1. First do a direct port to 1.5.1
2.Get forge compatibility.
3.Add blocks so you dont have to use physic powers to move things
4.Add "fake" physics to act like their are water currents and wind currents
5.Add a Cannon
6.Try to add the cloths in to interact with "Hot Air" fro blimps.
7.Make upside-down half-slabs act as wings
8.Add propeller
9.Add Rocket Thruster
10.Ect-cetera......
ok i just got to test the files now......fix the errors......then release to the public
after that.....i think i'll try to move it to forge....and i'll see what i'll do from there
ok having slight problems compiling......its already open-sourced.....i just moved code to some corresponding classes in minecraft (2 of them)
open-source:https://bitbucket.org/jpavlich/minecraft-mods/src
several mods are here including the last update of physicscraft
Try to use a non-intelligent program to code in java is not useful.....so i'm transfering to eclispe
With eclispe i can put the code in and have minecraft as a refernce material.....
Theroetically: The coding i have done so far is just fixing a few errors (caused by java updating)
so it should work when installed.
So you people will have to wait a little longer....
Emotions:
Yeah, performance. I know that Eagle_Orion (Author of Physicscraft, not Zeppelin) encountered a problem with blocks more than a certain distance from the Craft's origin not rendering properly, but in his video of a large room flying around (~800 blocks) there were no performance issues visible. Since Coderorigion's mod is based off of that, not based on Zeppelin, so it's probably alright. But I am just speculating here. Large Craft don't have any more polygons than the same thing built into normal blocks would, so as long as the physics itself efficient, there shouldn't be any problems. Right?
Also, I would still like to see that hardcore mode. Where anything detached whatsoever turns into a physics Craft.
Don't sabotage a feature that works for people with powerful computers!
(Please)
Just make it clear that it's an early release and not optimized yet, so people know what to expect.
Coderorigion is making a standalone right now. I don't think he plans for it to be an add-on, and it's definitely not an add-on type of mod to IC2, because it is a unique concept, not an extension to expand IC2. It would make more sense for the compatibility components to be an add-on to Inventor's Toolbox, so they are optional and the base mod remains standalone.
Eclipse seems to be the platform of choice amongst minecraft modders. What OS are you using? Linux can be stubborn to set up some times.
But back to the question that started your comment. How's the progress. This is exactly something I wanted to work on, but that stupid real life has kept me from gaming for quite some time. I'd love to see what you have.
How are you setting it up? What is the beginning step to setting up the voxel grid? Is the seperate grid essentially a different world that still renders the normal world? How is the information stored? All in the world save, NBT, or a mixture? Are you just porting the original, or was re-writing necessary?
Please keep up the work. I want this mod more than anything. LOL.
Rollback Post to RevisionRollBack
If you think something's impossible.
You haven't tried hard enough.
I would like to thank my friends for introducing me to League of Legends, and therefore sealing the fate of any free time I might have had to work on this project for the past couple of seasons (the rascals!) Actually, no. Coding is tiring, and I needed to use my free time on R&R. I graduated this spring, so I had enough on my plate. But it's Summer now, and while I have some big things coming up, I'd say I have time to look at this again. Any immediate questions codeorigin or minehippie? Other than "How could you abandon us?! Why? WHY??!!"
Okay, so, just sifted through my backlogged forum mail. Several people offered to help on this mod. I hope they found their way here. I sent them all the link just now (but those messages were SO old. Man I've been gone a while.)
I wish I had some questions to ask you right off. Since my youngest son danced on my laptop I haven't been able to code. (Using my wife's old machine now, which is barely enough machine to browse forums or watch netflix) It's really disappointing cause I felt like I was making great strides in understanding forge, entities, dimensions, and collision boxes. Still didn't have enough to make a thread though. When I saw codeorigin made this thread I had hopes he was making even greater strides, but I haven't seen anything from him in a while either. But maybe we're lucky and he's just too busy coding to post. Let's hope.
In other news. There are several threads about people trying to make a ship mod. They are all using many varying systems to accomplish this goal. Systems similar to yours and others closer to the old zeppelin system. Basically, a lot of people are trying, but nobody has got as close as you or the ships and boats mod. We'll just have to see.
Rollback Post to RevisionRollBack
If you think something's impossible.
You haven't tried hard enough.
Pro tip:Always give a sign that you are ACTUALLY coding,making the mod,etc. when it is taking too long.Examples can be:videos of buggy features/just features;Prereleases;Pictures.Right now...we can consider this dead as,really,none of you guys(people coding @ this) are like "ima codin now'ppl,and don't spam about update and stuff..."
Pro tips:
-People have lives. They aren't necessarily working on this right now.
-They are not accountable to posters.
-If they had something to show you, they would have.
