Nice! I'll update the Texture Pack too, any idea is welcome!
Thanks.
Also, any idea when I should call this mod no longer WIP?
EDIT:
I figured out how to change texturepacks dynamically.
Here's how a texturepack can hook into it, although it's not in until build 13:
By defining a file qdimN_blah.png, in dimension N, qdimN_blah.png will be used instead of blah.png
Examples:
To override terrain images in anti-gravity, use texturepack/qdim4_terrain.png
To override items in heavy, use texturepack/qdim2_gui/items.png
NOTE: THIS IS IMPORTANT: the qdimN is tacked onto the first part of the path, not the final one.
To override minecarts in slow-mo, use texturepack/qdim3_item/cart.png
To override the moon in fluffy, use texturepack/qdim1_terrain/moon.png
Of course, this works for any dimensions and images, not just the ones listed here.
EDIT:
I figured out how to change texturepacks dynamically.
Here's how a texturepack can hook into it, although it's not in until build 13:
By defining a file qdimN_blah.png, in dimension N, qdimN_blah.png will be used instead of blah.png
Examples:
To override terrain images in anti-gravity, use texturepack/qdim4_terrain.png
To override items in heavy, use texturepack/qdim2_gui/items.png
NOTE: THIS IS IMPORTANT: the qdimN is tacked onto the first part of the path, not the final one.
To override minecarts in slow-mo, use texturepack/qdim3_item/cart.png
To override the moon in fluffy, use texturepack/qdim1_terrain/moon.png
Of course, this works for any dimensions and images, not just the ones listed here.
This looks very nice. Actually, I'll not apply this to my texture pack because I don't have the other dimensions packs yet, but I updated it to his "build 5".
Also, I found a new bug to Antigravity. When you set the sand to fly in antigravity, it works, but pre-placed and pos-placed sand don't fly, and only if you put it in mid-air. When the sand stops in the ceiling, it doesn't turn back into a normal block, so you can't break it again.
This looks very nice. Actually, I'll not apply this to my texture pack because I don't have the other dimensions packs yet, but I updated it to his "build 5".
Also, I found a new bug to Antigravity. When you set the sand to fly in antigravity, it works, but pre-placed and pos-placed sand don't fly, and only if you put it in mid-air. When the sand stops in the ceiling, it doesn't turn back into a normal block, so you can't break it again.
Ah, right.
I didn't actually finish writing code for that. I'll probably end up including that in Build 13, but I don't see it as a very important feature.
I'm thinking I'll do something different for Safes and Cardboard boxes to bypass those problems.
EDIT: Okay, I've got it so that it works properly, except that it isn't triggered automatically by changing dimensions.
The reason being that you don't want a huge lag spike on entering or exiting Anti-Gravity.
For example, there are nearly 17 million blocks in a 256x256 area, and I'm fairly sure the visible area is larger than 256x256.
EDIT: I fixed the stone texture in the build 6, and I made a safe texture (actually in place of pumpkin texture)
Great!
Currently the files used for the safe are: safeSide.png for the sides of the safe, safeFront.png for the front, and safeItem.png for the item form.
Boxes are now in!
Safes and Boxes now change weight based on the dimension, which decides if they can be picked up!
They are also affected by anti-gravity and slow-mo.
Also shown here is an overlay for slow-mo (done via a basic custom texturepack, that's why this isn't using the QuantumCraft Texturepack that hugobdesigner made).
EDIT: I'll probably add DOLLI and then release build 13 for testing.
EDIT 2: Build 13 for testing
I'll put it in the main post tomorrow if no major bugs are found.
Please note that while the texture pack switching works, the default texture pack does not include it, and you will not see any changes.
EDIT 3: If build 13 crashes when you place a safe or a box, then try this patch. Drop it into the minecraft.jar
Boxes are now in!
Safes and Boxes now change weight based on the dimension, which decides if they can be picked up!
They are also affected by anti-gravity and slow-mo.
Also shown here is an overlay for slow-mo (done via a basic custom texturepack, that's why this isn't using the QuantumCraft Texturepack that hugobdesigner made).
EDIT: I'll probably add DOLLI and then release build 13 for testing.
EDIT 2: Build 13 for testing
I'll put it in the main post tomorrow if no major bugs are found.
Please note that while the texture pack switching works, the default texture pack does not include it, and you will not see any changes.
