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    posted a message on In-Game NBTEdit! Edit Mob Spawners & Attributes in game! FINALLY UPDATED!
    Please double-check your adfly link for the 1.4.4.2 version, it appears to be broken.
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Quote from jodi850

    they should also need to be able to attack in different ways.im not sure how to do this but i mean it has more stats and inventory screens that it randomly chooses from to make it shoot different projectiles or make it slay with different sword all with different stats


    Why add extra screens? NPCs have a "shoot" slot. I think it'd be fairly easy to put a staff or a spell in the "shoot" slot and have a dragon breathe fire, a witch throw potions or raw spells, or a knight shoot magic in addition to the melee attacks. They can already fire arrows or guns. You just have to set their attack range to 10+
    Posted in: Minecraft Mods
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    posted a message on Custom NPCs
    Thanks for this awesome mod. You made my day sir. We spent all day making a My Little Pony village, bandits, guards, and even a quest to bring back the head of a world-boss. This thing keeps on giving.

    Bugs found: When you enter a dialog, it seems to steal my mouse to handle the Bioware-style dialogue options, but it doesn't give it back afterwards. When choosing Dialog in the Advanced tab, it seems like redraws don't always happen at the right times, or items get misplaced, so when I click on the top button to add or change a Dialog, they'll show up in the wrong place or not at all. Likewise, sometimes hitting the 'X' delete button doesn't show the deletion but backing out and going back into the menu usually straightens things out.

    Let me know if you can't reproduce those, that would indicate a conflicting mod. If that's the case I can start ditching mods one by one till I find the culprit, and I'll let you know.

    I notice that it's possible to add skins but not models (I get it; without adding a whole new model-rendering library, that would mean compiling in more files generated by Techne). What are the chances of getting the rest of the existing entity models? (spider, creeper, iron golem, etc) I know it's not on your To-Do list but it seems like after the boss role that'd be the next logical step.

    Is there any chance I could get a look at the source? There's a good possibility I can tear through some of these bugs and fire back a patch, and I'm not too shabby at behavioral/AI code either. (Although you might inadvertently wind up with a 'threat' system... I'm an old WoW veteran and, well, it just *works* for deciding who to attack)
    Posted in: Minecraft Mods
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    posted a message on BIGDOGSPVP.COM [TEKKIT] [OVER 40 PLUGINS]
    Looking forward to playing on new map/hardware (and doing some auto-farming with the powered chests!)
    also, bump
    Posted in: PC Servers
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    posted a message on MD.C2WR.COM -NOW BUKKIT! [Modded] [SDK GUNS] [PVP] [WAR] [FACTIONS] [REDPOWER] [COMPUTERCRAFT] [LEGIT, TDM, ARENA, CTF GAMEPLAY
    Ever wished you could put redstone that defies gravity, going up walls and across ceilings? Ever wish you could just shoot those creepers with an SMG? Ever wish your IC's weren't so bulky and awkward, with all these blocks and signs and switches? Ever wish you could cover your friends with sniper fire? Yeah, it's kind of like that. This is a smarter, edgier Minecraft. I'm definitely having fun there.
    Posted in: Minecraft Survival Servers (archive)
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    posted a message on [1.7.3][SMP]mod_AntiSpazz
    mod_AntiSpazz for Minecraft 1.7.3

    Compatible with ModLoader, mcpatcher, and Improved Chat
    No longer requires any other mod!


    • Eliminates all waffling of time-of-day. The modded client will trust the server 100% about the position of the sun, and will never recalculate lighting values when it does not have to. This causes noticeable performance gains in the morning and evening, especially on servers with long day/night cycles.
    • Eliminates ALL client-side minecart spazz. Pre-1.7.3 servers and Minecart Mania are known to have additional server-side spazz. In the modded client, carts will stop rolling off the tracks or in strange directions, and the client will explicitly trust the server 100% about the position of minecarts. Ordinary Notchian client behavior is to try and predict the position of the minecart based on velocity, and this causes huge problems with cart positions with even ten-millisecond latencies. It's much better to just stop the cart when we don't hear from the server.

    mod_AntiSpazz_173.zip
    Posted in: Minecraft Mods
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    posted a message on [1.6.6][SMP] Thoughtcomplex Mod Pack [v1.0]
    Quote from voodoofrog

    Sounds intriguing. If you manage to nail full Bukkit support as well I can see this being truly great for the SMP community. :smile.gif:


    Not sure what you're referring to - while Bukkit -does- prevent me in many cases from reducing the upload bandwidth, I play almost exclusively on Bukkit servers. That's my primary use case, since SMP without either hMod or Bukkit is unplayable anyway.

