• 3

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    Hello once more, fine people of the Minecraft forums. It's been a minute.


    As an aside, grad school is great fun. I'm not sure why I thought that was a good idea, but... hey, these things happen. But grad school and working a full-time job? I don't recommend it, unless you think your blood pressure is just too low...


    There's been some machine failures and HD crashes since I last updated this mod: I was putting together some stuff for it... a couple years ago, now, I guess. Hmm. Time flies.


    Enough with the preamble: I have decided that it's time to admit that I'm retired from the Minecraft modding community. But, given that, it seemed a bit of a jerk move to take the mod down with me, so:


    Here is the source code for Dungeon Mobs v4.2.0, which was intended to include the beamos, but wound up not working quite right. The code for that is still all in there, so if you want to rip it out - or make it work - that's your prerogative. Oh, and by the way, the versioning structure was: first digit increased for each new release of Minecraft I updated for; second digit was used for each new mob added for a given Minecraft release; and third digit was for bug-fixes and such that didn't include any new content.


    I make no guarantees that the code I posted works, but I checked it out, and it does look like everything you need is in there. Textures, sounds, the whole nine yards: for whomever decides to take up the torch, there should be enough material there for you to at least only have a couple hundred bugs to start with. And I'm just talking about the build process, I'm not even talking about actual gameplay.


    Remember, as well, that this was written for Minecraft 1.7.10: there's even a few function calls to functions that hadn't been deobfuscated yet, and have the really bizarre naming scheme! But I'm sure you'll be fine. Part of the fun of writing stuff for Minecraft was that the base framework already existed, you just had to figure out how to poke at it to make it do what you want. I really can think of no better way for someone to get into coding than trying to write a mod for Minecraft.


    I also apologize for the lack of comments. And the horrible variable names. And the vulgarities. But really, I never intended on releasing the code, and don't have the time or inclination to try to set up a dev environment just to fix that stuff, so... shrug.


    It's been a fun road. We had some good times, and some bad. I want to offer thanks to all those folk who helped out along the road: you guys know who you are. And to everyone else, including those who've never gotten to use this mod: maybe someone will update it, and you'll get to (re-)experience the horrible, terrible feeling of playing Minecraft with some real difficulty. Because after all, what is life without a challenge?


    With that, I relinquish control of the mod. It is no longer mine, but now lives free in the digital wilds, frolicking among its own kind.


    Do with it what you will.

    Posted in: Minecraft Mods
  • 3

    posted a message on Dungeon Mobs (reference to new thread in last post)

    Hello once more, fine people of the Minecraft forums. It's been a minute.


    As an aside, grad school is great fun. I'm not sure why I thought that was a good idea, but... hey, these things happen. But grad school and working a full-time job? I don't recommend it, unless you think your blood pressure is just too low...


    There's been some machine failures and HD crashes since I last updated this mod: I was putting together some stuff for it... a couple years ago, now, I guess. Hmm. Time flies.


    Enough with the preamble: I have decided that it's time to admit that I'm retired from the Minecraft modding community. But, given that, it seemed a bit of a jerk move to take the mod down with me, so:


    Here is the source code for Dungeon Mobs v4.2.0, which was intended to include the beamos, but wound up not working quite right. The code for that is still all in there, so if you want to rip it out - or make it work - that's your prerogative. Oh, and by the way, the versioning structure was: first digit increased for each new release of Minecraft I updated for; second digit was used for each new mob added for a given Minecraft release; and third digit was for bug-fixes and such that didn't include any new content.


    I make no guarantees that the code I posted works, but I checked it out, and it does look like everything you need is in there. Textures, sounds, the whole nine yards: for whomever decides to take up the torch, there should be enough material there for you to at least only have a couple hundred bugs to start with. And I'm just talking about the build process, I'm not even talking about actual gameplay.


    Remember, as well, that this was written for Minecraft 1.7.10: there's even a few function calls to functions that hadn't been deobfuscated yet, and have the really bizarre naming scheme! But I'm sure you'll be fine. Part of the fun of writing stuff for Minecraft was that the base framework already existed, you just had to figure out how to poke at it to make it do what you want. I really can think of no better way for someone to get into coding than trying to write a mod for Minecraft.


    I also apologize for the lack of comments. And the horrible variable names. And the vulgarities. But really, I never intended on releasing the code, and don't have the time or inclination to try to set up a dev environment just to fix that stuff, so... shrug.


    It's been a fun road. We had some good times, and some bad. I want to offer thanks to all those folk who helped out along the road: you guys know who you are. And to everyone else, including those who've never gotten to use this mod: maybe someone will update it, and you'll get to (re-)experience the horrible, terrible feeling of playing Minecraft with some real difficulty. Because after all, what is life without a challenge?


