Hello once more, fine people of the Minecraft forums. It's been a minute.
As an aside, grad school is great fun. I'm not sure why I thought that was a good idea, but... hey, these things happen. But grad school and working a full-time job? I don't recommend it, unless you think your blood pressure is just too low...
There's been some machine failures and HD crashes since I last updated this mod: I was putting together some stuff for it... a couple years ago, now, I guess. Hmm. Time flies.
Enough with the preamble: I have decided that it's time to admit that I'm retired from the Minecraft modding community. But, given that, it seemed a bit of a jerk move to take the mod down with me, so:
Here is the source code for Dungeon Mobs v4.2.0, which was intended to include the beamos, but wound up not working quite right. The code for that is still all in there, so if you want to rip it out - or make it work - that's your prerogative. Oh, and by the way, the versioning structure was: first digit increased for each new release of Minecraft I updated for; second digit was used for each new mob added for a given Minecraft release; and third digit was for bug-fixes and such that didn't include any new content.
I make no guarantees that the code I posted works, but I checked it out, and it does look like everything you need is in there. Textures, sounds, the whole nine yards: for whomever decides to take up the torch, there should be enough material there for you to at least only have a couple hundred bugs to start with. And I'm just talking about the build process, I'm not even talking about actual gameplay.
Remember, as well, that this was written for Minecraft 1.7.10: there's even a few function calls to functions that hadn't been deobfuscated yet, and have the really bizarre naming scheme! But I'm sure you'll be fine. Part of the fun of writing stuff for Minecraft was that the base framework already existed, you just had to figure out how to poke at it to make it do what you want. I really can think of no better way for someone to get into coding than trying to write a mod for Minecraft.
I also apologize for the lack of comments. And the horrible variable names. And the vulgarities. But really, I never intended on releasing the code, and don't have the time or inclination to try to set up a dev environment just to fix that stuff, so... shrug.
It's been a fun road. We had some good times, and some bad. I want to offer thanks to all those folk who helped out along the road: you guys know who you are. And to everyone else, including those who've never gotten to use this mod: maybe someone will update it, and you'll get to (re-)experience the horrible, terrible feeling of playing Minecraft with some real difficulty. Because after all, what is life without a challenge?
With that, I relinquish control of the mod. It is no longer mine, but now lives free in the digital wilds, frolicking among its own kind.
Hello once more, fine people of the Minecraft forums. It's been a minute.
As an aside, grad school is great fun. I'm not sure why I thought that was a good idea, but... hey, these things happen. But grad school and working a full-time job? I don't recommend it, unless you think your blood pressure is just too low...
There's been some machine failures and HD crashes since I last updated this mod: I was putting together some stuff for it... a couple years ago, now, I guess. Hmm. Time flies.
Enough with the preamble: I have decided that it's time to admit that I'm retired from the Minecraft modding community. But, given that, it seemed a bit of a jerk move to take the mod down with me, so:
Here is the source code for Dungeon Mobs v4.2.0, which was intended to include the beamos, but wound up not working quite right. The code for that is still all in there, so if you want to rip it out - or make it work - that's your prerogative. Oh, and by the way, the versioning structure was: first digit increased for each new release of Minecraft I updated for; second digit was used for each new mob added for a given Minecraft release; and third digit was for bug-fixes and such that didn't include any new content.
I make no guarantees that the code I posted works, but I checked it out, and it does look like everything you need is in there. Textures, sounds, the whole nine yards: for whomever decides to take up the torch, there should be enough material there for you to at least only have a couple hundred bugs to start with. And I'm just talking about the build process, I'm not even talking about actual gameplay.
Remember, as well, that this was written for Minecraft 1.7.10: there's even a few function calls to functions that hadn't been deobfuscated yet, and have the really bizarre naming scheme! But I'm sure you'll be fine. Part of the fun of writing stuff for Minecraft was that the base framework already existed, you just had to figure out how to poke at it to make it do what you want. I really can think of no better way for someone to get into coding than trying to write a mod for Minecraft.
I also apologize for the lack of comments. And the horrible variable names. And the vulgarities. But really, I never intended on releasing the code, and don't have the time or inclination to try to set up a dev environment just to fix that stuff, so... shrug.
It's been a fun road. We had some good times, and some bad. I want to offer thanks to all those folk who helped out along the road: you guys know who you are. And to everyone else, including those who've never gotten to use this mod: maybe someone will update it, and you'll get to (re-)experience the horrible, terrible feeling of playing Minecraft with some real difficulty. Because after all, what is life without a challenge?
With that, I relinquish control of the mod. It is no longer mine, but now lives free in the digital wilds, frolicking among its own kind.
Do with it what you will.
I'll eyeball porting this. I want to see how easy it is for me to work with mobs.
I've started on an update, and have two mobs working (ghoul and beholder), but I doubt I'll get anything worth sharing without help from someone who understands rendering (specifically, rending blocks, items, and projectiles -- I can do mobs). Specifically rendering non-mobs in 1.12.2.
I have fixed the rendering problem I was having with a new custom rendering class. I've finished three mobs so far (ghoul, troll, and beholder). I probably won't be releasing a version until I have all or most of the mobs working, though. When I do, I'll let everyone know.