    Now, with a Bukkit server-side mod, there's nothing we couldn't do...
    Posted in: Minecraft Mods
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    posted a message on [1.6.6][SMP] Thoughtcomplex Mod Pack [v1.0]
    Hello again Minecrafters! Now that the 1.6 dust has settled I've had a chance to update my mod pack. This started as a framerate limiter -just- before Notch decided to add one ... ... and fail!

    Now we have even more reliable beta holes, runaway memory, and more thread contention issues than ever. But it's not too late! With some time, attention and loving surgery, this code can scream. These mods:

    Reduce idle upload bandwidth

    Ignore server-initiated memory allocation/deallocation, cache more chunks, and garbage collect more efficiently

    Buffer up to 10,000 lines of chat text and scroll through them with the numpad 8 and 2 keys (End or enter goes to the bottom)

    Cap the fps to 40 - not some lower number, and using actual thread sleep instead of running in a tight loop. This should fix the CPU bug.


    Download Thoughtcomplex Mod Pack from MediaFire


    And this is only the beginning! I thrive on feedback, so please let me know about your experience with these mods. Have an idea to make the game more stable or efficient? Don't like one of these mods? Let me know those things too. The goal here is to add to the mod discussion and enrich the community, and my ego can certainly take the beating! Ha.

    Cheers,
    Falk
    Posted in: Minecraft Mods
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    posted a message on [1.5_01]Actual FrameRate Limit
    Quote from tehstatus

    I am in love with it, please, when you can update it to 1.6


    1.6.3 appears to have folded this fix, albeit to 40fps rather than 30. I will be turning my attention on fixing his "more aggressively compressed" network traffic instead.
    Posted in: Minecraft Mods
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    posted a message on [1.5_01]Actual FrameRate Limit
    Quote from caspur

    Sounds interesting... could this have any effect on SSP in terms of optimization/reduce lag? Or is this really only potentially beneficial for SMP. Also, do you know if optimine/optifogalready do this?? I already have them installed, and don't want any crazy conflicts.


    Sorry, no. This will have little to no desirable effect on single-player - the only thing it might do is make things a little smoother, but there's already some compensation built into the single-player engine against fps fluctuations affecting the physics.

    This does not appear to be built into OptiFog, and it looks like the plugins are compatible since we don't even go near the same classes. I stand corrected on the "probably not compatible with anything" front :smile.gif: . I'm braced for the 1.6 update so I can get up and running quickly, but I'll throw together some tests after it comes out and see what answers I can dig up.
    Posted in: Minecraft Mods
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    posted a message on [1.5_01]Actual FrameRate Limit
    Greetings, modders! It's your friendly neighborhood coder speaking. I thought I'd drop this little hack in and see if anyone got any benefit from it- the addon changes the "Thread.sleep(5L);" in the framerate limiter code to "Display.sync(30); Thread.yield();". That is, -actually- lock the framerate to 30fps using lwjgl's built-in methods instead of just pretending to and staying up in the 100fps range. Hopefully this will become a moot point in 1.6 but I'm not holding my breath.

    To install: Open up your "minecraft.jar" file in your favorite archive program (or rename it to "minecraft.zip" and do the same). Replace minecraft.class with the new minecraft.class. You'll probably have to delete your META-INF folder to prevent the Black Screen o' Doom, just like any other mod. Close up the archive (and make sure it's named back to "minecraft.jar"), and fire up Minecraft from the launcher. You can now flip back and forth between "Limit Framerate" and notice a drastic change in the actual F3 numbers.

    Cursory examination suggests that this plugin -should- be compatible with ModLoader and its mods, given that they don't also overwrite "minecraft.class", something I haven't seen them do. Many other plugins are expected to break, though, considering how "core" the code is that I'm modifying.

    >>>Download from MediaFire<<<

    Please let me know how it works for you, and whether you find any benefit from using this in SMP.

    -Falk
    Posted in: Minecraft Mods
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