The PC modding community made their own API which would curbstomp whatever Mojang put out(At first at least). The PE community meanwhile has a much more limited API. It makes sense that Mojang would focus on the community that needs an API rather than the one that already has one.
- Daomephsta
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Member for 9 years and 13 days
Last active Sat, Jan, 16 2021 23:13:39
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Oct 23, 2016Daomephsta posted a message on MCPE: 0.16 Now Live - Check Out Add-Ons!Posted in: News
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Oct 7, 2015Daomephsta posted a message on Snapshot 15w41b Ready for Testing: WINGS AND BOATS!Posted in: News
They don't modify creative flight. They work more like the OpenBlocks Glider, if you've used that.
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Aug 15, 2015Daomephsta posted a message on Snapshot 15w33c: Shields!Posted in: News
The banner has to have the same base colour as the shield. So a white banner with a top chevron can only be crafted with a white shield to produce a white shield with a top chevron.
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Aug 11, 2015Daomephsta posted a message on Windows 10 Edition Beta 0.12.2.0 - Woo!Posted in: News
They're pointless. Admit it. And I know the downsides and upsides of having different editions, but they're still pointless. There's a way to make it completely universal, but they either fail to acknowledge it, or just flat out refuse, because multiple editions would be more profitable.
What is this way you speak of?
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Jul 6, 2015Daomephsta posted a message on Day 2 Minecon: 1.9 Update Info!Posted in: NewsQuote from insomniac_lemon»
AFAIK it would probably be a library once they un-hardcode all of the hack-y bits they used to get it working before.
But yeah, the shaders in vanilla in 1.8 are an older (openGL 2.1) extremely limited version of GLSL shaders, because all they could really change was screen output. GLSL (OpenGL Shading Language) was created for making graphical effects easier than direct OpenGL (many games probably use GLSL as a way to achieve certain visual effects).
Not just the SUES type stuff is GLSL, but also the , water, Depth of Field, and the bump mapping stuff you may have seen. I'd imagine (and hope) that this would be planned not only so resource packs can change the visuals of the game more, but modders as well (they'd be able to make visual changes on certain things without changing core libraries).
When I saw that they were changing to shaders in the 1.9 changelog, I just thought "Cool, that'll be a lot more efficient", now that I understand the full possibilities I really want this. I enjoy modding as a hobby and although the most complex rendering things I have done were just modifications of vanilla code, I look forward to finding ways to use GLSL if it is implemented. Sadly the source of the information about GLSL shaders being added is a tweet by TheMogMiner posted last year, AFAIK TheMogMiner doesn't have anything to do with MC anymore, no one asked modding related questions at the 1.9 update announcement at MineCon and I can't find the more technical discussion the devs did later on. So it might not be added .
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Jul 6, 2015Daomephsta posted a message on Day 2 Minecon: 1.9 Update Info!Posted in: NewsQuote from insomniac_lemon»
I seriously hope they are upgrading the shader system to GLSL. I fully understand if global illumination shaders aren't included in default, but GLSL is so much more than that and can still give cool effects that aren't so intensive. I'm sure that shaders with effects similar to the ones we have now (or even better) you won't need a "very good computer" to use, and even then shaders are just that-optional.
Also, that's seriously short-sighted thinking, like "not many people can run HD packs" as excuse for the simple work it took to make them compatible in default (which they kinda did do that for a while), and now look at how higher-res packs is commonplace and doesn't seem like an unsupported thing.
They've already said they're moving away from fixed-function openGL, which I took to mean they were moving into GLSL. The system we have now isn't very good. With full GLSL and some .JSON setup calls we could probably even make resource packs with shaders that run by default, including some that would only work on certain things (like motion-blurred particles, certain blocks with vertex offset, more realistic glass, or actual bloom on certain light sources).
I was just clarifying that by shaders it didn't mean that everyone's game would look like SEUS(That's what he seemed to think).I also wrote GLSL shaders instead of GLSL Shaders Mod at one point. I'm not against shaders, if they're more efficient or better in some way(AFAIK they are much better), I'm all for them. What exactly are GLSL shaders though? Are they like the existing shaders applied by Super Secret Settings, or are they a Java Library?
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Jul 6, 2015Daomephsta posted a message on Day 2 Minecon: 1.9 Update Info!Posted in: News
If you're thinking of shaders like in the GLSL Shaders Mod, that's not what's being added(You need a very good computer to run GLSL Shaders Mod). Also this isn't the finished version and Mojang still develops MC, NOT Microsoft.
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Jul 5, 2015Daomephsta posted a message on Day 2 Minecon: 1.9 Update Info!Posted in: NewsQuote from XXLuigiMario»
Well, guess what? Boats won't be fixed after all... -.-
Also dual boating will be a PE exclusive feature, which is a shame.
Kinda hyped for the end stuff though, but I think all the new end islands will be the same biome...
For now, they said it will be added eventually.
