To break the ice in this topic, I have good news: I've got my Photoshop again. That means that I can work again on my Texture Pack, even if my PC still can't run Minecraft. But, if I can't play Minecraft, I can't test the textures. So, I'll release small tests through my map's private message. So you can say if it's good or bad.
Yay! Sorry for not posting anything yet this week - I've been swamped by work since I got back.
EDIT 2: To make textures for different dimensions, we need to rename the "textures" folder, the "blocks" and "items" folder, or each texture? I think it's a good idea add a helping tab to texture pack creators (add a spoiler and inside a step by step guide).
Take a look at the Science Juice textures. Science Juice changes by default.
If I get a chance I'll put a help section in the OP.
Take a look at the Science Juice textures. Science Juice changes by default.
If I get a chance I'll put a help section in the OP.
Ah, ok. We need to change each texture. Do you want me to update the Complementary Pack (the default pack adapted) too? It sounds easy, so I can update both really quick
Ah, ok. We need to change each texture. Do you want me to update the Complementary Pack (the default pack adapted) too? It sounds easy, so I can update both really quick
Sorry, but I don't think that I want to include that much texture data - without it the mod is about 200-300 KB, and in the releases with that pack, it climbed up to around 2.7 MB. I don't really want to make the mod releases be so bloated (I'm also limited in terms of space in the system I use for hosting releases)
Hopefully, I should be able to implement something (like the automatic glove relinkers) tomorrow and push out a release.
I might agree with changing the texture, but I don't see why it would be a good idea to make them shaped like pressure plates. For custom maps, this might have uses, but it would be annoying for non-custom-maps and the planned IDS Glove Relinker would solve the same problems.
EDIT:
Also, I just realized that it might not be a good idea to have a glove in the recipe for IDS Unlinkers, so I'll use redstone unless someone has a good reason to require a glove.
EDIT2:
What should the recipe for IDS Relinkers be?
I think it may be a good idea make it similar to Unlinker's recipe.
If unlinkers are this:
Maybe relinkers could be this:
Sounds good!
EDIT:
Relinkers work!
Comparison of the Relinker, Unlinker, and Linker.
I've changed the texture for the Linker (redstonemaster10's idea to change it, see above). If people don't like the new texture, I'll change it back. It just looks more in line with the other two now.
I've changed the texture for the Linker (redstonemaster10's idea to change it, see above). If people don't like the new texture, I'll change it back. It just looks more in line with the other two now.
Current changelog:
Added missing recipe for IDS Unlinker
Added IDS Relinker (and recipe)
Readded a lot of missing config options.
Changed texture for IDS Linker
How the relinkers works?
Also, don't worry about the textures; if people don't like them, they can make/search for a texture pack.
I have IDS Relinkers under the floor (the glass is just so you can see where you go), each one with an unlinked glove.
Here's the hallway - anyone who travels over the relinkers will get their gloves unlinked (or relinked if you have linked gloves in them), even if they fly at the top.
For reference, this test hallway has is four blocks tall. This will also work with shorter hallways.
Note the Relinkers are limited in their range - if the hallway was one block taller you could fly over the affected zone.
The relinking range will go through any block whatsoever.
EDIT: Anything else quick that I should do before releasing build 36?
EDIT2: I'll starting packing up build 36 for release later tonight.
EDIT3: Here's the download for Build 36 (here for no adfly)
If someone can test this, I'll put it in the main post tomorrow or so.
I have IDS Relinkers under the floor (the glass is just so you can see where you go), each one with an unlinked glove.
Here's the hallway - anyone who travels over the relinkers will get their gloves unlinked (or relinked if you have linked gloves in them), even if they fly at the top.
For reference, this test hallway has is four blocks tall. This will also work with shorter hallways.
Note the Relinkers are limited in their range - if the hallway was one block taller you could fly over the affected zone.
The relinking range will go through any block whatsoever.
