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?
Textures would be great! Thanks.
Also - what's wrong with your computer?
Textures would be great! Thanks.
Also - what's wrong with your computer?
Since I had to format my computer, they changed my motherboard (the old burned). They said that they would change to a better one, but they didn't. This one is so bad that even "flash" games (like Mari0) become laggy (to the point of, sometimes, turning off my PC).
In 1 or 2 months I (pretend) to buy a new motherboard but, until there, I'm stopped in time...
FOV color changes based on the dimension!
Look in the spoiler to see example images.
Normal:
Fluffy:
Heavy:
Slow-Mo:
Anti-Gravity:
This isn't enough for a full release, but I'll include it in the next release.
Also - has anyone tried build 37 yet?
This looks cool, but, in my opinion, it would look better with the textures changing. I know, you removed this feature because of the file's size, but couldn't you make an alternative download to it, so people can choose if they want it? Of course, it's just an idea. About the Desmond's textures, I will try to make it this week (I'm a little bit busy with tests and a mappack for Mari0, but nothing to impede me of doing it ).
Since I had to format my computer, they changed my motherboard (the old burned). They said that they would change to a better one, but they didn't. This one is so bad that even "flash" games (like Mari0) become laggy (to the point of, sometimes, turning off my PC).
In 1 or 2 months I (pretend) to buy a new motherboard but, until there, I'm stopped in time...
Yikes. However, are you sure that the motherboard is the problem? Unless you're using an integrated graphics card it doesn't sound like a motherboard problem.
This looks cool, but, in my opinion, it would look better with the textures changing. I know, you removed this feature because of the file's size, but couldn't you make an alternative download to it, so people can choose if they want it?
Actually, I removed it because Minecraft 1.5 uses a different texture system that isn't compatible, so the modified texturepack would need a complete change.
Also - the problem with large files is also a problem with hosting them. If I store too much big stuff, I have to pay more.
And, having two downloads would greatly increase the amount of time that it takes to publish new releases.
About the Desmond's textures, I will try to make it this week (I'm a little bit busy with tests and a mappack for Mari0, but nothing to impede me of doing it ).
That would be great! Thanks.
Also - FYI to anyone else reading this thread, I haven't put release 37 in the main post yet because it looks like no one has downloaded it yet, and therefore hasn't been tested.
Also - FYI to anyone else reading this thread, I haven't put release 37 in the main post yet because it looks like no one has downloaded it yet, and therefore hasn't been tested.
Saw this and I just HAD to spring into action. So I downloaded it and ran a few tests.
Btw, can't wait for that dimension-color-changer addition. I was actually thinking of suggesting that.
Also, all of these tests were run with forge.
But yeah, first off, carrying items is a LITTLE buggy. Sometimes they will kind of jump out of place and stuff.
Second YOU NEED TO FIX COLLISION at least a little bit. When I stand on a box and flip anti-gravity on, then I pass through it. But likewise I will not get crushed if the box falls on me (which would be a nice touch).
Next, fix anti-gravity and slow-mo. Both of them affects safes and items just fine, but they don't affect mobs, even though they should.
Also, if you turn on anti-gravity and throw an item on the ground, it will glitch up. Or basically, it seems to glitch to the surface then float up, then rinse and repeat.
Just a little thing, is that when a battery is removed and you left click it (usually by accident) it will pop back in the machine (without changing the texture, just try right clicking it afterwards).
That sums it up. You've got a LONG way to go in terms of bug fixing, but this mod is very interesting as well. As a final suggestion I recommend you add a little more use to fluffy and heavy (for example, if you are in heavy and you throw an item into lava, it won't burn up).
Saw this and I just HAD to spring into action. So I downloaded it and ran a few tests.
Btw, can't wait for that dimension-color-changer addition. I was actually thinking of suggesting that.
Also, all of these tests were run with forge.
* SNIP *
Good luck!
Thanks! I'll put these on the bug list and work on fixing them.
I think some of these actually got introduced several versions ago and no one noticed them ... oops.
I'll also need to check which, if any, of these are due to forge and not just my core mod.
EDIT: Actually, the part of collision where you fall though them is actually due to the player not moving with safes when the safes move. That's actually more of a missing feature, although I see how it looks like a bug. (Don't worry, it will still be fixed before I add more features)
EDIT 2: I can't seem to reproduce the last bug that you reported:
Just a little thing, is that when a battery is removed and you left click it (usually by accident) it will pop back in the machine (without changing the texture, just try right clicking it afterwards).
I've tried it both with and without forge, but I can't figure out how to make this happen.
Could you post more details on how to reproduce this bug?
Sorry about that.