-Since they haven't, they don't.
-If it's dead, why are you posting?
-People can spam post. That won't make the modders magically have an update.
But enough of that. I came back on to see what's happening with Forge. If I jump back into this, I need to know where to start. I've been off of minecraft for SO long, only semi-sucked back in by a friend showing me TechnicLauncher a few days ago. I need to know where the mod-compatibility community is. It seems like the latest version of Forge is for Minecraft 1.5.2, but the latest version of Minecraft is 1.6.1.
First question: Is forge still the primary mod compatibility tool for modders? Is there something new out there?
Second: Are people still keeping their 1.5.2 versions of minecraft? What's the ETA on Forge for 1.6.1?
Third: Were there versions of Minecraft between 1.5.2 and 1.6.1, and if so, how many?
Fourth: How old is 1.5.2?
I'll be researching the answers to these questions. But if anyone can answer these questions here, that would be great. My version of the mod is still the pre-forge direct hack of MCP. If I'm gonna jump into learning Forge, I'd like to make sure I'm not barking up the wrong tree, when there might be a mod installer, or something else out there, with better compatibility standards to work from.
EDIT: So, I found the version of Forge for 1.6.1. The site just hasn't added a forum topic for it yet. In any case, that answers that question. I'm installing it. I'm gonna assume for now that Forge is still the main method for mod compatibility and start skimming through the tutorials.
EDIT: aaaand now I'm reinstalling it, since the previous ridiculously long install ended with errors, probably because java was out of date. Updated. Reinstalling. Fingers crossed on this ridiculously long install (so many .ogg files!... Installed at a rate of 1 per second! Why!)
If it's bugfix stuff, I doubt it will affect forge that much. I'm gonna keep learning forge.
And sorry for being cranky.
EDIT: Okay, went through the first couple of tutorials, and everything worked for the most part. Now time to skip straight to the advanced stuff related to hooking, etc. since that will probably be what I need to get most of the code in there.
EDIT: It could just be me, but what I just read makes hooks sound like what EVERYTHING in Forge is. Some way to add something in your own separate class rather than in the base code (a new recipe, a new block, etc.) But I was under the impression that it was more advanced then that (i.e. you could use hooks to interject execution of ANY kind of code you've created anywhere along the way in the base code execution. But you wouldn't have to put it directly in the base code.)
This is where things get troublesome for me, and the reason I didn't use modloader originally. A lot of what I'm doing isn't adding blocks or new devices. It's making old things do stuff that they were never intended to do within the minecraft code architecture (i.e. block creation, rendering, etc. is all coded under the assumption that blocks are fixed on the world grid, and can't move. My mod scraps that by interjecting a lot of code at strategic points in the execution. If I can't interject code execution at arbitrary points, that's gonna cause issues. If Forge is no better than modloader on this point, this will be troublesome. If the hooks only build off the architecture, and don't allow you to directly CHANGE the architecture, then I don't quite have what I need in Forge.
Chances are though, I'm still missing something about Forge, and have to keep researching.
EDIT: Been chatting on the Forge forums. Looks like there isn't anything I'm missing. I'm pretty sure I can make this mod Forge compatible without making it Forge dependent. I know enough about reflection to do a lot of what Forge does already. The base class edits that I need without Forge, I still need WITH Forge.
1. First do a direct port to 1.5.1
2.Get forge compatibility.
3.Add blocks so you dont have to use physic powers to move things
4.Add "fake" physics to act like their are water currents and wind currents
5.Add a Cannon
6.Try to add the cloths in to interact with "Hot Air" fro blimps.
7.Make upside-down half-slabs act as wings
8.Add propeller
9.Add Rocket Thruster
10.Ect-cetera......
AND YOU SHOULD TOO!
decided to go on a java coding spree today....it paid off....
YOUR WELCOME.
AND YOU SHOULD TOO!
after that.....i think i'll try to move it to forge....and i'll see what i'll do from there
AND YOU SHOULD TOO!
Will it be open-source? I am assuming not, since you don't have the project on Github or similar.
open-source:https://bitbucket.org/jpavlich/minecraft-mods/src
several mods are here including the last update of physicscraft
Try to use a non-intelligent program to code in java is not useful.....so i'm transfering to eclispe
With eclispe i can put the code in and have minecraft as a refernce material.....
Theroetically: The coding i have done so far is just fixing a few errors (caused by java updating)
so it should work when installed.
So you people will have to wait a little longer....
Emotions:
AND YOU SHOULD TOO!
Also, I would still like to see that hardcore mode. Where anything detached whatsoever turns into a physics Craft.
so thats an idea.....
still re-coding for eclispe.....
AND YOU SHOULD TOO!
(Please)
Just make it clear that it's an early release and not optimized yet, so people know what to expect.