    With that, I relinquish control of the mod. It is no longer mine, but now lives free in the digital wilds, frolicking among its own kind.


    Do with it what you will.

    Posted in: Minecraft Mods
  • 0

    posted a message on Blind Mapmaker - Procedural Dungeon Generation [WIP, DEV]

    I have updated the OP; Phase II is now complete, and I have begun work on Phase III, the goals of which are described in the OP.

    Posted in: WIP Mods
  • 1

    posted a message on Blind Mapmaker - Procedural Dungeon Generation [WIP, DEV]

    http://i.imgur.com/Nh0wD1y.png


    An example of overworld dungeon entrance generation, which will probably be part of Phase III. The code currently generates these structures randomly, as a test of embedding them into terrain; I need to do a lot more work to get them to generate in a sensible manner.


    Phase II is almost entirely complete at this point. I still have some design decisions to make, but zoning works more-or-less perfectly (in smaller dungeons, fewer zones are generated than I would like, but that's just a matter of math), door placement is good (including stair generation for doors that lead up or down a floor), and room intensity calculations have panned out pretty well (which will be used in determining presence of mob spawners and keys for doors).


    I'll probably be posting the Phase II overview video sometime soon.

    Posted in: WIP Mods
  • 0

    posted a message on Blind Mapmaker - Procedural Dungeon Generation [WIP, DEV]

    I've updated the initial post with a bit more information about Phase I, as well as what I'm planning on doing in Phase II.

    Posted in: WIP Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    I've started up a thread over in the WIP mods section, discussing my next project.


    This does not mean that Dungeon Mobs is going to be ignored entirely, but less of my creative energy will be directed at it in favor of this new thing I'm doing.

    Posted in: Minecraft Mods
  • 2

    posted a message on Blind Mapmaker - Procedural Dungeon Generation [WIP, DEV]

    Blind Mapmaker Splash


    The goal of Blind Mapmaker is to procedurally generate dungeons throughout the world, and modify how vanilla Minecraft progression works.


    I will update this post periodically as I make progress.


    Phase I - Floorplan Generation

    The goals of Phase I are quite simple: generate a floorplan and translate it into Minecraft.


    Blind Mapmaker uses a set of algorithms based on ideas taken from various individuals whose writings on PGC I've been studying over the years. I was uncertain I would be able to take the raw ideas and turn them into code, hence Phase I's mildly underwhelming goals. However, this phase is crucial, as it lays the foundation for everything that will come after it; it has to work perfectly if anything else is to be done.


    The following video gives an introduction to the mod and an overview of the results of my efforts for Phase I. If you want to skip the background stuff, skip ahead to roughly the 5 minute mark for the demonstration.



    Phase II - Doors, Zoning, and Lock-and-Key

    Phase II is a bit more complex.


    Having completed Phase I, the goal is to drill doors between rooms and divide the entire floorplan into zones, accompanied by some implementation of "lock-and-key" and - behind the scenes - a means to track the puzzle tree. This will allow Blind Mapmaker to create dungeon flow and control tension through the experience of traversing one of its dungeons.



    Phase II is now complete.


    Phase III - Dungeon Entrances, Dimensions, and Progression

    Phase III moves away from the dungeon itself and focuses more on the Minecraft-specific aspects of the mod. Dungeon entrances need to be generated throughout the world in a sensible manner, and will be tied to villages: the goal is for each village to have between two and six dungeons associated with it, which will be tied together through key items acquired at each dungeon's end. These key items will be required to unlock another dungeon in the Nether, at the end of which will be a chest containing either an Eye of Ender or highly-enchanted gear.


    A new villager type will be introduced, whose sole purpose is to allow players to trade for key items that they may have lost that are associated with that village.


    Strongholds will also be modified, removing the Ender portal frame and replacing it with an entrance to a dungeon, at the end of which will be an Ender portal frame whose blocks are always empty. Thus the player will have to complete at least twelve Nether dungeons to be able to reach the End.

    Posted in: WIP Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]
    Quote from Ariannae»

    have you updated to 1.9 during the interim?


    Do what now? This game is on 1.9 now?

    This next update will be for 1.7.10. There were some unforeseen issues with how I wanted to handle the new mob (did you know that rotation is handled separately on the client and the server? I did not, but I do now), so that's going to be delayed a minute while I work on it.

    There are also various small things I'm changing, like toning down the rakshasa damage output, and putting in controls for DM mobs not spawning in other dimensions, possibly with a configurable list of allowed dimensions or whatever.

