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    posted a message on [1.7.10][Beta][WIP]Colored Light - Progress and Discussion
    I'm just stopping by to say that I'm looking into the issue with blue lighting, and that it's...complicated, to say the least. In essence, the issue with blue is that we're displaying it correctly. And thus, we're doing it wrong. See, the human eye percieves green most easily, followed by red, followed by blue. To fix this, you have to inaccurately display colors so that they are more accurately percieved. I'm working on patching that in right now.
    Posted in: WIP Mods
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    posted a message on Snapshot 12w36a Ready For Testing!
    Has anyone yammering on about stolen mods stopped for a moment to consider how things actually work? I'm not particularly certain about Sweden, but I do know a few facts about how it would work in the US. First off, while a mod is able to be copyrighted, mojang would not be violating that copyright unless they directly stole copyrightable content, i.e. the ACTUAL code, images, or audio. Otherwise, it would be a patent related issue. Most countries that deal with patents have varying laws on software patents, ranging from "you can't patent software" to "Technically you can only patent things you came up with that don't already exist, but our patent office workers are so overextended that we'll patent anything not entirely obvious as already having been created so long as it gets off of our desk.".

    In either event, mojang did NOT steal from the mods. While you can claim they stole the idea, that holds no legal bearing without a patent to back it up, and I doubt someone could win a patent case claiming someone infringed on their idea to add monster parts to a game as placeable objects and/or furniture, because I'm pretty damned certain that has been done over and over again already, even if it wasn't incredibly common.
    Posted in: Minecraft News
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from Ehnonimus »
    Sorry, glitch, I had completely overlooked your earlier post. I'm quoting it here so others will see it without having to dig for it. I'm really glad you're still around sharing your experience. I only wish I could be of more help at this stage myself.


    It's no trouble. This thread is moving quite quickly, so it's easy for something to get lost, which is why I mentioned it again. I already sent mcmodder_07 the solution regarding the coordinates being a half block off, and I'll be uploading the source for my original mod tomorrow for him to get some more stuff from, including my fix to the booster glitch.
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    So, I think I should clarify the texture thing. I actually modified the light on the detector blocks for my version of the mod, which is where the reskin comments are coming from. In reality, these newer versions are all using the original texture I didn't.

    That said, congrats on the full stop, but the videos show a bug with it that I managed to fix. Namely, when you stop it, it's actually 0.5 points off of where it should be. While I was working on it, I noticed that the game apparently offsets entity positions, which means that to get the cart to stop in the proper position for the full stop block, you actually have to add 0.5 to its x and z coordinates.

    As it is, I have to wonder. Are you guys reprogramming from scratch? And if you are, how many block ids do you plan to use for the booster/brake block? I keep offering a specific suggestion, and nobody is really paying attention. I'll send a PM to the current modder, I suppose.
    Posted in: Suggestions
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    posted a message on Got programming skills? Minecarts Mk.II needs your help!
    See, I never saw what the problem with modding SMP was. If you know how to program, all you have to do is make a few minor adjustments when you port code, like dropping anything related to graphics. Usually, comparing an existing SMP class in the same category to the one you are porting from SSP will tell you everything you need to cut or modify.
    Posted in: Mods Discussion
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Guys, I was just re-reading the latest posts in this thread regarding the mod, and I had to do a facepalm. There was a very specific suggestion I made in my last post, due to the fact that the new booster has so many possible states. (12 different directions * 5 different speed settings = 60 different states for the booster) The suggestion was to turn the booster into a block entity. (i.e. the same kind of block as a furnace, chest, etc.) Not only does this allow you to store enough data to leave the booster as a single block, but it also makes it much easier to change the state. Also, if you look at the latest version of my mod, I solved a few issues you'll run into if you restart this from scratch. First, I solved the boosting glitch, which nobody else seems to have done. And second, I did manage to fix overboosting by changing how the booster collides with the cart, so that the booster only boosts it one time when the cart hits it.

    That said, I really don't want to see so many block ids for something that shouldn't need them, when there is such a simple alternative.
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    All right. I'm sorry for my absence guys, and I have to apologize for what I'm going to say next. I've been brought into a programming project, the details of which I'm not able to actually disclose. What I can tell you is that there is potentially a great deal of money on the line, so I haven't had any time to work on the mod, and won't have any in the forseeable future.

    That being said, anyone has my full permission to decompile the last version of the mod I posted in this thread and rewrite it however they want, although I suggest that whoever does so make certain to follow the specifications set forth in the updated versions of this thread, and that people don't compete with each other over getting to make it.

    As one final note, I would like to give some advice to any modder who picks this up. If you will follow the updated specifications, you will have to convert the new tracks from blocks to block entities, so that you can store not only the direction it is facing, but also it's current power state and speed setting.

    I also advise anyone who picks this up to pay special attention to any edits they make to the minecart entity class, since I added some code to remove the boosting glitch, and fiddling with it could easily break it again.

