• 0

    posted a message on Is the MOD API actually being developed?
    Quote from Frontrider

    If theres nothing, then tell me what the cube.json file is? Its can be placed into resource packs to change the general block modell/texture mapping. Sounds there, textures there. They extracting more game data to be possible to add more stuff. As far as i looked into other games, they have resources outside from the engine. Minecraft has(had) all of it inside,so its not that easy.

    Addressed in an earlier post, but the short version is that data is useless without the ability to put code behind it. Model json files may be great for texture artists, but they don't bring us any closer to having honest-to-god Java code from a mod running inside of vanilla than we were four years ago. That's what this discussion is about, and what the P in API stands for.


    Oh and now its possible to have a resource pack inside a world save, as they said it will be.

    What does this have to do with anything?
    Posted in: Recent Updates and Snapshots
  • 4

    posted a message on Is the MOD API actually being developed?
    Quote from Debugman18

    I never said this IS the API, I said it is evidence that the API obviously is a work in progress.

    It's been a "work in progress" for four years now. Entire AAA games with their own mod toolkits have been developed in less time. How long are modders expected to wait before just giving up and moving on? No doubt many already have. On top of the waiting, there's the frustration of Mojang's constant rewriting of Minecraft internals. This breaks the mods that exist and are working today, which would be worth it if something would ever come of it, but there's no indication that it ever will.

    As King Korihor pointed out, all of the official channels Mojang started to discuss the API with the community are dead. It's 2014 and we have yet to see the beginnings of a spec, a class diagram, a plugin file format -- or ANYTHING that modders can even start thinking about how to code to. With nothing to go on, modders are left simply to guess what Mojang will change next, which even Mojang doesn't seem to know until they do it evidently.

    Quote from KyoShinda

    With the way things are going, the fact that they are making the API will be the death of the game. Everything will get laggier, more complex and there will be strange bugs all over the place.

    Tell me about it. The game still suffers from glaring bugs introduced by the SSP/SMP merge, which was also done largely for the sake of the API, a year and a half ago. And remember when Mojang was going to make Optifine obsolete (check the date)? Mojang's tendency to start big projects only to drop them half-finished when they cease to be fun does not bode well for the API even if it is released.

    Quote from Frontrider

    The thing what they working on now:
    -moving every resource out from the engine, so they can be replaced/edited/expanded more easily
    -the new commands seem to point in this direction, they may be the anchor points for the background script

    What would be nice is if Mojang would build an API first, then implement command blocks using only the API, no use of Minecraft internals at all. Command blocks are complex enough to serve as an ideal baseline test of the API's robustness, without being completely unrealistic like turning all of vanilla Minecraft into a plugin. As it is though, the command block is purely a one-off that distracts from API development more than it helps.
    Posted in: Recent Updates and Snapshots
  • 5

    posted a message on Is the MOD API actually being developed?
    Quote from The_Fool76

    Moving model data into an external file is a stepping stone along the path to creating a generic factory class that builds blocks dynamically from data files.
    ... big snip ...

    This is exactly what I meant by theoretical wankery. You start with blocks represented by a single model. Then you're assembling blocks from multiple sub-models using a few cherry-picked conditions. Then you expand the system to include tile entities and even animations. I suppose once you've done all that, hey, why not expand it to mobs too? And in 2018 we'll still be waiting for a way to add a simple cube to the game without deobfuscating and patching Mojang's code.

    Not only is your hypothetical system vastly more work than "abstract public boolean render(Block block, Vec3i position);", it isn't even all that flexible. Suppose I want to connect to only a subset of "solid" blocks for instance? More generally, someone will always come up with something not representable by a few flags. You know, there's already a " target="" data-ensure-absolute>perfectly good way to express complex conditionals and arithmetic in a few lines of text.


    Saying a Mod is the same as a Plugin is like saying it's the same thing to swap the game pad on your SNES with a light gun as it is to open the case with a screwdriver and have at with a soldering iron.

