It works with all the textures very well, except with the mod's items (safes, boxes, science juice...).
Okay, I figured out why: ModLoader loads the images once, and doesn't reload them on dimension change.
That's unlike the built-in textures, which are reloaded.
I should be able to fix this, but it could be a while.
I always love coming back to this everyday and looking at how far you guys keep getting.
I'm definitely going to do another Mod Video of this when it becomes complete or at least majorly complete.
You are doing an excellent job! Please keep up the awesome work. I would love to play custom maps one day if someone gets around to building them one day.
I always love coming back to this everyday and looking at how far you guys keep getting.
I'm definitely going to do another Mod Video of this when it becomes complete or at least majorly complete.
You are doing an excellent job! Please keep up the awesome work. I would love to play custom maps one day if someone gets around to building them one day.
Thank you!
It's nice to hear that people appreciate the work that goes into this.
I think Mleis said earlier that he was going to make a map, but we haven't heard since.
Hugobdesigner: I got the textures to work properly, and mod items/blocks will be changeable by dimension in build 17.
Nice! I've already made the fluffy and slow-mo textures, and updated the texture pack to Build 9, and in mod's items i've put "qdim1_" and "qdim3_" in front of these texture. It's just do it, or there's something different to do with mod's items/blocks?
Nice! I've already made the fluffy and slow-mo textures, and updated the texture pack to Build 9, and in mod's items i've put "qdim1_" and "qdim3_" in front of these texture. It's just do it, or there's something different to do with mod's items/blocks?
Nothing different.
I'll try out the texturepack again later today, I've been fairly busy since yesterday and might not get a release out for a bit.
I have new some ideas, if you want it:
-Make some music disc, maybe playing "Flip a switch" from the game.
-Make 2 "selection" blocks: they will "select" the area affected by dimensional shift (this area will be the region between the first block and the second block), and when you enter some of this areas, your glove will link automatically (better to adventure maps). Like this:
-Make science juice tubes transmit redstone power. I know that you can configurate if DOLLIs need science juice, but when we want to them using science juice and try to make the tubes hidden, we need to make some "hidding" ways to redstone power pass. Then, the map sometimes looks weird. That's what I'm talking about:
-Make conveyors and science juice have animated textures, they will look much better.
-Make desmonds, to press buttons and pressure plates.
-Make not just laser beams, but also light beams, and his redstone aplications.
-At last, make the DOLLIs configurable also to how many objects they drop, because if we want, for example, 4 safes in the same place, we need 4 DOLLIs, and this doesn't look very goog to adventure map.
That's all. I hope you like my ideas.
EDIT: Should I do a adventure map and a "mod review" video, together?
EDIT 2: The slow-mo dimension is also affecting the time that the game takes to switch between dimensions. For example, if slow-mo velocity is set to 0.2, and the dimensional shift takes approximately 0.3 seconds, in slow-mo will take approximately 3/4 seconds.
I have new some ideas, if you want it:
-Make some music disc, maybe playing "Flip a switch" from the game.
-Make 2 "selection" blocks: they will "select" the area affected by dimensional shift (this area will be the region between the first block and the second block), and when you enter some of this areas, your glove will link automatically (better to adventure maps). Like this:
I was thinking about this, but it's hard to do from a coding standpoint. Especially texturepack switching. Texturepack switching has to be global.
-Make science juice tubes transmit redstone power. I know that you can configurate if DOLLIs need science juice, but when we want to them using science juice and try to make the tubes hidden, we need to make some "hidding" ways to redstone power pass. Then, the map sometimes looks weird. That's what I'm talking about:
Internally, this is actually very hard, due to the fact that the science juice tubes are not always solid.
One solution that might work: use a repeater to put the redstone current into the block below or above the DOLLI.
-At last, make the DOLLIs configurable also to how many objects they drop, because if we want, for example, 4 safes in the same place, we need 4 DOLLIs, and this doesn't look very goog to adventure map.
That's all. I hope you like my ideas.
EDIT: Should I do a adventure map and a "mod review" video, together?
EDIT 2: The slow-mo dimension is also affecting the time that the game takes to switch between dimensions. For example, if slow-mo velocity is set to 0.2, and the dimensional shift takes approximately 0.3 seconds, in slow-mo will take approximately 3/4 seconds.
That's strange...
Are you sure that's not a fluke?
