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    posted a message on Hamachi?
    I set up Hamachi exactly the way told to by 15 sources, and yet it doesn't allow the users to join, even though that are Authenticated, trusted, and given full access they are "blocked".

    So I don't get how it's supposed to help, because no one I talk to can ever get it working, on my computer or theirs.
    Posted in: Other hosts
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    posted a message on [Tutorial]Multiple Blocks on Same ID
    Quote from Pfaeff

    He answers, because you are still fooling people with this thread.

    No changes to the way blocks are stored have been made since 1.3 and the only thing that was changed in that patch was to use the MCRegion format.


    Ercinee seems to be one of the few persons that actually understand why this approach doesn't work. He is not the one saying "I have a working example up and running in a few seconds" and then having to admit that his solution didn't work in the first place.


    First off I said I would try to recreate the code I had before, I didn't say anything about a time limit at all, in fact that tutorial took me a while to write (3 days of constant, save, load, edit, save, load, edit, save, load, edit) It happens that someone asked the question on the day I ended up finishing it. While doing that I realized a few differences between the version I did it before and the current one. I am not fooling anyone, I am asking for this thread to be closed or deleted because I have seen the difference and I don't want people reading this anymore if it does not work. So if this does not work stop posting a million posts on it and just bumping it up to top spot constantly.

    If I find a way to update this tutorial I will post a new one.
    Posted in: Tutorials
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    posted a message on [Tutorial]Multiple Blocks on Same ID
    omg dude. You don't even let me comment to my own thread, I come on and there is yet another flaming. You have you're own thread that works, if you don't believe this one does then stop posting on it.

    you know what, you're right, I studied the difference between 1.4 and 1.8 for how the blocks are stored and there are a few differences, one feature that was taken out was a Map object in the World class that stored the block instance based on an integer[] that contained xyz. Without that, which the most recent place I saw it was 1.6, no this will not work, buy sorry for trying to help if all I get is constant flaming and complaints by one person.

    Moderators, please delete this thread, I am sick of this ****.
    Posted in: Tutorials
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    posted a message on [Tutorial]Multiple Blocks on Same ID
    Quote from jbond98

    Dude, I think you started a whole movement with this tutorial :laugh.gif:


    What?
    Posted in: Tutorials
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    posted a message on Changing between Creative and Survival [without mods]
    Quote from Ergophile

    that's a mod


    It's not a mod actually. A Mod stands for Modification, you're modifying the game's coding. This is a use of a third party program to change something. Are you implying that changing a config is modding? because it's almost the same thing, just imagine level.dat as a config that only certain programs can open it's extension.
    Posted in: Tutorials
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    posted a message on [Tutorial]Multiple Blocks on Same ID
    Quote from turtleguy1

    great. bu can ou help me with a few errors:
    == MCP v4.4 ==
    > Recompiling client...
    "C:\Program Files\Java\jdk1.6.0_26\bin\javac.exe" -g -source 1.6 -target 1.6 -cl
    asspath "lib/;lib/*;jars/bin/minecraft.jar;jars/bin/jinput.jar;jars/bin/lwjgl.ja
    r;jars/bin/lwjgl_util.jar" -sourcepath src/minecraft -d bin/minecraft src/minecr
    aft\net\minecraft\client\*.java src/minecraft\net\minecraft\isom\*.java src/mine
    craft\net\minecraft\src\*.java  conf/patches/*.java failed.
    Return code : 1
    
    == ERRORS FOUND ==
    
    src\minecraft\net\minecraft\src\mod_bottle.java:7: cannot find symbol
    symbol  : method setItemType(int)
    location: class net.minecraft.src.Itemtest
    public static final Itemtest bottle = new Itemtest(3042).setItemType(0);
    ^
    
    src\minecraft\net\minecraft\src\mod_bottle.java:8: cannot find symbol
    symbol  : method setItemType(int)
    location: class net.minecraft.src.Itemtest
    public static final Itemtest stratus = new Itemtest(3042).setItemType(1);
    ^
    
    src\minecraft\net\minecraft\src\mod_bottle.java:9: cannot find symbol
    symbol  : method setItemType(int)
    location: class net.minecraft.src.Itemtest
    public static final Itemtest cumulus = new Itemtest(3042).setItemType(2);
    ^
    
    src\minecraft\net\minecraft\src\mod_bottle.java:10: cannot find symbol
    symbol  : method setItemType(int)
    location: class net.minecraft.src.Itemtest
    public static final Itemtest cumulonimbus = new Itemtest(3042).setItemType(3);
    ^
    
