I'm on a Project that's called Craft Mesa. It'll be the complete remake of black mesa. i already finished 1 chapter and a half.If adventure craft comes out can i import the map to it ?
If the project isn't depending on any mod's already, you can just copy it into the "Map Crafting" folder of AdventureCraft, and then edit it to your liking, and then distribute it.
At least that's the plan.
- Longor1996
Edit:
Just wanted to say: I saw your work some time ago, and it looks really awesome.
currently no mods, but won't be adventure craft compatible with any mods ?
i would need redpower 2 and traincraft in later dev
SInce these mods use Forge it shouldn't be a big deal to use them together with adventurecraft.
Just remeber that adventurecraft is a CoreMod, and overwrite's a lot of classes.
Mainly classes like the World-,Entity- and TileEntity-Classes.
- Longor1996
Rollback Post to RevisionRollBack
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
Continued working on the ShapedTrigger as I call it in code.
Only thing missing is the event execution, and then im going to put out a prototype-environment release.
I just wrote around 1000 lines of code! The result?
I implemented some of the blocks from the original AdventureCraft!
The experimental-prototype (the one without the Soundsystem) will be out in a couple of days.
I will just finish the (experimental/prototype) event system!
- Longor1996
Rollback Post to RevisionRollBack
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
I just wrote around 1000 lines of code! The result?
I implemented some of the blocks from the original AdventureCraft!
The experimental-prototype (the one without the Soundsystem) will be out in a couple of days.
I will just finish the (experimental/prototype) event system!
- Longor1996
So I know that the glass is supposed to get rid of neighboring surface textures, but I feel like having some glass blocks that don't do that would be handy.
So I know that the glass is supposed to get rid of neighboring surface textures, but I feel like having some glass blocks that don't do that would be handy.
I could make a copy of it and make one that doesn't remove the connecting-faces.
How about that?
- Longor1996
Rollback Post to RevisionRollBack
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
Who wants Darkness Blocks with different opacity values?
Pretty useful, and it doesn't break compatibility at all!
Or how about a shiny new Clip-Block that is truly invisible/untouchable?
(Also backwards compatible with the old one!)
Also, this piece of code is responsible for converting mc-region into mc-anvil:
// package net.minecraft.world.chunk.storage;
// public class ChunkLoader
// public static void convertToAnvilFormat
for (int k = 0; k < 8; ++k)
{
boolean flag = true;
for (j = 0; j < 16 && flag; ++j)
{
int l = 0;
while (l < 16 && flag)
{
int i1 = 0;
while (true)
{
if (i1 < 16)
{
int j1 = j << 11 | i1 << 7 | l + (k << 4);
byte b0 = par0AnvilConverterData.blocks[j1];
if (b0 == 0)
{
++i1;
continue;
}
flag = false;
}
++l;
break;
}
}
}
if (!flag)
{
byte[] abyte = new byte[4096];
NibbleArray nibblearray = new NibbleArray(abyte.length, 4);
NibbleArray nibblearray1 = new NibbleArray(abyte.length, 4);
NibbleArray nibblearray2 = new NibbleArray(abyte.length, 4);
for (int k1 = 0; k1 < 16; ++k1)
{
for (int l1 = 0; l1 < 16; ++l1)
{
for (int i2 = 0; i2 < 16; ++i2)
{
int j2 = k1 << 11 | i2 << 7 | l1 + (k << 4);
byte b1 = par0AnvilConverterData.blocks[j2];
abyte[l1 << 8 | i2 << 4 | k1] = (byte)(b1 & 255);
nibblearray.set(k1, l1, i2, par0AnvilConverterData.data.get(k1, l1 + (k << 4), i2));
nibblearray1.set(k1, l1, i2, par0AnvilConverterData.skyLight.get(k1, l1 + (k << 4), i2));
nibblearray2.set(k1, l1, i2, par0AnvilConverterData.blockLight.get(k1, l1 + (k << 4), i2));
}
}
}
NBTTagCompound nbttagcompound1 = new NBTTagCompound();
nbttagcompound1.setByte("Y", (byte)(k & 255));
nbttagcompound1.setByteArray("Blocks", abyte);
nbttagcompound1.setByteArray("Data", nibblearray.data);
nbttagcompound1.setByteArray("SkyLight", nibblearray1.data);
nbttagcompound1.setByteArray("BlockLight", nibblearray2.data);
nbttaglist.appendTag(nbttagcompound1);
}
}
I am somehow unable to understand what-the-f*ck is going on in this code.