Let me see if I understood: I can link a glove to some linker, and then put it on a relinker. So if I pass through an unlinker, and later through a relinker, I'll no longer need to link manually my gloves? The relinkers will connect to the same linker that the glove inside is connected?
Also, wouldn't be easier if unlinkers where blocks that could be placed under the ground? Maybe not, but in some maps it could be easier/visually better.
Let me see if I understood: I can link a glove to some linker, and then put it on a relinker. So if I pass through an unlinker, and later through a relinker, I'll no longer need to link manually my gloves? The relinkers will connect to the same linker that the glove inside is connected?
Also, wouldn't be easier if unlinkers where blocks that could be placed under the ground? Maybe not, but in some maps it could be easier/visually better.
(you mean 'were', not 'where')
Just put an unlinked glove in the Relinker. It will "relink" carried gloves to be linked to nothing (I.E. unlinked)
Just put an unlinked glove in the Relinker. It will "relink" carried gloves to be linked to nothing (I.E. unlinked)
If so, why use unlinkers? I'm not saying they're useless, but it's better use only the relinker, considering that we have 2 IDs with the same use. Also, the best part about relinkers is that they can be placed under the floor, differently of unlinkers.
EDIT: But, of course, unlinkers are good because they don't need a glove, but I have an idea: what if empty relinkers works like an unlinker? So you can use unlinker's recipe on relinkers, and win 1 free ID...
If so, why use unlinkers? I'm not saying they're useless, but it's better use only the relinker, considering that we have 2 IDs with the same use. Also, the best part about relinkers is that they can be placed under the floor, differently of unlinkers.
EDIT: But, of course, unlinkers are good because they don't need a glove, but I have an idea: what if empty relinkers works like an unlinker? So you can use unlinker's recipe on relinkers, and win 1 free ID...
Well, one reason to keep unlinkers is that it is obvious where they are, and you can't remove a glove from it to deactivate it.
However, I don't know if that's a good reason to keep it.
Does anyone else have an opinion on this?
Also - if I remove it then it will corrupt the saves of anyone who still has one.
So, I've been avoiding the implementation of a specific feature for months now due to it seeming really difficult.
Guess what?
Making the safes and boxes collide was REALLY easy! This took less than ten lines of code. It turns out that the required infrastructure was already there for boats and minecarts.
Here's the majority of the code:
So, I've been avoiding the implementation of a specific feature for months now due to it seeming really difficult.
Guess what?
Making the safes and boxes collide was REALLY easy! This took less than ten lines of code. It turns out that the required infrastructure was already there for boats and minecarts.
Here's the majority of the code:
I feel really stupid for avoiding this for so long.
That's really AWESOME! I thought it would need, at least, 50 lines of code. But can we climb them (like boats)? I mean, not ride, but stand above them? Also, I think we still can't fly through the rooms in floating safes, right? But, of course, that's something we can see later.
EDIT: On another note, how should I implement Desmond?
If you need, I can make the model for you and send the .java file (like I made whit batteries and robot). With the model you can make it's movements and applications with buttons.
That's really AWESOME! I thought it would need, at least, 50 lines of code. But can we climb them (like boats)? I mean, not ride, but stand above them? Also, I think we still can't fly through the rooms in floating safes, right? But, of course, that's something we can see later.
If you look in the image, the player is standing on a safe. This works more or less like standing on a block.
So, no, you probably can't fly through the air on them.
If you need, I can make the model for you and send the .java file (like I made whit batteries and robot). With the model you can make it's movements and applications with buttons.
Actually, I meant - what should Desmond do? Should I write a new button in the style of the buttons that Desmond can trigger in QC, or should I make him trigger normal buttons, or what?
Also - If you make a model I'll see what I can do to use it. Thanks!
If you look in the image, the player is standing on a safe. This works more or less like standing on a block.
So, no, you probably can't fly through the air on them.