    Thank you for your astounding patience, and once again, I am sorry that I cannot continue work on this mod.
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from alexhaslam »
    tired mc mk2 on beta 1.3_1 didnt work it frezzes loading for some unknowen reason :tongue.gif:
    hope to see this fixed soon :S

    :Blue: :Blue: :Blue:
    :wood: :wood: :wood:


    Actually, that's because you need to delete the meta_inf folder. I was about to test the mod itself, just to see if it worked at all.
    Posted in: Suggestions
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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Quote from oddbaall »
    in he picture with all the new textures whats that cobweb?


    It's something that never really got used. People have speculated that the cobweb in the original terrain.png (which may have been removed by now) was intended for use as an attack graphic by spiders, but nobody has ever found a part of minecraft that uses it.
    Posted in: Resource Packs
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from r2d2dan »
    Does this work with 1.3?


    I haven't tested yet, seeing as I can't yet log in, but I would assume that "no" is a safe bet. I should have it updated in a couple of days.
    Posted in: Suggestions
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    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    So, I've been messing around with the texture pack for a while, and I finally decided to go ahead and make a new save just to use the pack with, Here's some pics of what I have so far:


    So, I'm hosting this on a tiny little private server to play with a friend, and this is part of the first thing he built. It's the hidden port of a little pirate's cave, and you can see the "exit" on the far end. I tested it, and it actually works.

    This is the exit from above. Not exactly well hidden, but at the same time, it also isn't painfully obvious.

    This is a view of the front side of the fortified city I'm in the process of constructing. I've decided to dub it Glimmarport, in honor of Glimmar, the reason for its existence.

    This is pretty much the same view, by night.

    This is one of the streets of Glimmarport, adjoining the wall. I think the whole city looks far better by night.

    Another street, this time facing one of the bridges that cross the street between buildings.

    Another street, this time with part of the harbor visible to the right.

    A view of two of the bridges, both crossing to the same building.

    This is across the harbor. It's an elevated farm and courtyard in front of what I think will become either a lord's mansion or the city's administrative offices, whichever seems more appropriate once the building is more complete.

    A view of the harbor. I loved Glimmar's gate so much I decided to steal it, but then I made a few changes. Due to those changes, another, larger harbor will need to be constructed for the larger ships to be able to dock.
    Posted in: Resource Packs
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from Elmach »
    But he makes it better.

    Besides, Notch might accidentally remove the boosting glitch... best to phase to the Minecarts Mk. II tracks ASAP, then not worry when Notch accidentally removes the boosting glitch.


    I somehow doubt it will be an accident when he does it. I had to go in and tell the minecart to ignore other carts if they're to the side rather than in front of or behind it. That being said, it's bound to get fixed eventually.
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    Quote from Tarrot »
    Glitchfinder, the detector blocks in your pictures there, how are you getting them to turn on? Tried an experiment with them, and I saw one turn on (couldn't tell which, neither have textures - although it occurs to me now, I have a texture pack in there, but I didn't think it would override something that wasn't being replaced? It doesn't with the track textures) and it went off, never to turn on again (even after game reloads).

    Also, what sort of "metric" does the (unpowered) furnace cart use in vanilla minecraft? It seems to slow down like its got brakes on, right after any single booster (usually has stopped in 3 - 4 blocks).


    The detector block shown in the picture actually requires an occupied cart (one with a player or other mob inside) to turn on, and I know for a fact that both detector blocks have issues that I'm currently working to resolve. As for the unpowered furnace cart, it is considered extra "heavy", meaning that it slows down far faster than any other cart variation. Notch really didn't make many wise decisions when it comes to minecart physics, and I'm looking through them to see what I can fine tune and hopefully improve. As for the detector block not appearing to turn on, that is definitely a result of the texture pack, assuming that it's a high-def texture pack and patched the game. If it is, you'll actually need to edit the image file for the powered detector block (it's the only image in that folder that uses the same resolution as the terrain.png image). What you'll need to do is increase that to the same size as the terrain.png you're using. You'll want to do this by using an image scale function to increase the image to the appropriate resolution, but you want to make sure you turn off the scaling algorithms if you want to keep the editor from attempting to blur the larger image.
    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    All right guys, I've updated the mod so that it currently has the new graphics. I'll be spending some time over the next couple of days fixing certain issues, and then I should be ready to release a more complete version. As it is, here is what I have at the moment, with some images to prove how awesome it is.

    Minecarts Mk II
    Minecarts Mk II (No outlines on lights)


    Posted in: Suggestions
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    posted a message on MINECARTS Mk. II *Latest Update: 9/1/2011*
    All right guys, sorry about the absence over the last week or so. Between college, work, and finally getting a good mapgen I liked that would work with my plans for Glimmar's Steampunk textures, I've been very busy. (Admittedly, it was the mapgen, but the college and work makes it sound more legitimate.)

    Anyway, I should have a new version of the mod that uses the new textures up later tonight, and I might have more time to work on the mod itself in the near future.
    Posted in: Suggestions
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