The pause is not something that can be affected by slow-mo. It's because of the texture reloading.
Note: I'm adding everything that I didn't reply to specifically to the TODO list.
EDIT: Also, the thing that would be most useful is to know what feature(s) to implement next. There are so many suggested and on the TODO list that I'm not sure which ones to do.
I was thinking about this, but it's hard to do from a coding standpoint. Especially texturepack switching. Texturepack switching has to be global.
Well, maybe the texture pack can change, but just the dimensional shift will be good enought. I mean, in adventure maps, for example, the dimensional shift will affect rooms that wasn't supposed to affect, and this "selected" area will impess it.
Internally, this is actually very hard, due to the fact that the science juice tubes are not always solid.
One solution that might work: use a repeater to put the redstone current into the block below or above the DOLLI.
Well, yes. It's because sometimes we want to make DOLLIs "out of the wall", and then it's hard ro make redstone and science juice connection. Like this:
Huh? I thought that there were just laser beams. Also, what redstone applications?
Like in the game, when you block a light beam with a safe/box/yourself, you deactivate something (in Minecraft, deactivate redstone power). This light beam:
That's strange...
Are you sure that's not a fluke?
The pause is not something that can be affected by slow-mo. It's because of the texture reloading.
Maybe, but this doesn't happen when I switch from fluffy to slowmo or normal to fluffy, only from slowmo to anyone else. Maybe is my computer a bit laggy, it's not a very good computer.
EDIT: Also, the thing that would be most useful is to know what feature(s) to implement next. There are so many suggested and on the TODO list that I'm not sure which ones to do.
Starts with the easiest one to you. You don't need to work that hard, take the time you need...
EDIT: Futurally, you could add trampolines. About the video, I'm just waiting some update(s) to make the custom map and record playing him and showing the mod. Prepare yourself to the worst English speaker...
Well, maybe the texture pack can change, but just the dimensional shift will be good enought. I mean, in adventure maps, for example, the dimensional shift will affect rooms that wasn't supposed to affect, and this "selected" area will impess it.
Well, yes. It's because sometimes we want to make DOLLIs "out of the wall", and then it's hard ro make redstone and science juice connection. Like this:
Like in the game, when you block a light beam with a safe/box/yourself, you deactivate something (in Minecraft, deactivate redstone power). This light beam:
Maybe, but this doesn't happen when I switch from fluffy to slowmo or normal to fluffy, only from slowmo to anyone else. Maybe is my computer a bit laggy, it's not a very good computer.
Huh. Is this possibly to do with having textures for a dimension, or if the textures have already been loaded (I.E. different times for the first time in a session that the dimension is switched)?
EDIT: Futurally, you could add trampolines. About the video, I'm just waiting some update(s) to make the custom map and record playing him and showing the mod. Prepare yourself to the worst English speaker...
Okay, build 17 is out for 1.3.2.
This release is probably buggy and will not work.
I've tested that you can start a new world, and a few other things, but there are likely to be bugs. Download
Once I fix any bugs from this version, I'll put the fixed version in the main post.
EDIT: Bad news, my development computer is having major issues having to do with a missing partition that is needed to boot. I think the mod files are still okay (on another partition), but I can't do anything until I get this sorted out.
Okay, build 17 is out for 1.3.2.
This release is probably buggy and will not work.
I've tested that you can start a new world, and a few other things, but there are likely to be bugs. Download
Once I fix any bugs from this version, I'll put the fixed version in the main post.
It works very well, the only thing different from 1.3.1 version is that now you can't edit DOLLIs (I don't know why). The texture switch to mod's items and blocks are working very well, but it's a bit laggy in large views. In closed rooms works better. The mod is entirely working in 1.3.2 (at least to me) and, except by DOLLIs, you can already post this version on main topic. The mod doesn't lag, the player don't need to configurate the game to smaller configurations to the mod work. The translation is now right (but, to "Fluffy IDS battery", for example, the translation is "Bateria IDSMacio", but should be "Bateria IDS Macio", but are just details).
Now, some bugs that remained from 1.3.1 to 1.3.2:
-Place boxes/safes on walls teleport them to the top of this wall;
-The "Slow-mo texture" bug is still happening, and I confirmed that this is caused by dimension switch, and not texture switch (considering that in my texture pack fluffy and heavy textures are more edited than slow-mo, and the antigravity texture it's just like the slow-mo textures, but green tones, and slow-mo texture is still slower to load from Slow-Mo to any other dimension).
