Most textures are now working on 1.6.1 and everything seems to be going smoothly. However, I've left my power supply at home and I'm out with my laptop right now, so I wont have enough battery life to get everything updated, compiled, tested and uploaded. So, expect the update some time tomorrow
really nice mod but I got lots of problems with 64x addon
a wooden stop painting
the "op" paintings (still the stop one)
you won't believe me but it's a lamp post
a sign... without sign
it's still a lamp post but double this time
any idea on how to fix it?
The 64x addon wasn't updated to 0.3, I'll do that when I get a few minutes free. In 0.3 some models changed (and they will change again for 0.4) which is what causes the issues.
The 3x2 STOP thing doesn't work yet anyway, just ignore it and pretend it's not there, I forgot to disable it
In all honesty today I've been working on the texture pack I'm making. I plan to try and get my render code fixed tonight though, which is the only thing stopping a 1.6.1 release at the moment
Alright, managed to get a working test environment.
Positive: Tar is fixed. It now only spawns in swamps as originally planned, so it wont overflow your world. Limestone veins are smaller but still the same frequency.
Negative: Rotation code broke. I'm gonna cry in a corner, then fix it.
I am making my own renderer. This has both positive and negaitve factors which I need to raise up:
The good:
- I'll save on IDs, because we'll only need to use 1/4th of what we are so far. That also means we can make some new road blocks!
- It'll fix the WorldEdit //set crashing bug, because metadata will make sense
- I wont be using Piston code for it anymore, which just makes things nice and tidy.
The Bad:
- It will break any currently made roads. The mod is alpha, so this kind of thing is expected but usually wouldn't happen. I'm being an exception I'm afraid Trust me when I say, I've built the most roads out of all of you... with a 15km long dual carriageway on my server
- There is a positive still though. Once one of the bukkit ports for 1.6 is updated, you can just use WorldEdit to fix your roads!
The Ugly:
The ugly is how your roads will look right after updating.
This build DOES NOT HAVE THE ROAD BLOCKS. It is only the generic blocks.
Road blocks will be getting a new renderer and are as such temporarily disabled.
The only reason this build exists, is if you want to make a new world for 1.6. All the generation code exists in here, so you can use this on a NEW WORLD and update later. This means you will have tar and limestone generated into your world, ready for a future update.
Once you've read that, you can download the build. I wont exclusively adfly it because it's such a minor build, but also it wont be in the OP.
Nothing there yet, but you guys can get early access! Just comment or PM me for whitelist, or sign up on my forums and go to this link! (You must be signed in to view it)
The server is going to be a creative city server, so build skyscrapers and the likes. It'll be running FlenixRoads and FlenixCities, and any building made stands a chance of being added to the generation of FlenixCities!
Sure. There's not much on there as of right now because I've not started doing any real building, but feel free to get started if you want
I assume your name is bigeaspk?
Sure. There's not much on there as of right now because I've not started doing any real building, but feel free to get started if you want
I assume your name is bigeaspk?
Just wondering, would you like to make a dns for your server, like flenixcities.****.net? If so, use this website. It's free, easy to use, and it works. I use it for my server (kostcraft.dtdns.net, though it's whitelisted, and mostly down unless I'm messing around with friends), and it does work. Now that this commercial is over, here's the link https://www.dtdns.com/
SOMETHING TO NOTE: they do send you an e-mail every 40 days or something, requiring you to confirm that you are still there. If you don't answer this, they will delete the active dns address, but it is easy to re-do
SOMETHING TO NOTE 2: I prefer to use the .dtdns.net suffix. It's small, easy to remember, and simple.
I've actually got a site, so I can do it through that (it'd be something like flenixmods.silvania.co.uk:25566) - annoyingly even with DNS, you still need to use the port, and it's not worth shelling out on another dedi for this server when I have a perfectly good one for my normal minecraft server
Can you tell me how you did the collision boxes for the custom modelled blocks? Or can you point me to a site that can help me?
Haha, I've seen you on minecraftforge forums before
Anyway. Which ones did you have in mind? The road blocks are really simple, but things like the barriers are a little harder.
For the roads, or anything which the bounding box is the same regardless of orientation, just add this to your block's constructer (same place as you do the creative tabs etc):
this.setBlockBounds(0.9F,-0.175F, 0.4F, 1.1F,-0.125F, 0.6F);
But, if you need the box to change depending on orientation (eg, my barriers, or the Cats Eye Side), you need this and DONT have the line in the constructor:
Paving the way to a better world!