I can't afford to pay Mediafire for free downloads, so you probably will have to go through an add so they can make money, even if I don't -- its just the situation right now. Anyway, I'll be back whenever I have a full updated version -- shooting for 1.12.2 right now -- and perhaps a new thread for the new version. I don't think it will take too long now that I'm back on it.
I'm almost done with the update, with two caveats -- I won't be including blade traps or beamos in the up date, at least not the initial release. I am, however, including a few new mob (four planned, three already fully implemented), and hope to have more advanced configs and a few other enhancements.
I should have a new release (with a new thread) in a day or two. In the mean time, if anyone would like to try making a blade trap JSON model that looks like blade trap entity, and get that rendering I'd be thankful (not wanting to fool with translating the mob model is the only reason it won't be included -- its coded, just turns invisible in block form).
The Meaning of Life, the Universe, and Everything.
Join Date:
12/2/2012
Posts:
281
Member Details
Hey BlackJar, I logged in for the first time in years to simply let you know that this is some fantastic news. Dungeon Mobs has been sorely missed as of late, and I look forward to getting killed by these guys in 1.12.2.
Hello once more, fine people of the Minecraft forums. It's been a minute.
As an aside, grad school is great fun. I'm not sure why I thought that was a good idea, but... hey, these things happen. But grad school and working a full-time job? I don't recommend it, unless you think your blood pressure is just too low...
There's been some machine failures and HD crashes since I last updated this mod: I was putting together some stuff for it... a couple years ago, now, I guess. Hmm. Time flies.
Enough with the preamble: I have decided that it's time to admit that I'm retired from the Minecraft modding community. But, given that, it seemed a bit of a jerk move to take the mod down with me, so:
Here is the source code for Dungeon Mobs v4.2.0, which was intended to include the beamos, but wound up not working quite right. The code for that is still all in there, so if you want to rip it out - or make it work - that's your prerogative. Oh, and by the way, the versioning structure was: first digit increased for each new release of Minecraft I updated for; second digit was used for each new mob added for a given Minecraft release; and third digit was for bug-fixes and such that didn't include any new content.
I make no guarantees that the code I posted works, but I checked it out, and it does look like everything you need is in there. Textures, sounds, the whole nine yards: for whomever decides to take up the torch, there should be enough material there for you to at least only have a couple hundred bugs to start with. And I'm just talking about the build process, I'm not even talking about actual gameplay.
Remember, as well, that this was written for Minecraft 1.7.10: there's even a few function calls to functions that hadn't been deobfuscated yet, and have the really bizarre naming scheme! But I'm sure you'll be fine. Part of the fun of writing stuff for Minecraft was that the base framework already existed, you just had to figure out how to poke at it to make it do what you want. I really can think of no better way for someone to get into coding than trying to write a mod for Minecraft.
I also apologize for the lack of comments. And the horrible variable names. And the vulgarities. But really, I never intended on releasing the code, and don't have the time or inclination to try to set up a dev environment just to fix that stuff, so... shrug.
It's been a fun road. We had some good times, and some bad. I want to offer thanks to all those folk who helped out along the road: you guys know who you are. And to everyone else, including those who've never gotten to use this mod: maybe someone will update it, and you'll get to (re-)experience the horrible, terrible feeling of playing Minecraft with some real difficulty. Because after all, what is life without a challenge?
With that, I relinquish control of the mod. It is no longer mine, but now lives free in the digital wilds, frolicking among its own kind.
Do with it what you will.
The reverse side also has a reverse side.
My Mods: Dungeon Mobs | (WIP) Blind Mapmaker
I'll eyeball porting this. I want to see how easy it is for me to work with mobs.
I've started on an update, and have two mobs working (ghoul and beholder), but I doubt I'll get anything worth sharing without help from someone who understands rendering (specifically, rending blocks, items, and projectiles -- I can do mobs). Specifically rendering non-mobs in 1.12.2.
https://github.com/BlackJar72/dungeon-mobs
So, any volunteers?
(Its rendering that had my thinking its time to leave modding, or at least stick only to world-gen.)
I have fixed the rendering problem I was having with a new custom rendering class. I've finished three mobs so far (ghoul, troll, and beholder). I probably won't be releasing a version until I have all or most of the mobs working, though. When I do, I'll let everyone know.
I can't afford to pay Mediafire for free downloads, so you probably will have to go through an add so they can make money, even if I don't -- its just the situation right now. Anyway, I'll be back whenever I have a full updated version -- shooting for 1.12.2 right now -- and perhaps a new thread for the new version. I don't think it will take too long now that I'm back on it.
I'm almost done with the update, with two caveats -- I won't be including blade traps or beamos in the up date, at least not the initial release. I am, however, including a few new mob (four planned, three already fully implemented), and hope to have more advanced configs and a few other enhancements.
I should have a new release (with a new thread) in a day or two. In the mean time, if anyone would like to try making a blade trap JSON model that looks like blade trap entity, and get that rendering I'd be thankful (not wanting to fool with translating the mob model is the only reason it won't be included -- its coded, just turns invisible in block form).
Hey BlackJar, I logged in for the first time in years to simply let you know that this is some fantastic news. Dungeon Mobs has been sorely missed as of late, and I look forward to getting killed by these guys in 1.12.2.
I've update this to 1.12.2:
Dungeon Mobs 5.0.0 for 1.12.2
New version of Dungeon Mobs has dropped, it should fix server-ending crashes now.