    I'll then look at porting it to 1.8.whatever, and - depending on how that goes - we'll see about 1.9 or whatever.
    Posted in: Minecraft Mods
  • 3

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]


    What's this?

    Soon you will know.

    Assuming I can get the darn model to function correctly, at any rate.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]

    Will begging and pleading for an update to the 1.6.4 version of this mod get me anywhere????


    It will not.

    In other news, I am moved and settling into my new job: I write code for a certain governmental agency whose primary concern is space, and that's about all I'm willing (and able, honestly) to say about the matter, so don't ask.

    Given that programming is now my job, rather than just a hobby, updates may become more sparse than they have been in the past.
    Posted in: Minecraft Mods
  • 1

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]
    Post-graduation has been a busy time for me. I have just recently accepted a job offer, and will be moving soon and settling into that, so don't expect any updates anytime soon. I'm just posting to answer some of the questions here and to let folks know I haven't fallen off the face of the earth.

    Quote from MrTwizzlesnext

    What happened to the thoqqua turning blocks into magma? Is that only with stone or does it also work with netherrack? I recall they used to do it. Now they're a bit underpowered.



    They still should be doing so.

    When thoqquas were first implemented, I made some procedural errors in the code, such that when a thoqqua despawned or died, the blocks that were supposed to revert back into stone would not do so. That has been corrected; it is possible that I have over-corrected. I'll look into it at some point.

    I know that the latest build set it up so the mobs now spawn in all biomes, but could you add configuration to either allow preventing spawns in specific dimensions or allow us to blacklist some biomes? I'm using TwilightForest and because no other hostiles generally spawn there in general areas, the dungeon mobs are all over the place.


    I think that preventing them from spawning in other dimensions would probably work out for the best; I imagine that other mods that add new dimensions - and accompanying mobs - have a notion of the level of balance they're going for, and introducing DM mobs into them probably throws that off.

    That said, doing so in combination with a config option to add additional valid dimensions for them to spawn in would probably be a very doable thing.

    Attempting to do this biome-by-biome would probably be... incredibly annoying, both for me and end-users. So I think per dimension is probably the best solution.
    Posted in: Minecraft Mods
  • 1

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]
    Quote from felivans»

    that's fine but you know.. for mod compatibility it helps,but what about the biomes they spawn in, or will they spawn regardless the biome(even if its a modded biome?)

    edit: did you just added the feature in or was i just blind XD?


    In theory, all of the mobs should be able to spawn in every biome, including those added through mods.


    This feature was added relatively recently, I'd have to check the changelog as I don't recall precisely when I added it.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]
    Quote from Hugod000»
    i like this mod. but one problem. the cocatrice seems so overpowered. i am actually leaving an area when i hear it. the first time i found one i heard what sounded like a chicken then i walked around a corner then it turned me to stone. it should have a much lower chance of turning the player into stone. like about 10% or something.

    The dice are a fickle mistress.

    Quote from felivans»
    any plans of adding individual spawn rate in the config?

    No. I feel I have done enough with allowing people to turn individual mobs on and off.

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]
    Quote from MohawkyMagoo»

    When I checked the new 1.7.10 config I had forgotten to do this for Lizalfos, so a single Lizalfos might have been spawned through JAS without its twin. That might cause the crash and the problems you describe?


    I've reset the JAS configs now, and the crash hasn't happened again so far.


    That shouldn't be the case; under normal conditions, when a lizalfos spawns naturally, during its first tick alive, it will attempt to spawn a twin. If it cannot (after five or so tries), it will kill the original.


    JAS literally cannot be ignoring that, as that's probably outside the realm of what JAS is modifying. So I'm fairly certain it was a weird case of a set of lizalfos where both existed, but one wasn't loaded yet.


    Out of curiosity, why did you not do Rakshasas through JAS?

    Posted in: Minecraft Mods
  • 0

    posted a message on Dungeon Mobs (Latest: Link to source code for v4.2.0) [v4.1.3]
    Quote from MohawkyMagoo»

    Hmmm, first crash. Brand new world, three minutes into game.


    That is... hmm.


    Okay, so... it looks like... trying to read a Lizalfos from NBT, something about an arrow trying to hit it, and probably it's twin existing but not loaded, so it freaked out because the reference to the twin was valid, but the twin wasn't loaded so couldn't be referenced, and since the one Lizalfos getting hit by an arrow was apparently trying to die (?), it told it's twin it was dead, but since the twin wasn't loaded - but existed - the method freaked out.


    That's a... really interesting corner case. I'll be sure to make the Lizalfos a bit more robust about making sure it's twin doesn't just exist but is also loaded in the next update. Stupid lizards.

    Posted in: Minecraft Mods
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