Paving the way to a better world!
Thanks, glad you like it!
The 64x addon wasn't updated to 0.3, I'll do that when I get a few minutes free. In 0.3 some models changed (and they will change again for 0.4) which is what causes the issues.
The 3x2 STOP thing doesn't work yet anyway, just ignore it and pretend it's not there, I forgot to disable it
Paving the way to a better world!
[Error 404 could not be found]
Paving the way to a better world!
Positive: Tar is fixed. It now only spawns in swamps as originally planned, so it wont overflow your world. Limestone veins are smaller but still the same frequency.
Negative: Rotation code broke. I'm gonna cry in a corner, then fix it.
Paving the way to a better world!
I am making my own renderer. This has both positive and negaitve factors which I need to raise up:
The good:
- I'll save on IDs, because we'll only need to use 1/4th of what we are so far. That also means we can make some new road blocks!
- It'll fix the WorldEdit //set crashing bug, because metadata will make sense
- I wont be using Piston code for it anymore, which just makes things nice and tidy.
The Bad:
- It will break any currently made roads. The mod is alpha, so this kind of thing is expected but usually wouldn't happen. I'm being an exception I'm afraid Trust me when I say, I've built the most roads out of all of you... with a 15km long dual carriageway on my server
- There is a positive still though. Once one of the bukkit ports for 1.6 is updated, you can just use WorldEdit to fix your roads!
The Ugly:
The ugly is how your roads will look right after updating.
Paving the way to a better world!
Paving the way to a better world!
Read this before you install it!
This build DOES NOT HAVE THE ROAD BLOCKS. It is only the generic blocks.
Road blocks will be getting a new renderer and are as such temporarily disabled.
The only reason this build exists, is if you want to make a new world for 1.6. All the generation code exists in here, so you can use this on a NEW WORLD and update later. This means you will have tar and limestone generated into your world, ready for a future update.
Once you've read that, you can download the build. I wont exclusively adfly it because it's such a minor build, but also it wont be in the OP.
http://www.sendspace.com/file/7id6y0
But I want to support you via Adfly!
Paving the way to a better world!
Nothing there yet, but you guys can get early access! Just comment or PM me for whitelist, or sign up on my forums and go to this link! (You must be signed in to view it)
The server is going to be a creative city server, so build skyscrapers and the likes. It'll be running FlenixRoads and FlenixCities, and any building made stands a chance of being added to the generation of FlenixCities!
Paving the way to a better world!
[Error 404 could not be found]
Sure. There's not much on there as of right now because I've not started doing any real building, but feel free to get started if you want
I assume your name is bigeaspk?
Paving the way to a better world!
[Error 404 could not be found]
Paving the way to a better world!
SOMETHING TO NOTE: they do send you an e-mail every 40 days or something, requiring you to confirm that you are still there. If you don't answer this, they will delete the active dns address, but it is easy to re-do
SOMETHING TO NOTE 2: I prefer to use the .dtdns.net suffix. It's small, easy to remember, and simple.
[Error 404 could not be found]
Paving the way to a better world!
Haha, I've seen you on minecraftforge forums before
Anyway. Which ones did you have in mind? The road blocks are really simple, but things like the barriers are a little harder.
For the roads, or anything which the bounding box is the same regardless of orientation, just add this to your block's constructer (same place as you do the creative tabs etc):
this.setBlockBounds(0.9F, -0.175F, 0.4F, 1.1F, -0.125F, 0.6F);
But, if you need the box to change depending on orientation (eg, my barriers, or the Cats Eye Side), you need this and DONT have the line in the constructor:
Can't paste the code... Just go here:
https://github.com/Flenix/FlenixRoads/blob/master/co/uk/silvania/roads/block/CatsEyeSide.java#L42
The six float values are the 3-point coordinates for the bottom-left corner of the box, and the top-right corner.
Paving the way to a better world!
(I'm working on a mod which includes road's, but I didn't meanit as a ripp-off)
EDIT: The bounding boxes are good, but the collision boxes are only 2 tall. I set the bounding boxes to
0F, 0F, 0F, 1F, 7F, 1F in this method:
I really can't figure out why....Maybe you can help me?