Yikes. However, are you sure that the motherboard is the problem? Unless you're using an integrated graphics card it doesn't sound like a motherboard problem.
Yes, I'm using an integrated graphic card, but that's not the only problem: even if my PC could run Minecraft, it would be EXTREMELY buggy, and would turn off sometimes (like what happens with Mari0).
Actually, I removed it because Minecraft 1.5 uses a different texture system that isn't compatible, so the modified texturepack would need a complete change.
Also - the problem with large files is also a problem with hosting them. If I store too much big stuff, I have to pay more.
And, having two downloads would greatly increase the amount of time that it takes to publish new releases.
OK. But if at some point you decide to re-implement them, just tell me. The textures are already done (most of them) since some old builds, but to me is easy to adapt them to the new texture pack system...
You're welcome. I will try to do them as soon as I can
EDIT: "As soon as I can" is now!
But don't forget: you'll need to "parent" the head, the beak, the top hat's top, the top hat's bottom and the neck to rotate, together, in an axis next to the neck's end (more or less the middle of the body).
Good luck
I've tried it both with and without forge, but I can't figure out how to make this happen.
Could you post more details on how to reproduce this bug?
Sorry about that.
Figured it out! Just got confused I guess. But basically, it seems that when the battery collides with the receptacle, it goes inside, right?
Well when you right click the receptacle to take the battery out, the entity ends up sitting on the receptacle, causing it to pop out for a second or two, then going back inside. And there you go.
Yes, I'm using an integrated graphic card, but that's not the only problem: even if my PC could run Minecraft, it would be EXTREMELY buggy, and would turn off sometimes (like what happens with Mari0).
That sounds a lot like bad memory. Have you run a memory test?
OK. But if at some point you decide to re-implement them, just tell me. The textures are already done (most of them) since some old builds, but to me is easy to adapt them to the new texture pack system...
You're welcome. I will try to do them as soon as I can
EDIT: "As soon as I can" is now!
But don't forget: you'll need to "parent" the head, the beak, the top hat's top, the top hat's bottom and the neck to rotate, together, in an axis next to the neck's end (more or less the middle of the body).
Good luck
Nice. I'll see what I can do once I've got the current buglist off of my plate.
FYI, the battery models took a ton of fiddling to get them to render properly (especially since the generated model code was full of errors), so don't expect Desmond done anytime soon.
Figured it out! Just got confused I guess. But basically, it seems that when the battery collides with the receptacle, it goes inside, right?
Well when you right click the receptacle to take the battery out, the entity ends up sitting on the receptacle, causing it to pop out for a second or two, then going back inside. And there you go.
That was actually purposeful - if you want to take the battery, pick it up when it pops out. Two seconds is plenty of time, and it won't enter if you're holding it.
Should I increase the amount of time?
That sounds a lot like bad memory. Have you run a memory test?
I thought it was a memory problem too, but I don't think so. Also, my processor seems to be "weaker" than normal. But this will no longer happen when I fix, because I'll never mind send my computer to that shop again...
Nice. I'll see what I can do once I've got the current buglist off of my plate.
FYI, the battery models took a ton of fiddling to get them to render properly (especially since the generated model code was full of errors), so don't expect Desmond done anytime soon.
I think that Techne (the 3D modeling software I use) only generates the needed code for the basic shapes and texture loading. I've looked around once, and they don't have much [code to render]. But no problems, it's a hard work, so take your time
That was actually purposeful - if you want to take the battery, pick it up when it pops out. Two seconds is plenty of time, and it won't enter if you're holding it.
Should I increase the amount of time?
Huh, it just seemed kind of weird to me. Maybe make it pop out of the side or something? It just seems so much like a glitch popping back in like that.
I thought it was a memory problem too, but I don't think so. Also, my processor seems to be "weaker" than normal. But this will no longer happen when I fix, because I'll never mind send my computer to that shop again...
I think that Techne (the 3D modeling software I use) only generates the needed code for the basic shapes and texture loading. I've looked around once, and they don't have much [code to render]. But no problems, it's a hard work, so take your time
Actually, I meant that it has bugs like two variables with the same name.
Huh, it just seemed kind of weird to me. Maybe make it pop out of the side or something? It just seems so much like a glitch popping back in like that.
I may end up making the container be able to be placed in any direction, in which case the battery will pop out whichever way it's facing.
The problem with making it pop out of the side is - which side?
Not yet - I usually can't work on this during the week, I'm really busy this weekend and I'll be gone next weekend for the FRC World Championships.
Still, I'll work on fixing more bugs if I can find time.
Not a full release yet, but I do have progress!