-Pick up items in slow-mo is buggy (the item looks "shaking" when floating to the player).
-Sometimes, boxes/safes desappear, specially when exiting the world and entering again.
-Sometimes, boxes/safes stuck on the wall when you grab them and release touching the wall.
-Exit the world and open again in antigravity make items desappear.
I don't know what system you use to make the 3D blocks/items, but if you want, I can make some 3D models (like robots, fans, trampolines, etc.). Actually, I use SketchUp. Isn't very professional, don't have many resources, but was the easiest 3D software I found.
EDIT: Bad news, my development computer is having major issues having to do with a missing partition that is needed to boot. I think the mod files are still okay (on another partition), but I can't do anything until I get this sorted out.
I'm sorry. I hope that everything back to normal soon...
While I was waiting for some news/updates, I decided to do some testing with mod's elements. That's what I think about the mod (but, obviously, you don't need to make like this):
Robots:
And the texture's download, if you wanna get inspirated: -Robot-
Fan:
I know, it doesn't look much, but it's just an idea:
Trampolines
The particle effect is optional, but would look better with it.
Isn't much, as I said before, but that's just some ideas. Thanks for reading!
While I was waiting for some news/updates, I decided to do some testing with mod's elements. That's what I think about the mod (but, obviously, you don't need to make like this):
Robots:
And the texture's download, if you wanna get inspirated: -Robot-
Fan:
I know, it doesn't look much, but it's just an idea:
Trampolines
The particle effect is optional, but would look better with it.
Isn't much, as I said before, but that's just some ideas. Thanks for reading!
Thanks for the ideas, I'll be able to think about suggestions more once I get my computer working again.
It works with all the textures very well, except with the mod's items (safes, boxes, science juice...).
Okay, I figured out why: ModLoader loads the images once, and doesn't reload them on dimension change.
That's unlike the built-in textures, which are reloaded.
I should be able to fix this, but it could be a while.
Thank you!
Hugobdesigner: I got the textures to work properly, and mod items/blocks will be changeable by dimension in build 17.
I'm definitely going to do another Mod Video of this when it becomes complete or at least majorly complete.
You are doing an excellent job! Please keep up the awesome work. I would love to play custom maps one day if someone gets around to building them one day.
Thank you!
It's nice to hear that people appreciate the work that goes into this.
I think Mleis said earlier that he was going to make a map, but we haven't heard since.
Nice! I've already made the fluffy and slow-mo textures, and updated the texture pack to Build 9, and in mod's items i've put "qdim1_" and "qdim3_" in front of these texture. It's just do it, or there's something different to do with mod's items/blocks?
Nothing different.
I'll try out the texturepack again later today, I've been fairly busy since yesterday and might not get a release out for a bit.
-Make some music disc, maybe playing "Flip a switch" from the game.
-Make 2 "selection" blocks: they will "select" the area affected by dimensional shift (this area will be the region between the first block and the second block), and when you enter some of this areas, your glove will link automatically (better to adventure maps). Like this:
-Make desmonds, to press buttons and pressure plates.
-Make not just laser beams, but also light beams, and his redstone aplications.
-At last, make the DOLLIs configurable also to how many objects they drop, because if we want, for example, 4 safes in the same place, we need 4 DOLLIs, and this doesn't look very goog to adventure map.
That's all. I hope you like my ideas.
EDIT: Should I do a adventure map and a "mod review" video, together?
EDIT 2: The slow-mo dimension is also affecting the time that the game takes to switch between dimensions. For example, if slow-mo velocity is set to 0.2, and the dimensional shift takes approximately 0.3 seconds, in slow-mo will take approximately 3/4 seconds.
I was thinking about this, but it's hard to do from a coding standpoint. Especially texturepack switching. Texturepack switching has to be global.
Internally, this is actually very hard, due to the fact that the science juice tubes are not always solid.
One solution that might work: use a repeater to put the redstone current into the block below or above the DOLLI.
Maybe just specifically to trigger buttons, as in-game he couldn't trigger the pressure plate-style things.
Huh? I thought that there were just laser beams. Also, what redstone applications?
Go ahead.
That's strange...
Are you sure that's not a fluke?