    4 errors
    ==================
    
    > Done in 9.35 seconds
    > Recompiling server...
    !! Can not find server sources !!
    Press any key to continue . . . 

    code:
    package net.minecraft.src;
    import java.util.Random;
    
    public class mod_bottle extends BaseMod
    {
    
    public static final Itemtest bottle = new Itemtest(3042).setItemType(0);
    public static final Itemtest stratus = new Itemtest(3042).setItemType(1);
    public static final Itemtest cumulus = new Itemtest(3042).setItemType(2);
    public static final Itemtest cumulonimbus = new Itemtest(3042).setItemType(3);
    
    
    	public mod_bottle()
    	{
               
                stratus.iconIndex = ModLoader.addOverride("/gui/items.png", "/stratusbottle.png");
    			bottle.iconIndex = ModLoader.addOverride("/gui/items.png", "/bottle.png");
                ModLoader.AddRecipe(new ItemStack(bottle, 2), new Object[]{
                    "XX", Character.valueOf('X'), Block.dirt
                });
    			ModLoader.AddRecipe(new ItemStack(stratus, 2), new Object[]{
                    "X", Character.valueOf('X'), Block.dirt
                });
    			ModLoader.AddName(bottle, "Bottle");
    			ModLoader.AddName(stratus, "Stratus cloud in a bottle");
    
    
    	}
    
    
    	public String Version()
    	{
    		return "test";
    	}
    }
     



    Did you by any chance change the name of the method to set the type? Supply the Itemtest code as well.
    Posted in: Tutorials
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    posted a message on Colorful lights mod?
    This is possible, but may not be compatible with other mods.

    PS, the light isn't really orange, it's actually white.
    Posted in: Requests / Ideas For Mods
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    posted a message on [REQ] I need Baners Made
    you can't really copyright a mod first off, you're modifying material supplied by the game maker, secondly the idea for rubies and emeralds have been an idea and done before, so it's not really even your idea completely original.

    that's off the point though. We need a little better detailed description of what you want the banners to be like.
    Posted in: Requests / Ideas For Mods
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    posted a message on [Tutorial]Multiple Blocks on Same ID
    strange, there is physically no way you will still get an error of same id used, because all that is is a check to see if the item is not equal to null. If it's not is Throws a new exception. If you set that id to null before calling the constructor there is 100% no chance of getting that error. Just saying that it doesn't work does not help, post error codes or no one will ever be able to help you.

    The constructor does not need to be called first. You can find many examples (not in the minecraft source, but look around) that the superclass is called at the end or middle of the constructor, and it works, people have made programs like that.

    If you can't get it to work with putting the nullification, then you can do it in between the declarations.

    public static final BlockTester wetStone = new BlockTester( 111, 50 ).setBlockType( 0 );
    Block.blocksList[111]=null;
    public static final BlockTester deadGrass = new BlockTester( 111, 51 ).setBlockType( 1 );


    when I get the demo working you can look at the source and see everything I'm talking about. I may just not be explaining it good enough, so feel free to ask for more clarification.

    As seeing the actual block objects are stored in your class, just the actual class of BlockTester is stored in the blocksList we can set it to null to allow us to define another block with the same id, getting the block from the blocksList will return the main instance, which then you set to it's subtype you want.
    Posted in: Tutorials
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    posted a message on [Tutorial]Multiple Blocks on Same ID
    That's because you havn't been reading the thread, it was brought to my attention that small (semi-easy to fix glitch, I'll update the code in a sec, it's only one more line in the constructor.
    Posted in: Tutorials
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    posted a message on [Tutorial]Multiple Blocks on Same ID
    Dude, the thing Is I have schol, and two extra classes after. After that I have 6 hours worth of stuff and I get some time to check the forums which I use to make these posts, however I get less that ten minutes a day sometimes that I can actually code. I currently have a project going as well that I'm working on, while it wouldn't be hard to import the src files into Eclipse. to tell you the truth I have not even had enough time to even start on it, that's why it's not done yet. also MCP is being a ***** and is giving me a ton of OpenGL errors, which I can fix but then it gives me errors that deal with classes I haven't even edited.

    And people will not be wasting time to read this, if this is the type of thing they want to mod they will find this useful, it is only the basics of it, this alone will not work 100% but it shows how it works so that other people can make their own versions of it. This is a base, other people make the full thing off of it.