I've fixed two of the bugs - the ones involving client/server desynchronization with the boxes and safes. This turned out to not be the desynchronization so much as different values being sent that should actually be there. It seems to work perfectly now, although I had to write a separate channel for render position information.
I'll see what I can do about the third bug and then release build 38.
EDIT:
I take that back - I do have a full release now!
Try this: build 38
Added FOV coloring
Fixed server/client desynch bugs with boxes and safes
Quick, hacky fix for mobs not being affected by slow-mo.
The final bug isn't fully fixed, but it has a stand-in solution for now.
Not a full release yet, but I do have progress!
I've fixed two of the bugs - the ones involving client/server desynchronization with the boxes and safes. This turned out to not be the desynchronization so much as different values being sent that should actually be there. It seems to work perfectly now, although I had to write a separate channel for render position information.
I'll see what I can do about the third bug and then release build 38.
EDIT:
I take that back - I do have a full release now!
Try this: build 38
Added FOV coloring
Fixed server/client desynch bugs with boxes and safes
Quick, hacky fix for mobs not being affected by slow-mo.
The final bug isn't fully fixed, but it has a stand-in solution for now.
Good!
I missed the updates
EDIT: Seeing that you've updated again your mod, I'll try to update my Texture Pack too. I'll probably do it in the next week, because right now I'm still working on that Mari0 mappack. I'll not be able to test, so I don't know how the textures would work in-game.
Also, is there something that I should know relating to textures in this update, or just the regular texture system (with "qdim1_blockIron", for example)?
EDIT: Seeing that you've updated again your mod, I'll try to update my Texture Pack too. I'll probably do it in the next week, because right now I'm still working on that Mari0 mappack. I'll not be able to test, so I don't know how the textures would work in-game.
Sounds great! Your texture pack makes this mod several times cooler.
Also, is there something that I should know relating to textures in this update, or just the regular texture system (with "qdim1_blockIron", for example)?
Regular system. Just look at the science juice textures for more information.
You are a great modder, this is amazing!
And I'm not just saying that because I loved Quantum Conundrum either.
Thank you!
I have a significant amount of experience with programming in general, so the hardest part of developing this mod is occasional really odd bugs and getting motivated to do more work on it.
Speaking of which - has anyone tried build 38?
I'm ready to put it in the main post if no major bugs have been found.
I REALLY want this mod... but i get a 504 - gateway time out from both links. So, while im at it, is this SMP supported? (sadly, i'd have to assume with all the dimensions, no)
Textures would be great! Thanks.
Also - what's wrong with your computer?
I'll take a look at how much work that would be and put it on the TODO list. Thanks for the idea!
Look in the spoiler to see example images.
Normal:
Fluffy:
Heavy:
Slow-Mo:
Anti-Gravity:
This isn't enough for a full release, but I'll include it in the next release.
Also - has anyone tried build 37 yet?
Since I had to format my computer, they changed my motherboard (the old burned). They said that they would change to a better one, but they didn't. This one is so bad that even "flash" games (like Mari0) become laggy (to the point of, sometimes, turning off my PC).
In 1 or 2 months I (pretend) to buy a new motherboard but, until there, I'm stopped in time...
This looks cool, but, in my opinion, it would look better with the textures changing. I know, you removed this feature because of the file's size, but couldn't you make an alternative download to it, so people can choose if they want it? Of course, it's just an idea. About the Desmond's textures, I will try to make it this week (I'm a little bit busy with tests and a mappack for Mari0, but nothing to impede me of doing it ).
Yikes. However, are you sure that the motherboard is the problem? Unless you're using an integrated graphics card it doesn't sound like a motherboard problem.
Actually, I removed it because Minecraft 1.5 uses a different texture system that isn't compatible, so the modified texturepack would need a complete change.
Also - the problem with large files is also a problem with hosting them. If I store too much big stuff, I have to pay more.
And, having two downloads would greatly increase the amount of time that it takes to publish new releases.
I know.
That would be great! Thanks.
Also - FYI to anyone else reading this thread, I haven't put release 37 in the main post yet because it looks like no one has downloaded it yet, and therefore hasn't been tested.
Saw this and I just HAD to spring into action. So I downloaded it and ran a few tests.
Btw, can't wait for that dimension-color-changer addition. I was actually thinking of suggesting that.
Also, all of these tests were run with forge.
But yeah, first off, carrying items is a LITTLE buggy. Sometimes they will kind of jump out of place and stuff.
Second YOU NEED TO FIX COLLISION at least a little bit. When I stand on a box and flip anti-gravity on, then I pass through it. But likewise I will not get crushed if the box falls on me (which would be a nice touch).
Next, fix anti-gravity and slow-mo. Both of them affects safes and items just fine, but they don't affect mobs, even though they should.