Ah, ok. But that's progress, even if we can't fly (even because we still don't have trampolines, so we couldn't do it anyway)!
Actually, I meant - what should Desmond do? Should I write a new button in the style of the buttons that Desmond can trigger in QC, or should I make him trigger normal buttons, or what?
Also - If you make a model I'll see what I can do to use it. Thanks!
I think it's a good idea copy the wooden button and change it to press vertically. This would be good enough. About the model, I'm making it, and I'll soon post on my map's private message, together to the other models
has anyone thought of making a map with this mod if so please link me to them
I was making one, but I decided to redo from scratch, because of some problems with my computer and because of some Minecraft/QuantumCraft updates. My PC can't run Minecraft for now, so my best expectation is start making it in 2 months and finish 2 months after. Also, I'll have to update my texture pack too (I'll finish it in 1 week, more or less).
So, if you wanna make a map yourself or know someone that want to, here's my (outdated) texture pack (but, if you use, credit me): http://www.minecraftforum.net/topic/1405169-146147-hbds-quantumcraft-texture-pack-quantumcraft-mod/
Batteries can now be placed and loaded as objects!
These are in the same style as quantum items, so you can pick them up, move them around, and throw them.
I'll package up the current version and release it shortly.
Batteries can now be placed and loaded as objects!
These are in the same style as quantum items, so you can pick them up, move them around, and throw them.
I'll package up the current version and release it shortly.
I'll put this in the main post tonight if no bugs are found.
What can I say? IT'S AWESOME! But it makes me even more sad (my PC still can't run Minecraft )...
EDIT: About the Desmond's model (already done), do you need textures too?
Yay! Sorry for not posting anything yet this week - I've been swamped by work since I got back.
Take a look at the Science Juice textures. Science Juice changes by default.
If I get a chance I'll put a help section in the OP.
Sounds good! I'll put that in some time soon.
What do you mean?
Do you want them shaped like pressure plates or do you want them to have a similar texture?
Ah, ok. We need to change each texture. Do you want me to update the Complementary Pack (the default pack adapted) too? It sounds easy, so I can update both really quick
Sorry, but I don't think that I want to include that much texture data - without it the mod is about 200-300 KB, and in the releases with that pack, it climbed up to around 2.7 MB. I don't really want to make the mod releases be so bloated (I'm also limited in terms of space in the system I use for hosting releases)
Hopefully, I should be able to implement something (like the automatic glove relinkers) tomorrow and push out a release.
I might agree with changing the texture, but I don't see why it would be a good idea to make them shaped like pressure plates. For custom maps, this might have uses, but it would be annoying for non-custom-maps and the planned IDS Glove Relinker would solve the same problems.
EDIT:
Also, I just realized that it might not be a good idea to have a glove in the recipe for IDS Unlinkers, so I'll use redstone unless someone has a good reason to require a glove.
EDIT2:
What should the recipe for IDS Relinkers be?
I think it may be a good idea make it similar to Unlinker's recipe.
If unlinkers are this:
Maybe relinkers could be this:
Sounds good!
EDIT:
Relinkers work!
Comparison of the Relinker, Unlinker, and Linker.
I've changed the texture for the Linker (redstonemaster10's idea to change it, see above). If people don't like the new texture, I'll change it back. It just looks more in line with the other two now.
Current changelog:
How the relinkers works?
Also, don't worry about the textures; if people don't like them, they can make/search for a texture pack.
Here's an example use:
I have IDS Relinkers under the floor (the glass is just so you can see where you go), each one with an unlinked glove.
Here's the hallway - anyone who travels over the relinkers will get their gloves unlinked (or relinked if you have linked gloves in them), even if they fly at the top.
For reference, this test hallway has is four blocks tall. This will also work with shorter hallways.
Note the Relinkers are limited in their range - if the hallway was one block taller you could fly over the affected zone.
The relinking range will go through any block whatsoever.