This build actually crashed my Minecraft. Did I need to do something special in installation?
That's what happens to me:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Documents and Settings\Usuario\Dados de aplicativos\.minecraft\crash-reports\crash-2012-08-09_10.49.23-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 556db616 --------
Generated 09/08/12 10:49
- Minecraft Version: 1.3.1
- Operating System: Windows XP (x86) version 5.1
- Java Version: 1.6.0_33, Sun Microsystems Inc.
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
- Memory: 429706664 bytes (409 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 2
ModLoader 1.3.1
mod_Quantum 1.3.1
java.lang.NoSuchMethodError: org.lwjgl.opengl.GL11.glRotated(DDDD)V
at RenderQuantumItem.doRenderQuantumItem(RenderQuantumItem.java:24)
at RenderQuantumItem.a(RenderQuantumItem.java:43)
at avx.a(RenderManager.java:188)
at avx.a(RenderManager.java:175)
at ava.a(RenderGlobal.java:434)
at auv.a(SourceFile:798)
at auv.b(SourceFile:685)
at EntityRendererProxy.b(EntityRendererProxy.java:20)
at net.minecraft.client.Minecraft.J(Minecraft.java:759)
at net.minecraft.client.Minecraft.run(Minecraft.java:653)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3a7579e ----------
Boxes are now in!
Safes and Boxes now change weight based on the dimension, which decides if they can be picked up!
They are also affected by anti-gravity and slow-mo.
Also shown here is an overlay for slow-mo (done via a basic custom texturepack, that's why this isn't using the QuantumCraft Texturepack that hugobdesigner made).
EDIT: I'll probably add DOLLI and then release build 13 for testing.
EDIT 2: Build 13 for testing
I'll put it in the main post tomorrow if no major bugs are found.
Please note that while the texture pack switching works, the default texture pack does not include it, and you will not see any changes.
This build is going very well! But now the game crashes if you don't install the modloader fix. The dimensional shifts works very well with safes and cardboard boxes. I have some ideas: Make DOLLIs configurable individually, so we could set the distance that they launch the objects, like in the portalgun mod with AFPs or something like this.
Also, you could set the distance between the player and safes/cardboard boxes when grabbing them farthest, because it's hard to see the things when you're holding one of them. You could make safes/cardboard boxes stacking up when thrown one above the other. One last thing: safes and cardboard boxes are breaking in only one hit, then the player can grab the safes even in normal dimension. The DOLLIs are working very well, and the configurations file too. Good job!
EDIT: The texture shift is a bit laggy, but that's normal.
EDIT 2: I also made custom textures for "safeTop", "boxTop" and "boxFront", if you're planning to add them in the future.
The dimensional shifts works very well with safes and cardboard boxes. I have some ideas: Make DOLLIs configurable individually, so we could set the distance that they launch the objects, like in the portalgun mod with AFPs or something like this.
*snip image*
Ah, that might be useful. I'll stick that in the todo list.
Also, you could set the distance between the player and safes/cardboard boxes when grabbing them farthest, because it's hard to see the things when you're holding one of them. You could make safes/cardboard boxes stacking up when thrown one above the other. One last thing: safes and cardboard boxes are breaking in only one hit, then the player can grab the safes even in normal dimension.
Collisions for boxes and safes may come later. Physics is a tricky topic in minecraft.
I'll stop safes from breaking in one hit, though.
It's fine. I recommend using PMs to send that kind of link.
If you still have the administration link, then I think you can deactivate the download.
Hugobdesigner: You need to remove it from where you quoted redstonemaster10.
Oh, and also, you said that the modloader fix didn't work for you, but then you said that it crashes if you don't install the modloader fix. Did it actually fix it for you, or did using redstonemaster10's .minecraft folder fix it?
It's fine. I recommend using PMs to send that kind of link.
If you still have the administration link, then I think you can deactivate the download.
Hugobdesigner: You need to remove it from where you quoted redstonemaster10.
Oh, and also, you said that the modloader fix didn't work for you, but then you said that it crashes if you don't install the modloader fix. Did it actually fix it for you, or did using redstonemaster10's .minecraft folder fix it?
I removed the link, sorry for this. And I didn't installed the modloader fix when I said that the game crashes, but after I install it, worked very well!
I removed the link, sorry for this. And I didn't installed the modloader fix when I said that the game crashes, but after I install it, worked very well!
