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    posted a message on Eloraam's Mods (RedPower 2 Prerelease 6)
    Just throwing this out there (I'm sure others have mentioned this, as well), but copper-tin alloys are bronze, not brass... brass is a zinc-copper alloy :P Sorry to be a know-it-all or whatever, but yeah... it was bugging me XD
    Posted in: Minecraft Mods
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    posted a message on 1.0.0 Sound Problem! Help Please.
    I don't use teamspeak and I'm running into the same problem. I'm gonna try updating my lwjgl, though. Could've sworn I did this before, but I'll try it again, just in case. I'll keep you all posted :tongue.gif:

    edit: Didn't do anything. Clearly the problem is bigger than this.
    Posted in: Legacy Support
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    posted a message on [1.8.1] The Zombiemod! [MOB]
    slain* that is all.
    Posted in: Minecraft Mods
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    posted a message on [Creating Mods] Absolutely everything I know about java and minecraft modding
    Quote from Slay3R?

    Totally agree.
    At the moment though, the content of the game is not what bothers me. It's the performance of the game. Even on very powerful high end machines it barely runs smooth. I think they should focus on fixing the performance before adding even more content that will only make the problem worse. If this doesn't get fixed, you'll end up with a great game that hardly any one is able to play as the vast majority of people playing Minecraft don't have insanely powerful machines. That will mean they are going to lose a lot of potential players.
    The community can do a great job at creating/improving content. This performance issue however is a pain to work with if you only have the obfuscated code. It just makes things take so much longer.



    Efficiency of programming is one of the things this thread will focus on. Utilizing variables that use the least amount of memory possible that still satisfy the variable's needs is a HUGE part of programming. It is also something that Mojang has spent very little time focussing on. I don't quite understand how a game where the average loaded ground area uses about six thousand polygons, and the players are only about 72 polygons, I think? and still lag like hell, due to graphics, regardless of the limitations of voxel based graphics.

    The average video game character polygon count is upward of 20k, these days, and the average loaded map area, I don't know so much, but I'd guess somewhere between 30k and 200k polygons, depending (though it seems most map areas use a lot of "visual tricks" to make you think there's more detail than there actually is, moreso than characters do, so like I said, I couldn't say for sure).

    Anyway, yeah, I get what you're saying. There's a lot of optimization to be done with this game. Lots of things that could be simplified, lots of things that could use smaller variables (like the ten billion integers that float around everywhere, even though the numbers they use don't even go that high...), so... I'll definitely be covering efficiency soon :tongue.gif:
    Posted in: Tutorials
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    I apologize for not keeping you guys up to date on the mod's progress as much, lately. Both my partners and I have all been bogged down by the dreaded beast that is College midterms and exams :tongue.gif: Believe me, it's in all your best interest that I not fail out of college, because I won't be able to afford to keep working on mods if I do XD Same goes for the others... Rest assured, however, that the mod is not dead :tongue.gif: Just... delayed... again T_T I'm sorry :tongue.gif:
    Posted in: Minecraft Mods
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    posted a message on [Creating Mods] Absolutely everything I know about java and minecraft modding
    Quote from Slay3R?

    Got several flame responses when I told several people to actually learn Java when modding, they where actually saying you don't need it lol.
    Just how are you going to mod IN JAVA when you DON'T KNOW JAVA. It's just totally stupid, as all you are capable of doing is copy + pasting. People who actually flame you for saying this (which is just the truth) shouldn't be allowed on these forums IMO. It seems everyone wants to make mods these days, but hardly anyone knows what the heck they are doing and are actually willing and capable of learning Java.


    lol anyone capable of copying and pasting code is capable of learning java. They're just too lazy to bother learning.

    I came into modding with NO java knowledge whatsoever, but I've spent a lot of time studying it, and seeking out resources for information on it. I just feel if we can get a decent influx of noobies who actually know some basic java, and have a good starting point for programming, we can actually get a significant enough modding community to finally convince Mojang that modders (the ones that actually KNOW how to code...) are the ones who actually supply the vast majority of content for Minecraft, and NOT them. As much as I love what they've done, and what they continue to do, one small (though highly skilled) team cannot keep up with an entire community of programmers.