EDIT: Anything else quick that I should do before releasing build 36?EDIT2: I'll starting packing up build 36 for release later tonight.
EDIT3:
Here's the download for Build 36 (here for no adfly)
If someone can test this, I'll put it in the main post tomorrow or so.
Let me see if I understood: I can link a glove to some linker, and then put it on a relinker. So if I pass through an unlinker, and later through a relinker, I'll no longer need to link manually my gloves? The relinkers will connect to the same linker that the glove inside is connected?
Also, wouldn't be easier if unlinkers where blocks that could be placed under the ground? Maybe not, but in some maps it could be easier/visually better.
Correct.
(you mean 'were', not 'where')
Just put an unlinked glove in the Relinker. It will "relink" carried gloves to be linked to nothing (I.E. unlinked)
Yeah. Sorry, I'm not so good in English
If so, why use unlinkers? I'm not saying they're useless, but it's better use only the relinker, considering that we have 2 IDs with the same use. Also, the best part about relinkers is that they can be placed under the floor, differently of unlinkers.
EDIT: But, of course, unlinkers are good because they don't need a glove, but I have an idea: what if empty relinkers works like an unlinker? So you can use unlinker's recipe on relinkers, and win 1 free ID...
Sorry.
Well, one reason to keep unlinkers is that it is obvious where they are, and you can't remove a glove from it to deactivate it.
However, I don't know if that's a good reason to keep it.
Does anyone else have an opinion on this?
Also - if I remove it then it will corrupt the saves of anyone who still has one.
Guess what?
Making the safes and boxes collide was REALLY easy! This took less than ten lines of code. It turns out that the required infrastructure was already there for boats and minecarts.
Here's the majority of the code:
I feel really stupid for avoiding this for so long.
EDIT: On another note, how should I implement Desmond?
That's really AWESOME! I thought it would need, at least, 50 lines of code. But can we climb them (like boats)? I mean, not ride, but stand above them? Also, I think we still can't fly through the rooms in floating safes, right? But, of course, that's something we can see later.
If you need, I can make the model for you and send the .java file (like I made whit batteries and robot). With the model you can make it's movements and applications with buttons.
If you look in the image, the player is standing on a safe. This works more or less like standing on a block.
So, no, you probably can't fly through the air on them.
Actually, I meant - what should Desmond do? Should I write a new button in the style of the buttons that Desmond can trigger in QC, or should I make him trigger normal buttons, or what?
Also - If you make a model I'll see what I can do to use it. Thanks!
Hugobdesigner was working on one, but I'm not sure if he's released anything publicly yet.
Ah, ok. But that's progress, even if we can't fly (even because we still don't have trampolines, so we couldn't do it anyway)!
I think it's a good idea copy the wooden button and change it to press vertically. This would be good enough. About the model, I'm making it, and I'll soon post on my map's private message, together to the other models
I was making one, but I decided to redo from scratch, because of some problems with my computer and because of some Minecraft/QuantumCraft updates. My PC can't run Minecraft for now, so my best expectation is start making it in 2 months and finish 2 months after. Also, I'll have to update my texture pack too (I'll finish it in 1 week, more or less).
So, if you wanna make a map yourself or know someone that want to, here's my (outdated) texture pack (but, if you use, credit me):
http://www.minecraftforum.net/topic/1405169-146147-hbds-quantumcraft-texture-pack-quantumcraft-mod/
No, I've only released beta versions for you and redstonemaster10. But they're really outdated, so they woudn't work. Sorry too
Batteries can now be placed and loaded as objects!
These are in the same style as quantum items, so you can pick them up, move them around, and throw them.
I'll package up the current version and release it shortly.
Changelog:
I'll put this in the main post tonight if no bugs are found.
What can I say? IT'S AWESOME! But it makes me even more sad (my PC still can't run Minecraft )...
EDIT: About the Desmond's model (already done), do you need textures too?