Okay.
Can you try this patch instead to see if it fixes it?
I can't seem to replicate the bug.
Drop it into the minecraft.jar.
Now it works very well! Thanks, col6y. Note: will you add collision with safes/boxes, like push them without grab and/or climb in flying safes?
It's on the todo list.
As I said, physics is complicated in minecraft.
On another note, I'll release build 14 into the main post shortly, which will include the patch for build 13 and the bugfix for breaking safes in the normal dimension.
EDIT: And the usage of boxTop, boxFront, and safeTop.
if its really like the game id try it out but it just looks you you fiddle around with the batteries in plain survival instead of in the minecraft version of the mansion
Nice! I'll update the Texture Pack too, any idea is welcome!
Thanks. Build 12 is now out. I'm trying an AdF.ly link to see how many people actually download this.
Thanks.
Also, any idea when I should call this mod no longer WIP?
EDIT:
I figured out how to change texturepacks dynamically.
Here's how a texturepack can hook into it, although it's not in until build 13:
By defining a file qdimN_blah.png, in dimension N, qdimN_blah.png will be used instead of blah.png
Examples:
To override terrain images in anti-gravity, use texturepack/qdim4_terrain.png
To override items in heavy, use texturepack/qdim2_gui/items.png
NOTE: THIS IS IMPORTANT: the qdimN is tacked onto the first part of the path, not the final one.
To override minecarts in slow-mo, use texturepack/qdim3_item/cart.png
To override the moon in fluffy, use texturepack/qdim1_terrain/moon.png
Of course, this works for any dimensions and images, not just the ones listed here.
This looks very nice. Actually, I'll not apply this to my texture pack because I don't have the other dimensions packs yet, but I updated it to his "build 5".
Also, I found a new bug to Antigravity. When you set the sand to fly in antigravity, it works, but pre-placed and pos-placed sand don't fly, and only if you put it in mid-air. When the sand stops in the ceiling, it doesn't turn back into a normal block, so you can't break it again.
Thanks! Be sure to report any bugs you find.
Ah, right.
I didn't actually finish writing code for that. I'll probably end up including that in Build 13, but I don't see it as a very important feature.
I'm thinking I'll do something different for Safes and Cardboard boxes to bypass those problems.
EDIT: Okay, I've got it so that it works properly, except that it isn't triggered automatically by changing dimensions.
The reason being that you don't want a huge lag spike on entering or exiting Anti-Gravity.
For example, there are nearly 17 million blocks in a 256x256 area, and I'm fairly sure the visible area is larger than 256x256.
Thanks.
Here's a teaser from build 13: Safes!
Awesome! Can't wait for the next builds!
EDIT: I fixed the stone texture in the build 6, and I made a safe texture (actually in place of pumpkin texture)
Great!
Currently the files used for the safe are: safeSide.png for the sides of the safe, safeFront.png for the front, and safeItem.png for the item form.
Yes.
I'd wait until I get a few more releases out.
I may stick the release into a post at the end of the thread before putting it into the main post.
Then I'd get more people who could test it.
Boxes are now in!
Safes and Boxes now change weight based on the dimension, which decides if they can be picked up!
They are also affected by anti-gravity and slow-mo.
Also shown here is an overlay for slow-mo (done via a basic custom texturepack, that's why this isn't using the QuantumCraft Texturepack that hugobdesigner made).
EDIT: I'll probably add DOLLI and then release build 13 for testing.
EDIT 2: Build 13 for testing
I'll put it in the main post tomorrow if no major bugs are found.
Please note that while the texture pack switching works, the default texture pack does not include it, and you will not see any changes.
EDIT 3: If build 13 crashes when you place a safe or a box, then try this patch. Drop it into the minecraft.jar
This build actually crashed my Minecraft. Did I need to do something special in installation?
That's what happens to me:
Minecraft has crashed!
----------------------
Minecraft has stopped running because it encountered a problem; Unexpected error
This error has been saved to C:\Documents and Settings\Usuario\Dados de aplicativos\.minecraft\crash-reports\crash-2012-08-09_10.49.23-client.txt for your convenience. Please include a copy of this file if you report this crash to anyone.
--- BEGIN ERROR REPORT 556db616 --------
Generated 09/08/12 10:49
- Minecraft Version: 1.3.1
- Operating System: Windows XP (x86) version 5.1
- Java Version: 1.6.0_33, Sun Microsystems Inc.
- Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Sun Microsystems Inc.
- Memory: 429706664 bytes (409 MB) / 519110656 bytes (495 MB) up to 1037959168 bytes (989 MB)
- JVM Flags: 2 total; -Xms512m -Xmx1024m
- ModLoader: Mods loaded: 2
ModLoader 1.3.1
mod_Quantum 1.3.1
- LWJGL: 2.4.2
- OpenGL: Intel 945G GL version 1.4.0 - Build 7.14.10.4926, Intel
- Is Modded: Probably not
- Type: Client
- Texture Pack: Default
- Profiler Position: N/A (disabled)
- World MpServer Entities: 2 total; [atf['HugoBDesigner'/6, l='MpServer', x=444,50, y=5,62, z=-337,50], EntityQuantumItem['entity.QuantumItem.name'/8, l='MpServer', x=444,50, y=4,50, z=-334,50]]
- World MpServer Players: 1 total; [atf['HugoBDesigner'/6, l='MpServer', x=444,50, y=5,62, z=-337,50]]
- World MpServer Chunk Stats: MultiplayerChunkCache: 441
- Forced Entities: 2 total; [atf['HugoBDesigner'/6, l='MpServer', x=444,50, y=5,62, z=-337,50], EntityQuantumItem['entity.QuantumItem.name'/8, l='MpServer', x=444,50, y=4,50, z=-334,50]]
- Retry Entities: 0 total; []
java.lang.NoSuchMethodError: org.lwjgl.opengl.GL11.glRotated(DDDD)V
at RenderQuantumItem.doRenderQuantumItem(RenderQuantumItem.java:24)
at RenderQuantumItem.a(RenderQuantumItem.java:43)
at avx.a(RenderManager.java:188)
at avx.a(RenderManager.java:175)
at ava.a(RenderGlobal.java:434)
at auv.a(SourceFile:798)
at auv.b(SourceFile:685)
at EntityRendererProxy.b(EntityRendererProxy.java:20)
at net.minecraft.client.Minecraft.J(Minecraft.java:759)
at net.minecraft.client.Minecraft.run(Minecraft.java:653)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 3a7579e ----------
Only ModLoader and QuantumCraft. Also the game crashes only when I place in the world a safe/box.
How I do it?
I tried everything, and nothing. Anyway, thanks for helping me!
Thanks, man! Now everything is working very well!
This build is going very well! But now the game crashes if you don't install the modloader fix. The dimensional shifts works very well with safes and cardboard boxes. I have some ideas: Make DOLLIs configurable individually, so we could set the distance that they launch the objects, like in the portalgun mod with AFPs or something like this.
EDIT: The texture shift is a bit laggy, but that's normal.
EDIT 2: I also made custom textures for "safeTop", "boxTop" and "boxFront", if you're planning to add them in the future.
Redstonemaster10, delete that download immediately.
Distributing a full copy of the minecraft.jar is illegal.
That's strange... I'll check it out.
Ah, that might be useful. I'll stick that in the todo list.
Collisions for boxes and safes may come later. Physics is a tricky topic in minecraft.
I'll stop safes from breaking in one hit, though.
Thanks!
Yea, I tried to optimize it, but I didn't do enough.
Ah, thanks. I'll see if I can use them.
It's fine. I recommend using PMs to send that kind of link.
If you still have the administration link, then I think you can deactivate the download.
Hugobdesigner: You need to remove it from where you quoted redstonemaster10.
Oh, and also, you said that the modloader fix didn't work for you, but then you said that it crashes if you don't install the modloader fix. Did it actually fix it for you, or did using redstonemaster10's .minecraft folder fix it?
I removed the link, sorry for this. And I didn't installed the modloader fix when I said that the game crashes, but after I install it, worked very well!
Okay.
Can you try this patch instead to see if it fixes it?
I can't seem to replicate the bug.
Drop it into the minecraft.jar.
Now it works very well! Thanks, col6y. Note: will you add collision with safes/boxes, like push them without grab and/or climb in flying safes?
It's on the todo list.
As I said, physics is complicated in minecraft.
On another note, I'll release build 14 into the main post shortly, which will include the patch for build 13 and the bugfix for breaking safes in the normal dimension.
EDIT: And the usage of boxTop, boxFront, and safeTop.