    Honestly, I don't think Minecraft would be nearly as big as it is today if it weren't for the modding community. Big, maybe, but not THIS big.
    Posted in: Tutorials
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    posted a message on [Creating Mods] Absolutely everything I know about java and minecraft modding
    Planning on adding some sort of a communal repository system for tactics regarding modifying certain parts, however I'd definitely want it all to be in java jargon, and not code that can be copied and pasted (ie. HOW you did it, not the code that you wrote to do it), that way people can sort of make the stuff on their own, and we won't have to worry about any of this... well, let's face it, it's plagiarism :tongue.gif: They're using other people's work as their own, with or without their permission, they're claiming that they did it...

    I'm all for sharing code and methods of coding, to help each other out, but I'm totally against the idea that these people basically want something for nothing. Learning to program takes work. I'm sorry to say it, but it's fact. You can't make a mod without some knowledge of programming, and what these people are doing isn't making mods, they're following poorly put together instructions like sheep, and then bleating in distress when something goes wrong, relying on some passerby to act as a shepherd and guide them back in again...

    If you're one of those 12 year olds who wants to learn to mod, I still support you. However, if you're getting into programming, you need to actually GET INTO IT, so if I get enough submissions to start putting up a guide repository for how things work in the minecraft code, it won't be in the form that anyone can simply cut and paste :tongue.gif: (though I may use links to bring you back to this page, for various definitions, so you can kinda piece it together yourself, with an example, as a real tutorial would do XD).
    Posted in: Tutorials
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    posted a message on crashing for unknown reason
    have you put the image itself IN the minecraft.jar file in your MCP directory? (jars<bin<minecraft.jar) by the looks of things, it shouldn't be contained within a folder inside that file, so just plop it right in. That's the first thing that came up with the error, and then the rest it seems to be just explaining where you tried to call it when it looked and couldn't find it.
    Posted in: Modification Development
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    posted a message on Multiple Input Furnace?
    You'd want to know more about how the gui works. Things like furnaces, chests, and (more recently) potion stands function with a sort of "inventory" system, very similar to the player's inventory. Crafting benches work very similarly, given the one major difference: they kick out the supplies if there are any left, when the window is closed.

    First place I'd say you should look? Two files: BlockFurnace and TileEntityFurnace.

    Blocks on their own are fairly limited in their functionality, and can't really retain any trans-session memory (ie. once you quit the game, pretty much everything about them, save for a few choice things, is forgotten). However, they are fully capable of carrying up to I think 7 bytes? of extra memory (in the form of "metadata").

    HOWEVER, if you want to do something more complex, like the furnace, you'll need to make a TileEntity. What this does is essentially makes a block that has many of the functionalities and flexibilities of an entity.

    Most of what you want/need to understand is in TileEntityFurnace. The block file mostly just controls the texture and then links the block itself to the TileEntity.

    I take it you want to make it so there are two input slots for reagents, and a fuel input, and then one output for products?

    Also, you'll probably have to do some fiddling around in your own (differently named) copy of GuiFurnace.
    Posted in: Modification Development
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    posted a message on How should I start modding?
    Quote from IndieHaz »

    Start by making a block, e.g. an ore

    Oh look, just by luck I wrote a tutorial on it :tongue.gif:

    http://www.minecraftforum.net/topic/741740-tutorial-making-a-new-ore-simple/

    Oh look... Another template writer who thinks they made a tutorial but is actually causing ybr modding community more harm than good because people learn NOTHING from copy/pasting someone else's code, and so when they run into the most basic of problems they come crying here with no idea what even to ask about... What passes for tutoring on this site disgusts me.

    Quote from epiXz

    Learn Java.


    Absolutely the single simplest, most correct answer to this question. Thank you. At the end of the day, you NEED to learn some basic java in order to start a minecraft modding "career" (or hobby, if you would rather look at it that way :tongue.gif:)
    Posted in: Mods Discussion
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    posted a message on [Creating Mods] Absolutely everything I know about java and minecraft modding
    Updated. Added a lot more stuff, imo XD Not too much more to say, really, other than a brief summary of how to use parameters, and then some basic if/else/else if stuff, some for-loop, while loop, do while loop, etc. stuff, maybe a quick guide on some ways to make your code more compartmentalized, some stuff on nested classes (maybe :tongue.gif:), a short guide on interfaces and abstract classes/methods, and then a quick runthrough on how to read java docs followed by some good sites to go to for java package questions...

