real wow server.
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Does Tekkit Have Permission from Every Modder to Use Their Mod?
jakj replied to Khaptaw's topic in Tekkit Classic Discussion
Mojang has enabled modding in no way at all. Modding is done purely by decompilation, straight-up reverse engineering. -
Not to be rude, but unless Blizzard actually lied about it being online-only, you're talking out of your ass. Unlessall the game content is in the client and all the server does is tell the client to load it, it is just impossible to simply unlock it.
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I don't think you understand. There's nothing there to crack. Unless someone breaks into Blizzard's system and copies the server software, or else rewrites it from scratch, it is just a logical impossibility. It's like saying you're going to crack google so you can use it offline: There isn't anything to crack. It is a network client, not a full game.
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You can't crack it to get singleplayer: The majority of the game's code exists only on the servers.
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He derps enough to be cute without being stupid. Why would I like to watch him mumble to himself while he tries things? He is not a comedian like Toby or Jesse who can make failure into a funny routine. His strength is success, not failure.
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I really enjoyed the lag in my singleplayer Diablo this morning while I had a video downloading in the background. That was fucking sweet.
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Except by default they can't, and you have to either make it a public game or set a config option that says friends can join your game any time. Don't try to be an apologist for them.
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Pretty sure Java runs on Android, but I could be wrong.
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Does Tekkit Have Permission from Every Modder to Use Their Mod?
jakj replied to Khaptaw's topic in Tekkit Classic Discussion
MCNostalgia's patching doesn't create modified versions of Minecraft; only restores versions previously distributed by Mojang. By doing binary patches, they prevent copyright violation, and by not modifiying the files, they prevent ToS violation. I may not be a lawyer, but I am willing to bet a very large sum of money that any judge in the entire United States (and by extension, nations that treat with the US), would look at how Modloader works and immediately rule it modification of the binary code. You can argue until you're blue in the face that it is not practically a modification, but it is effectively one, and it is functionally one, and it is--in every way except the most technical--one. That is what matters for the law. -
Nothing "runs" C++. Java is unique in that it has its own little pretend computer (the JVM) in which it runs, but other languages (like C++) just generate native machine code. You could use C or Pascal or C# or COBOL or whatever the hell you want. The languges include linkage facilities to coordinate between their differing stack structures for calling parameters. The only possible limitation would be what language the dev tools provided by Microsoft are in. This doesn't prevent you from using any language you want, but it would cause you to have to write glue code if the languages differed, which might or might not be worth it.
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This would be far too fiddly. What about a mod that affects worldgen just below the surface? The fudge factor would be too imprecise, and you would get drastic breaks (like geological strata) even without that. What exactly would the algorithm use to determine ground level? Would you have to blacklist all above-ground blocks like trees and man-made structures, or would you try to whitelist simple blocks like dirt and sand as the "surface"? What about floating islands---how would the algorithm tell the difference between a floating island and regular surface with a cave beneath? What about large areas covered with marble or basalt? A world converter could not count on having the game running or having the .cfg files accessible, so you would have to configure the world converter with which versions of which mods you have installed and what block IDs they are using. And that's just off the top of my head.
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Does Tekkit Have Permission from Every Modder to Use Their Mod?
jakj replied to Khaptaw's topic in Tekkit Classic Discussion
"public Minecraft methods" Oh god, so this is where that smell of bullshit was coming from. I hope you aren't under some delusion that using the Java keyword "public" somehow has an influence on the legality of the issue. Minecraft does not have a modding API. Minecraft does not have any API at all. The only way to get Minecraft to behave differently in any way is to modify its code via decompilation, and substitution before or at runtime. Whether you do that by distributing base classes, or you do that by utilizing Modloader, or you do it by writing your own custom class loader off of javassist, you are modifying Minecraft. There is no legal, practical, or logical way to escape that fact. All "mods" (as we use the term) are a violation of Minecraft's ToS the moment you distribute them. The ToS allows you to modify Minecraft for personal use but NOT TO DISTRIBUTE THEM. So less bullshit about "public" interfaces, please. -
Nobody said non-entities don't matter and couldn't have valid opinions, arguments, and contributions. But if you have no avatar, to a lot of people, you are the Invisible Man. This is why it gives me a mental wrench every time someone changes their avatar. I finally got used to Jay's new one, and I like it, but the transitional period was rough because I had to keep telling myself to look at posters' names so I didn't think Jay just stopped posting.
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Couldn't hurt, but probably wouldn't help. Probably pasting your .cfg files would help, the redpower and ic2 ones since you say that's what the conflict is between. So what you're saying is, you change the redpower block id, and then it changes back to default when you load the game? Change another setting in the file--something that isn't a block id--and see if that changes back to default too.
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I once knew a kitten named Buttons.
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My Redpower seems to take block ID changes fine (as far as I can tell), but it's actually IC2 that ignores them, forcing me to change all the other mods instead of just its IDs. Are you using the 4096 fix? It may be something to do with that, possibly the mods erroneously doing error-checking to find that IDs > 255 to be invalid and reverting even though they're fine.