Also, if you turn on anti-gravity and throw an item on the ground, it will glitch up. Or basically, it seems to glitch to the surface then float up, then rinse and repeat.
Just a little thing, is that when a battery is removed and you left click it (usually by accident) it will pop back in the machine (without changing the texture, just try right clicking it afterwards).
That sums it up. You've got a LONG way to go in terms of bug fixing, but this mod is very interesting as well. As a final suggestion I recommend you add a little more use to fluffy and heavy (for example, if you are in heavy and you throw an item into lava, it won't burn up).
Good luck!
Thanks! I'll put these on the bug list and work on fixing them.
I think some of these actually got introduced several versions ago and no one noticed them ... oops.
I'll also need to check which, if any, of these are due to forge and not just my core mod.
EDIT: Actually, the part of collision where you fall though them is actually due to the player not moving with safes when the safes move. That's actually more of a missing feature, although I see how it looks like a bug. (Don't worry, it will still be fixed before I add more features)
EDIT 2: I can't seem to reproduce the last bug that you reported:
I've tried it both with and without forge, but I can't figure out how to make this happen.
Could you post more details on how to reproduce this bug?
Sorry about that.
Yes, I'm using an integrated graphic card, but that's not the only problem: even if my PC could run Minecraft, it would be EXTREMELY buggy, and would turn off sometimes (like what happens with Mari0).
OK. But if at some point you decide to re-implement them, just tell me. The textures are already done (most of them) since some old builds, but to me is easy to adapt them to the new texture pack system...
You're welcome. I will try to do them as soon as I can
EDIT: "As soon as I can" is now!
But don't forget: you'll need to "parent" the head, the beak, the top hat's top, the top hat's bottom and the neck to rotate, together, in an axis next to the neck's end (more or less the middle of the body).
Good luck
Figured it out! Just got confused I guess. But basically, it seems that when the battery collides with the receptacle, it goes inside, right?
Well when you right click the receptacle to take the battery out, the entity ends up sitting on the receptacle, causing it to pop out for a second or two, then going back inside. And there you go.
That sounds a lot like bad memory. Have you run a memory test?
I'll let you know.
Nice. I'll see what I can do once I've got the current buglist off of my plate.
FYI, the battery models took a ton of fiddling to get them to render properly (especially since the generated model code was full of errors), so don't expect Desmond done anytime soon.
That was actually purposeful - if you want to take the battery, pick it up when it pops out. Two seconds is plenty of time, and it won't enter if you're holding it.
Should I increase the amount of time?
I thought it was a memory problem too, but I don't think so. Also, my processor seems to be "weaker" than normal. But this will no longer happen when I fix, because I'll never mind send my computer to that shop again...
I think that Techne (the 3D modeling software I use) only generates the needed code for the basic shapes and texture loading. I've looked around once, and they don't have much [code to render]. But no problems, it's a hard work, so take your time
Huh, it just seemed kind of weird to me. Maybe make it pop out of the side or something? It just seems so much like a glitch popping back in like that.
Huh.
Actually, I meant that it has bugs like two variables with the same name.
I may end up making the container be able to be placed in any direction, in which case the battery will pop out whichever way it's facing.
The problem with making it pop out of the side is - which side?
Not yet - I usually can't work on this during the week, I'm really busy this weekend and I'll be gone next weekend for the FRC World Championships.
Still, I'll work on fixing more bugs if I can find time.
Not a full release yet, but I do have progress!
I've fixed two of the bugs - the ones involving client/server desynchronization with the boxes and safes. This turned out to not be the desynchronization so much as different values being sent that should actually be there. It seems to work perfectly now, although I had to write a separate channel for render position information.
I'll see what I can do about the third bug and then release build 38.
EDIT:
I take that back - I do have a full release now!
Try this: build 38
Good!
I missed the updates
EDIT: Seeing that you've updated again your mod, I'll try to update my Texture Pack too. I'll probably do it in the next week, because right now I'm still working on that Mari0 mappack. I'll not be able to test, so I don't know how the textures would work in-game.
Also, is there something that I should know relating to textures in this update, or just the regular texture system (with "qdim1_blockIron", for example)?
And I'm not just saying that because I loved Quantum Conundrum either.
Don't worry - they should be more frequent now. The FRC season is over.
Sounds great! Your texture pack makes this mod several times cooler.
Regular system. Just look at the science juice textures for more information.
Thank you!
I have a significant amount of experience with programming in general, so the hardest part of developing this mod is occasional really odd bugs and getting motivated to do more work on it.
Speaking of which - has anyone tried build 38?
I'm ready to put it in the main post if no major bugs have been found.