    On second thought, there's a lot more to add, but still... Anyway, if anybody else viewing this notices something I've left out somewhere, feel free to let me know, and I'll see about putting it in there :tongue.gif:

    Oh, and to all those who are looking for cookie-sheet templates (or what this site knows of as "tutorials," though there is a VERY distinct difference between tutorials and templates, ie: tutorials actually teach you what the f*** you're doing, and templates are basically just copy/paste code where all the reader has to do is replace maybe five variables with their own desired variables, and requires absolutely no understanding of what the hell they're even -doing-... it disgusts me that they're called tutorials here...), you will not learn ANYTHING from templates, or as mentioned before, what this site calls "tutorials," and thus I will not post those. Therefore, in stead of giving you a fish, forgiving the mildly cliche saying, I will teach you to fish, and I would like to believe that I am :smile.gif:
    Posted in: Tutorials
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    posted a message on What class is redstone logic in?
    Quote from Slay3R?

    For the love of god it isn't.
    It is just the result of the obfuscated/decompiled code. They could mean anything. It renames every integer value to a character like this, starting with i and counting up (j/k/...). They could mean anything. But as the code uses a lot of integer for loops to loop through blocks you get i/j/k that are translated to x/y/z but it doesn't have to be.

    Just look at the code to see what it does, and you can just rename the variables once you find out what it does so you don't have to memorize/recheck every time.



    If anybody here knew standard java notation, i, j, and k -are- standard integer variables... It's not like it's all that unreadable (at least that part...) just remember that notch made the "z" axis into the "y" axis (in actual 3D modeling, the z-axis is up and down, notch made that the y axis :tongue.gif:)

    Before you tell me "BUT IT DOESNT SAY x, y, or z-axis!" They are coordinates. Logically, the first is x axis, second is y axis, and third is z axis :tongue.gif:
    Posted in: Modification Development
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    posted a message on What class is redstone logic in?
    Quote from DrAgonmoray

    I'm looking for the class that has redstone login in it (wires connecting to other wires, gates, 15 block power limit, etc)
    I've been searching, but I can't find it.


    It does not have its own class. It is controled between the various redstone powering/powered blocks, and their various requirements for receiving/transferring power.

    There are also a few methods in the Block class that have some use in redstone logic, however I don't believe they do anything, as they are overridden in the various redstone-using block class files :tongue.gif:
    Posted in: Modification Development
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    posted a message on [1.6.6] EngiCraft 1.7.3 preview2 Introducing: the Dread Swarm!
    WE ARE WORKING! SHUSH! lol... there's a lot to clean up... 1.8 changed a LOT of stuff... though 1.9 seems to be pretty much along the same lines as 1.8, so that update itself shouldn't be too hard...

    Also, the style will be in accordance with minecraft. That is to say, more "magic" and "fantasy" than sci-fi. However, if anyone here is familiar with the final fantasy series, which is basically the definition of sci-fi/fantasy, you might get a better idea of how we're trying to make the mod...

    Sort of a magic-based feel, but... more sophisticated than cryptic.
    Posted in: Minecraft Mods
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    posted a message on how to create a gun?
    Quote from zapmunk

    Using ModLoader, create a new item and overload it's onItemUsedRightClick method (Not sure about the method name, I'm a bit rusty). If you're not sure how to do that, I would recommend doing some ModLoader tutorials on adding items.

    Once you have that, I think ModLoader.getMinecraftInstance().theWorld has some method along the lines of rayTrace which returns a MovingObjectPosition, which you can use to get the mob/block you hit with the gun.

    If you want a projectile gun rather than a hitscan gun, I would take a look at the snowball/egg code and go from there.

    You meanoverride? Because if you overload it, literally nothing will happen when you right click with it :tongue.gif: Only the method as is, is called when you right click.

    Also, this forum section is not for people who have no code to speak for them. Go to the tutorials section and look through those, and then actually try thinking a little about what you're doing, or better yet, look through some other people's code who have done similar things, since they all pretty much do the same thing :tongue.gif:

    Getting really sick of people somehow assuming that a thread based around a "show me how to make..." question is somehow not "make this for me." Most of the "tutorials" on this forum aren't tutorials at all, but rather templates... if they were tutorials you'd actually learn something, and not just be told to copy/paste code...
    Posted in: Modification Development
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