    When I make the demo you want it using ModLoader? because ModLoader always gives me compilation errors even if I don't do anything.
    Posted in: Tutorials
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    posted a message on [Tutorial]Multiple Blocks on Same ID
    Wow... IT DOES WORK, test it if you think it doesn't, you'll not crash, The only purpose of calling the super class is to set the variables in it, if you set those variables in your own class you avoid any need to call the super class while still making a new instance of BlockTester, as seeing you still keep the original constructor as well "the class does not have the needed constructor" will not cause any issues. You say it does not work, one difference, you even said you didn't test it, I did. Make a test before you make a post claiming that it wouldn't work, test it and you'll find out that it does not crash.

    This tutorial is not to explain the basics, I gave an EXAMPLE of a class you can make, you can make it much much different. I explain the basics of how to make multiple blocks with one ID, what they use in it's place does not matter, they can replace the method setBlockType to not even return anything, or they can do what you suggested and store different variations of the class in a HashMap or Set<> or List<> or even an array.

    Tutorials should not be a "Here I'm going to supply you with the full code so you can just copy and paste into your project" thread, instead it should require the person to read and learn what the tutorial is showing them and use it in their own way. My point is you are flaming this thread, and you even said you haven't even tested it.

    I'll have the example up within 1 week, granted I can find more than 10 minutes of free time per day.

    One example of how to make it completely ignore the blocksList[] is before calling the super class's constructor you set

    Block.blocksList[id]=null;


    then it completely overrides it. Like I already explained, there are ways.
    Posted in: Tutorials
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    posted a message on [Tutorial]Multiple Blocks on Same ID
    public BlockTester(int i, Material m, String ""){
        blockConstructorCalled = true;
        enableStats = true;
        stepSound = soundPowderFootstep;
        blockParticleGravity = 1.0F;
        slipperiness = 0.6F;
        blockMaterial = material;
        blockID = i;
        setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 1.0F, 1.0F);
        opaqueCubeLookup[i] = isOpaqueCube();
        lightOpacity[i] = isOpaqueCube() ? 255 : 0;
        canBlockGrass[i] = !material.getCanBlockGrass();
        isBlockContainer[i] = false;
        blocktype=0;
        blockIndexInTexture = -1;
    }


    As seeing BlockTester extends Block it has all the same variables Block has, it's just instead of calling the super class to set them set them in your own blocks constructor leaving out the thing about the blocksArray[]

    The String s in the constructor is just so you don't get an error saying it's already defined. the string can be "" for All I care.
    Posted in: Tutorials
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    posted a message on [Tutorial]Multiple Blocks on Same ID
    dude... I threw that out there as an example of what to do to fix the "problem" you suggested. If that causes an error come up with a solution, Oh wait, that's easy, MAKE A NEW CONSTRUCTOR that does NOT call the super class, just sets the proper variables. There are ways. My point is I tested this, I am working on it again and you will see, but it does work and you've basically introduced an argument into a thread I posted to help one person.
    Posted in: Tutorials
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    posted a message on [Tutorial]Multiple Blocks on Same ID
    Quote from Pfaeff

    I didn't test it, but this method won't work imo. The reason is, that you will have to store your blocktype for each block in your map. You will also have to load and store this data somehow. If it would be as easy as that, Notch wouldn't be using damage values.

    And this:
    private BlockTester base = new BlockTester(blah1, blah2);
    ModLoader.registerBlock(base);
    public static final BlockTester wetStone = base.setBlockType(0);
    public static final BlockTester deadGrass = base.setBlockType(1);
    public static final BlockTester graniteOre = base.setBlockType(2);

    will create three references to the same object with blocktype=2. The final keyword wont prevent it from changing.

    I would like to see your test-implementation.


    Actually about your last part, as I am not assigning it to the base but instead calling a method on the base that returns a different object based on the input each object is independent from each other. If you want to you can make it set the block type and then return a new instance of it:

    public BlockTester setBlockType(int i){
    	blocktype = i;
    	BlockType ret = new BlockTester(blockID, blockMaterial);
    	ret.blocktype = i;
    	return ret;
    }


    And you'd actually get the same results.

    It saves the full block class, so when loaded the blocktype variable would still be there when casted to the class. This works almost the same exact way as damage.

    I will remake the test run, When I make a tutorial I make a test for it to see if it actually works, usually I discard it afterwards, so I'll remake it and post it when I'm done. Right now I'm working on a large scale project though so I'd be doing it more in my free time, which is not much. But here is what I tested:

    Spawning Blocks With The World Generators
    Crafting Recipes
    Saving/Loading
    Breaking Block (What Does It Drop - And How Much)
    The Texture

    All 5 worked, they did not work the first 2 tests I did, so I fixed the code twice before it worked and then made the tutorial with the working code.
    Posted in: Tutorials
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