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Jun 29, 2015Daomephsta posted a message on Telltale Games: "We've Got a Minecon Announcement"Posted in: News
I'd like it to be a prequel of sorts, which preferably leaves as much as possible to the player to decide. I'd rather it didn't happen though, part of the fun of Minecraft is that the story is completely up to you. Having an official story would wreck that.
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Jun 12, 2015Daomephsta posted a message on Time in Minecraft: Steve is AncientPosted in: News
I got my own account December last year, but I'd played before that.
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Jun 11, 2015Daomephsta posted a message on Time in Minecraft: Steve is AncientPosted in: News
Mine is 36.
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All bugs in BB should go on the github issue tracker. I also need crash reports and other data, or I can't do anything. In this case, screenshots would be helpful. In general, the more you tell me about what went wrong, the easier it is for me to fix it. If the game crashed, ALWAYS give the crash report.
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I know how portals work. I also still think they're broken. I shouldn't have to mess around building portals at specific locations just to get a link that reliably takes me from my base to the nether and then back to my base. Your solution is a bandaid over a problem, it works, but the nether portal system is still broken. The issue described here is a side effect of the algorithm used to find/create portals. It's not intentional, it is a bug, which should and can be fixed.
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So, to clarify, you went through your Overworld-side nether portal, and came out of your Nether-side nether portal.
But, when you returned through your Nether-side nether portal, you came out of someone else's Overworld-side nether portal?
That definitely sounds broken to me, and yes, there is a mod to fix it.
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Your unique ID finder is redundant. IDs registered using EntityRegistry.registerModEntity() are unique to the mod, they aren't shared with other mods.
In terms of multiple types, if they're all instances of the same class, just register that class once. Alternatively, separate each type into its own class and register them individually. IDs are not a problem, as I said above each mod has 256 entity ids that are available to it and only it.
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It's not wrong, there are just multiple ways to register an event handler. You can register the class(The event handler methods need to be static in this case), an instance or annotate the class with Mod.EventBusSubscriber.
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I thought I'd give an update on what I'm doing with BB. My current task is rewriting the Infusion Repair Station to be much less buggy, there were bugs everywhere. I've also fixed several bugs in the 1.10.2 version. My next task is writing CraftTweaker compat for BB, which I plan to backport to 1.7.10 because it's unusually easy and I want to help the packmakers using BB in both versions.
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Firstly, that's completely irrelevant. Applications that have nothing to do with Microsoft- besides being made for their OS -use Metro.
Secondly, the launcher doesn't use the Metro design. Metro design has flat colours and only flat colours. The new launcher has some flat colour, but it also uses bevels, textures and shadows. The tab text changes colour on hover, in Metro the tab background changes colour. I can give other examples if you're not convinced.
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All bugs in BB should go on the github issue tracker. I also need crash reports and other data, or I can't do anything. In general, the more you tell me about what went wrong, the easier it is for me to fix it. If the game crashed, ALWAYS give the crash report.
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It's an issue with BB, make a github issue please.
Also, thanks for all your assistance and patience. I appreciate all the time you've spent debugging issues.
EDIT: OK, I think I know what the problem is.
I'm going to fix it in a slightly odd way.
I need to write CraftTweaker support for 1.10.2, and since I've learned a lot more about MT/CT & BB's internals since I wrote 1.7.10's support I'm going to start from scratch. I think I should be able to easily port the MT support from 1.10.2 to 1.7.10 once it's done. I wouldn't normally do this, but since it's likely to be very little work I'll make an exception. This should result in greatly improved MT support for 1.7.10.
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Could you please post the MineTweaker script as well?
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Advanced Crafting recipes are completely different from regular crafting recipes. The ACT can craft normal recipes, but no other crafting table will be able to craft Advanced Recipes without adding explicit support for them.
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I should clarify that by module I do not mean an addon mod. I refer to a part of BB that can be turned on or off.
The automation module is only on the TODO list at this stage I'm afraid, I haven't even begun to write it. Before I can start there are several bugs to fix and a time-consuming bit of prep for 1.11 to do.
If you want to see what might come in future releases the best thing to do is watch the commits I push to the git repo. There's also a trello board, but that's only updated every so often and doesn't contain everything I plan to do.
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A way of automating Advanced Crafting(and a few other things) is already on the TODO list. It will be part of an automation module that can be disabled in the config.
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Sorry for taking a while to reply, I haven't had internet access for the last week. 1.7.10 BB has MineTweaker support for just about everything.
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I am enjoying my holiday very much! Could you please create an issue for each bug on the appropriate github repo? I know I'll forget to investigate them otherwise.
1.7.10 repo
1.8+ repo
Don't worry about what's possible. In MC modding there is little that isn't possible, as long as the idea isn't utterly outlandish. I'll tell you if a suggestion isn't feasible or if it's way beyond my abilities.
As for your suggestions, I have mixed feelings on them. I do like the immersion aspect of them, it's nice to have various stations and areas for doing tasks rather than a crafting table and a furnace doing everything.
What I don't like:
In their current form I don't believe these ideas belong in BB, though they might belong in another mod. I do like part of them though, so I'll continue to think about them and see if I can make something more fitting out of them. I encourage you to do the same.