AND YOU SHOULD TOO!
But back to the question that started your comment. How's the progress. This is exactly something I wanted to work on, but that stupid real life has kept me from gaming for quite some time. I'd love to see what you have.
How are you setting it up? What is the beginning step to setting up the voxel grid? Is the seperate grid essentially a different world that still renders the normal world? How is the information stored? All in the world save, NBT, or a mixture? Are you just porting the original, or was re-writing necessary?
Please keep up the work. I want this mod more than anything. LOL.
You haven't tried hard enough.
What is your own preferred IDE for Java? You should use whatever you are used to.
Glad to see you're back. Welcome we missed you.
I wish I had some questions to ask you right off. Since my youngest son danced on my laptop I haven't been able to code. (Using my wife's old machine now, which is barely enough machine to browse forums or watch netflix) It's really disappointing cause I felt like I was making great strides in understanding forge, entities, dimensions, and collision boxes. Still didn't have enough to make a thread though. When I saw codeorigin made this thread I had hopes he was making even greater strides, but I haven't seen anything from him in a while either. But maybe we're lucky and he's just too busy coding to post. Let's hope.
In other news. There are several threads about people trying to make a ship mod. They are all using many varying systems to accomplish this goal. Systems similar to yours and others closer to the old zeppelin system. Basically, a lot of people are trying, but nobody has got as close as you or the ships and boats mod. We'll just have to see.
You haven't tried hard enough.
Pro tips:
-People have lives. They aren't necessarily working on this right now.
-They are not accountable to posters.
-If they had something to show you, they would have.
-Since they haven't, they don't.
-If it's dead, why are you posting?
-People can spam post. That won't make the modders magically have an update.
But enough of that. I came back on to see what's happening with Forge. If I jump back into this, I need to know where to start. I've been off of minecraft for SO long, only semi-sucked back in by a friend showing me TechnicLauncher a few days ago. I need to know where the mod-compatibility community is. It seems like the latest version of Forge is for Minecraft 1.5.2, but the latest version of Minecraft is 1.6.1.
First question: Is forge still the primary mod compatibility tool for modders? Is there something new out there?
Second: Are people still keeping their 1.5.2 versions of minecraft? What's the ETA on Forge for 1.6.1?
Third: Were there versions of Minecraft between 1.5.2 and 1.6.1, and if so, how many?
Fourth: How old is 1.5.2?
I'll be researching the answers to these questions. But if anyone can answer these questions here, that would be great. My version of the mod is still the pre-forge direct hack of MCP. If I'm gonna jump into learning Forge, I'd like to make sure I'm not barking up the wrong tree, when there might be a mod installer, or something else out there, with better compatibility standards to work from.
EDIT: So, I found the version of Forge for 1.6.1. The site just hasn't added a forum topic for it yet. In any case, that answers that question. I'm installing it. I'm gonna assume for now that Forge is still the main method for mod compatibility and start skimming through the tutorials.
EDIT: aaaand now I'm reinstalling it, since the previous ridiculously long install ended with errors, probably because java was out of date. Updated. Reinstalling. Fingers crossed on this ridiculously long install (so many .ogg files!... Installed at a rate of 1 per second! Why!)
And sorry for being cranky.
EDIT: Okay, went through the first couple of tutorials, and everything worked for the most part. Now time to skip straight to the advanced stuff related to hooking, etc. since that will probably be what I need to get most of the code in there.
EDIT: It could just be me, but what I just read makes hooks sound like what EVERYTHING in Forge is. Some way to add something in your own separate class rather than in the base code (a new recipe, a new block, etc.) But I was under the impression that it was more advanced then that (i.e. you could use hooks to interject execution of ANY kind of code you've created anywhere along the way in the base code execution. But you wouldn't have to put it directly in the base code.)
This is where things get troublesome for me, and the reason I didn't use modloader originally. A lot of what I'm doing isn't adding blocks or new devices. It's making old things do stuff that they were never intended to do within the minecraft code architecture (i.e. block creation, rendering, etc. is all coded under the assumption that blocks are fixed on the world grid, and can't move. My mod scraps that by interjecting a lot of code at strategic points in the execution. If I can't interject code execution at arbitrary points, that's gonna cause issues. If Forge is no better than modloader on this point, this will be troublesome. If the hooks only build off the architecture, and don't allow you to directly CHANGE the architecture, then I don't quite have what I need in Forge.
Chances are though, I'm still missing something about Forge, and have to keep researching.
EDIT: Been chatting on the Forge forums. Looks like there isn't anything I'm missing. I'm pretty sure I can make this mod Forge compatible without making it Forge dependent. I know enough about reflection to do a lot of what Forge does already. The base class edits that I need without Forge, I still need WITH Forge.