    Again, don't argue with me. Go tell all the Skyrim players that they haven't actually been using mods this whole time.
    Posted in: Recent Updates and Snapshots
  • 2

    posted a message on Is the MOD API actually being developed?
    Quote from The_Fool76

    Meanwhile, we saw a test of model definition files in the latest snapshot. I'm not sure what more proof you really need that the Plugin* API is being worked on than that.

    Model definition files currently allow static models based only on block ID and metadata. They do not replace the old system, and in fact are implemented on top of it (block.getRenderType() == 43). The format cannot describe blocks that change shape based on their neighbors, such as glass panes, minecart rails, flowing water, and others. Nor is it likely that it could reasonably be enhanced to do so.

    So the old system (1) will probably stay around indefinitely, (2) will need to be exposed by any putative API unless you want to needlessly restrict the kinds of blocks modders can add, and (3) is effectively the same as what modders have been comfortably using anyway. All of which makes the new system merely an additional convenience, not a requirement.

    If this is the kind of thing Mojang believes is required for an initial API, then it just confirms my suspicions. At this rate, we will never have anything tangible because in any large codebase you can always find something like this to do. The Minecraft team really needs someone at the helm to put their foot down and say good enough. But what they have is a bunch of programmers running in circles trying to one-up each other with theoretical wankery that does no one any good if nothing ever comes of it.


    *Plugin not Mod. This difference does matter.

    A pedantic distinction without a difference. Skyrim has mods. Doom has mods. Terraria has mods. The word is standard regardless of whether or not any base code is modified. Tell you what. When Mojang actually releases something real, they can argue for overturning 20+ years of precedent.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Is the MOD API actually being developed?
    Quote from marfig

    He's almost certainly not lying, because whatever they do, it will affect or help implement the Plugin API.

    To offer a concrete example, blocks in 14w06 can have custom models defined via a json file (bzd.class for the curious). Now is this useful for an eventual Plugin API? Absolutely. Is it necessary? Definitely not. Plugins could just as well render their blocks in Java code using the same methods the game has been using for years now. This is a feature that could have been added later.

    Mojang includes this incidentally helpful stuff as "working on the API", whereas their -- understandably, by now -- impatient audience interprets that phrase to mean only things that are directly required. Frustration builds as Mojang puts out update after update that plainly isn't in that category. Better communication would certainly help, but frankly anyone looking for professionalism from Mojang has an even longer wait ahead of them than modders.
    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Is the MOD API actually being developed?
    Hey, who needs a proper API when you can have an ad hoc jumble of over-specialized, one-off features.

    https://twitter.com/SeargeDP/status/431417678708764672
    Posted in: Recent Updates and Snapshots
  • 2

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Alvoria

    Better watch yourself Kahr. Mojang might be trying to catch up to you. ;)

    I wish. :)

    Quote from Protokohl

    Any way to add this to MultiMC 5?

    I've not used MultiMC, but if you have Minecraft installed in a different directory, you can start MCPatcher with the -mcdir option:
    java -jar mcpatcher-4.3.1_01.jar -mcdir "C:\My Custom Minecraft Dir"


    Quote from nebux

    may i ask if the old 1.5.2 mcpatcher get's updated with the new rules from newer versions or is a dead end. like the vertical+horizontal etc.

    In general I don't backport new features, but I can consider reasonable requests. Vertical+horizontal is doable, but CIT, say, probably isn't.

    Quote from _zombiehunter

    Always nice to get more resource pack features in vanilla, but I don't understand why the ability to change colors is restricted to sheep fur and chat text. Nearly every resource pack contains a color.properties file, Grum really should add something like this for vanilla too.

    I agree, let's hope that in doing this he takes a look at all the other needlessly hard-coded color values.


    Grass blocks are the bane of my existence. Which combination of Minecraft version, MCPatcher version, fast/fancy, smooth lighting is this?
    Posted in: Resource Packs
  • 7

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Download MCPatcher 4.3.2-beta1 for 14w05b: jar exe

    As you may have guessed, the changes in the 1.8 snapshots so far have been especially difficult to work through. The details are complicated, but nearly every aspect of rendering has been changed in some way over the past four weeks. Just when I'd finish working through the obfuscated code in one week's snapshot, the next one would come and break everything again. After a few cycles of this I've managed to catch up and take a breath. So I decided to release a beta version, but keep in mind that it is still pretty rough and that I fully expect more patcher-breaking changes from Mojang in the coming weeks.