Maybe someone else understands what is going on, and can tell me where the block-id's can be transformed. In this case, the AC1 block-id's have to be offset by 1000 to match the id-space of the remake.
But:
- Still no Map converter.
- EventIO is not complete. (thus disabled)
- Some blocks are missing.
- No sound engine extension, that will come with the next one, the real one.
Have a nice day!
- Longor1996
Rollback Post to RevisionRollBack
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
"How to install Adventurecraft"
If the project isn't depending on any mod's already, you can just copy it into the "Map Crafting" folder of AdventureCraft, and then edit it to your liking, and then distribute it.
At least that's the plan.
- Longor1996
Edit:
Just wanted to say: I saw your work some time ago, and it looks really awesome.
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
SInce these mods use Forge it shouldn't be a big deal to use them together with adventurecraft.
Just remeber that adventurecraft is a CoreMod, and overwrite's a lot of classes.
Mainly classes like the World-,Entity- and TileEntity-Classes.
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
As I said before, that looks really awesome.
Continued working on the ShapedTrigger as I call it in code.
Only thing missing is the event execution, and then im going to put out a prototype-environment release.
I still have no idea on how to make the event system really fast and easy in both code and user interfacing...
Welp. That's my problem, not your's!
Have a nice day everyone!
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
ill share to you later
is that illegal?
Yeah, actually, it is. I think AC needs you to have minecraft.jar, and sharing that is illegal.
I implemented some of the blocks from the original AdventureCraft!
The experimental-prototype (the one without the Soundsystem) will be out in a couple of days.
I will just finish the (experimental/prototype) event system!
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
So I know that the glass is supposed to get rid of neighboring surface textures, but I feel like having some glass blocks that don't do that would be handy.
Other people should not do it, and use a restoration program. Google is your friend.
I could make a copy of it and make one that doesn't remove the connecting-faces.
How about that?
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
Looking nice so far. Will you implement a torch that has dynamic lighting later?
Alright mate, lemme see if you've actually done everything correctly. I'm just going to list what I did.
1). Download AdventureCraft and extract it.
2). Download the swt.jar from the link I posted earlier, and replace the swt.jar in the AdventureCraft folder, with the new one.
3). Get a 1.3.2 minecraft.jar and put it in .minecraft/bin (I used MultiMC)
4). Run Adventurecraft.jar
5). Press install and then play. (Or install with login, and I can confirm its safe, along with the zillions of people who play the mod)
That's what I did, hopefully you catch something wrong you did.
Pretty useful, and it doesn't break compatibility at all!
Or how about a shiny new Clip-Block that is truly invisible/untouchable?
(Also backwards compatible with the old one!)
Also, this piece of code is responsible for converting mc-region into mc-anvil:
I am somehow unable to understand what-the-f*ck is going on in this code.
Maybe someone else understands what is going on, and can tell me where the block-id's can be transformed. In this case, the AC1 block-id's have to be offset by 1000 to match the id-space of the remake.
Here is the revised AC1 block list: http://pastebin.com/gkhTwNKJ
Also, who would like to be able to play videos as cutscenes in AC2?
- Longor1996
Release Tomorrow
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
*Experimental Prototype Build*
Contains a lot of blocks from AC1.
But:
- Still no Map converter.
- EventIO is not complete. (thus disabled)
- Some blocks are missing.
- No sound engine extension, that will come with the next one, the real one.
Have a nice day!
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
Update
Version: 0.3
Depencies: Minecraft 1.5.2, Forge for 1.5.2
Download: Download from Dropbox Download from Mediafire
THIS RELEASE IS MULTIPLAYER COMPATIBLE!
You can play it with your friends!
Installation Instructions/Command Listings are to be found in the README.txt inside the Zip File.
If your screen in-game is white like there's fog, type this into the Chat:
Note that this release does NOT contain the Sound Engine Extension!
Have a nice day!
- Longor1996
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!
Re-Uploaded the ZIP File, it should work now.
Im a modder/programmer! I am on Twitter and YouTube, and some more I won't tell you about!