The pause is not something that can be affected by slow-mo. It's because of the texture reloading.
Note: I'm adding everything that I didn't reply to specifically to the TODO list.
EDIT: Also, the thing that would be most useful is to know what feature(s) to implement next. There are so many suggested and on the TODO list that I'm not sure which ones to do.
Well, maybe the texture pack can change, but just the dimensional shift will be good enought. I mean, in adventure maps, for example, the dimensional shift will affect rooms that wasn't supposed to affect, and this "selected" area will impess it.
Well, yes. It's because sometimes we want to make DOLLIs "out of the wall", and then it's hard ro make redstone and science juice connection. Like this:
Okay. So, they're gonna have some specific "timer", like "press the button in every X seconds"?
Like in the game, when you block a light beam with a safe/box/yourself, you deactivate something (in Minecraft, deactivate redstone power). This light beam:
Maybe, but this doesn't happen when I switch from fluffy to slowmo or normal to fluffy, only from slowmo to anyone else. Maybe is my computer a bit laggy, it's not a very good computer.
Starts with the easiest one to you. You don't need to work that hard, take the time you need...
EDIT: Futurally, you could add trampolines. About the video, I'm just waiting some update(s) to make the custom map and record playing him and showing the mod. Prepare yourself to the worst English speaker...
all credit goes to AlternativeLies, do not ask about downoad, it ain`t avalible yet.
Thank you!
Well, it's on the todo list.
Ah, I see. I'll see what I can do.
Something like that.
Ah, forgot about those.
Huh. Is this possibly to do with having textures for a dimension, or if the textures have already been loaded (I.E. different times for the first time in a session that the dimension is switched)?
Okay. Sorry for not doing anything yet, I've got other things that I need to be doing and I'm trying to get a good submission to the ioccc this year.
I'll add trampolines to the TODO list.
This release is probably buggy and will not work.
I've tested that you can start a new world, and a few other things, but there are likely to be bugs.
Download
Once I fix any bugs from this version, I'll put the fixed version in the main post.
EDIT: Bad news, my development computer is having major issues having to do with a missing partition that is needed to boot. I think the mod files are still okay (on another partition), but I can't do anything until I get this sorted out.
It works very well, the only thing different from 1.3.1 version is that now you can't edit DOLLIs (I don't know why). The texture switch to mod's items and blocks are working very well, but it's a bit laggy in large views. In closed rooms works better. The mod is entirely working in 1.3.2 (at least to me) and, except by DOLLIs, you can already post this version on main topic. The mod doesn't lag, the player don't need to configurate the game to smaller configurations to the mod work. The translation is now right (but, to "Fluffy IDS battery", for example, the translation is "Bateria IDSMacio", but should be "Bateria IDS Macio", but are just details).
Now, some bugs that remained from 1.3.1 to 1.3.2:
-Place boxes/safes on walls teleport them to the top of this wall;
-The "Slow-mo texture" bug is still happening, and I confirmed that this is caused by dimension switch, and not texture switch (considering that in my texture pack fluffy and heavy textures are more edited than slow-mo, and the antigravity texture it's just like the slow-mo textures, but green tones, and slow-mo texture is still slower to load from Slow-Mo to any other dimension).
-Pick up items in slow-mo is buggy (the item looks "shaking" when floating to the player).
-Sometimes, boxes/safes desappear, specially when exiting the world and entering again.
-Sometimes, boxes/safes stuck on the wall when you grab them and release touching the wall.
-Exit the world and open again in antigravity make items desappear.
I don't know what system you use to make the 3D blocks/items, but if you want, I can make some 3D models (like robots, fans, trampolines, etc.). Actually, I use SketchUp. Isn't very professional, don't have many resources, but was the easiest 3D software I found.
I'm sorry. I hope that everything back to normal soon...
thanks in advance and good work with the mod!
Edit: Still waiting for the update!
Look at the previous comment in this page, it's Build 17 for Minecraft 1.3.2
Robots:
And the texture's download, if you wanna get inspirated: -Robot-
Fan:
I know, it doesn't look much, but it's just an idea:
Trampolines
The particle effect is optional, but would look better with it.
Isn't much, as I said before, but that's just some ideas. Thanks for reading!
Not yet, my development computer is still down for the count. Sorry.
Thanks for the ideas, I'll be able to think about suggestions more once I get my computer working again.