    By the way, did anyone catch this?
    Posted in: Resource Packs
  • 2

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Hi everyone. I saw the complaints about the fake download links on the main download site for the Windows version. I don't have any direct control over the site, but I've contacted the owner and requested that they be removed. In the meantime the link in the OP points to adfly instead. Also the alternate link is still a direct download from bitbucket. Apologies for any trouble this caused. EDIT: Talked to the owner and the site is fixed now. The text "Download MCPatcher 1.7.4" links directly to the download.

    On a different topic, work progresses on the 1.8 snapshots. While maybe not on the level of 1.7, I can already tell this update is going to cause some headaches for modders. When I had just gotten everything working in 14w02, Mojang completely changed the way render passes are handled in 14w03. So it goes. The current plan is to wait and see if 14w04 holds any more surprises before releasing anything.
    Posted in: Resource Packs
  • 0

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Piano_Creeper

    I currently work on another ctm-based texture set.. and stumbled across a really annoying automated texture-flipping and rotating in terms of natural textures...
    Is there any way to disable that auto-rotate? It messes up all repeat patterns I set up :(

    Isn't that an Optifine feature?


    Okay so I've spent the last 24 hours updating my texture pack from last march. Back when we didnt even HAVE resource packs. Quite a daunting task as alot has happened.

    Did you use the Convert Texture Pack option? It sounds like you're trying to do everything manually, which is a huge pain.
    Posted in: Resource Packs
  • 12

    posted a message on Better Than Wolves Total Conversion!
    My wife has recently gotten into cake decorating and has done some pretty cool stuff. So for my birthday, I asked her to make a BTW-themed cake. I gave her some basic ideas from the mod and let her come up with a design. For nearly a week I wasn't allowed in the kitchen while she worked feverishly on it.

    The result was way beyond my expectations. I have the most awesome wife ever!



    Other than a few toothpicks holding things in place, everything you see is edible.

    View of the side grass and dirt texture airbrushing:



    Hatsie!



    The cake itself is buttermilk chocolate with chocolate ganache frosting. The outer layers are rolled fondant.



    I thought the partially submerged squid was particularly clever.



    The tree is rice crispie treats wrapped in fondant.



    Steve's pet wolf is too distracted to help him out of his predicament.



    Many thanks to my amazing, talented wife for her hard work. And of course to FlowerChild for a mod that's always full of surprises.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Gravesen

    I keep getting a download error when I try to test Minecraft. The error message that pops up says to check my server's proxy settings.

    Done!
    Fetching https://libraries.minecraft.net/tv/twitch/twitch-platform/5.12/twitch-platform-5.12-natives-windows-${arch}.jar...
    com.prupe.mcpatcher.PatcherException$DownloadException: java.io.IOException: HTTP response code: 403

    Whoops, forgot to include the fix for this bug. I've reuploaded 4.3.1_01, so just grab it again if you're having this problem. Bitbucket has some weird caching, so you might still get the old version for a few hours. The updated downloads should be exactly 2276799 (exe) or 2143167 (jar) bytes.
    Posted in: Resource Packs
  • 2

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    I've been busy over the holidays, but here is a new release with a few bugfixes. See OP for links and list of changes. This includes preliminary compatibility with the Forge beta for 1.7.2. I suspect some features will be broken, but I won't be looking at them until Forge itself is more stable on 1.7.
    Posted in: Resource Packs
  • 1

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from Guruth

    The first is with chiseled stone. It works fine vertically, and when viewed from above and below. However horizontally I am seeing this.

    Somehow it is picking up the nether brick texture. This is a problem in 1.7.2 as well as 1.7.4

    I downloaded your pack and saw a couple problems in the ctm/craft_bricks folder. First, your block112 and block114.properties files are being ignored due to syntax errors. You don't specify a method, so it defaults to method=ctm which expects 47 tiles. Since there's only one tile listed, it ignores those rules completely.

    Second, Misa's stonebrick_carved.properties in the ctm/craft_bricks directory uses tiles 0-47.png, but 1.png is present in your pack as a nether brick texture. So the other 46 of the tiles come from Misa's pack but 1.png is pulled from yours.

    If you have trouble figuring out what is going on, just imagine unzipping all the selected packs into a directory and then zipping it all back up into a single zip file. That's how the game sees multiple resource packs.
    Posted in: Resource Packs
  • 3

    posted a message on [1.8.7 / 1.7.10 and earlier][update 4/23] MCPatcher HD fix 5.0.3
    Quote from WeeHeeHee

    Is there any way to change the block breaking animation depending on what block it is?

    Not currently possible, sorry.

    Quote from FatBobTheSlob

    This happens with a few other mods, amongst them Tubes!, Carpenter's Block doors (greyed out), and some other I forgot to name. Lot's of stuff is either invisible or greyed out.

    Is the source code for any of these mods available anywhere? To even get started, I'd need to know what's special about these blocks' rendering, or for that matter, whether they're even blocks at all and not tile entities.

    Quote from Megaboy088

    It appears there might be a bug with the fonts. I've used Sphax as well to verify it wasn't a specific texture pack. For some reason, all my text has a black border/shadow around it. Any fix?

    Just tried it with Sphax myself and it appears to be working fine. Is there anything I might be missing?

    Quote from Yallahdeluxe

    also i love CTM in my Private Texturepack and i literally have like 13 CTM folders containing more than 200 images each , after i made one more folder for the 1.7 Plants the games just crashes on loading

    Offhand, I'd say your problem is exactly what the error message says: Too many textures. CTM doesn't change Mojang's texture stitching algorithm or its size limits at all. All it does is load more textures into it.

    Quote from ragger

    I never got addressed wether this is going to be fixed or not, or if it even is a MCPatcher issue or not.

    Fixed.

    Quote from 0101100

    Hello together. I try to make a ctm-folder for a big dark oak log. The sides does well but the top and bottom don´t work.
    I use this code:

    faces=bottom top
    tiles=64-75 80-91 96-107 112-123
    metadata=5
    method=ctm

    The properties are for block17b

    The "block 17" is the problem. The new log types are a different block entirely. It's 162 I believe, but I don't recommend relying on that as numeric block IDs aren't guaranteed to work in the future. Try something like this:

    matchBlocks=log2:1
    faces=bottom top
    tiles=64-75 80-91 96-107 112-123
    method=ctm


    Quote from Guruth

    Previously in all cases (that I was aware of) CTM loaded from the first pack would over rule any additional packs. However I am now seeing CTM from secondary packs displayed instead of the primary.

    I don't think anything's changed. Here's what I just tried:

    ==> test1.zip: assets/minecraft/mcpatcher/ctm/test.properties <==
    matchBlocks=dirt grass
    method=fixed
    tiles=blue
    
    ==> test2.zip: assets/minecraft/mcpatcher/ctm/test.properties <==
    matchBlocks=dirt grass
    method=fixed
    tiles=red

    With test1 before test2 in the resource pack list, the grass and dirt are blue. Reversing them makes the textures red. This is the behavior I would expect and, as far as I know, how it's always worked since the ability to select multiple packs was introduced.

    Quote from thecrazydudesrd

    Mojang seemed to have snuck us a 1.7.4 Minecraft in tonight, tried the Patcher, it works. Although I'm still receiving the renderPass=3 overlays everything on renderPass=1.

    Quote from thecrazydudesrd

    Might have a big bug to squish to help us all, apparently it's rendering backwards... showing the stuff farthest away first and layering over with the next farthest. you can see that from the bug posted in the last page... I just wanna see if I can duplicate the bug properly so that the pass can be saved rather than my and anyone elses work being destroyed...

    I really can't do any more with this until MCP is updated and I can get a better look at Mojang's new transparency code. But I'm not very optimistic. What I have figured out so far suggests that it is most likely unfixable. Mojang's rendering changes for stained glass are fundamentally incompatible with the way renderpass 3 works.
    Posted in: Resource Packs
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