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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from The_Slayer

    And if the team really did complain about me, why would they stay with me and start a new mod with ME?!

    I'm pretty sure a few of us did so, in this thread.
    Myself included :P
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from The_Slayer

    For anyone thats wondering, DivineRPG will have a new thread when we update it to 1.7

    though why bother when the new mod is out? :=)


    Quote from aking4125

    Fair enough.

    I've been watching the progress on the Github page. What is the actual progress?

    In terms of a fully stable release?
    There's still a long way to go.

    You can download and test the repo yourself, that should give you a better indication of the progress.
    A look into the files related to the issues will probably show you some of the amount of work left to be done.
    Posted in: Minecraft Mods
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from aking4125

    I think it was a bad idea to remake this thread into Eternal Isles. A new one should've been made.

    I think it's a great idea, since it's the successor of Divine RPG.

    Now that Eternal Isles is out I'd assume that means drpg is done :)
    Posted in: Minecraft Mods
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    posted a message on How do i turn a maya 3D armor model into a useable set of armor in MC.
    Export as .obj and use and for your armor rendering code use the method of rendering .obj / wavefront objects as illustrated here:
    http://www.minecraftforge.net/wiki/Using_wavefront_model
    Note: This example is not for armor but you should NOT have a problem adapting it to your cause assuming you know how to render custom armor in the first place, if not look into that first.
    Posted in: Modification Development
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    posted a message on Cannot find MCP 1.7.2-NEED TO MAKE MOD
    the latest forge builds are quite stable.
    with the exception of the fluid registry, once that is fixed, the recommended build will be out :)
    Posted in: Modification Development
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    posted a message on AoA--25 New Dimensions• 330 Mobs• 27 Bosses• Skills• Quests• 600+Items [LARGE Bugfix Update, May 2018]
    Quote from julian574

    does anyone have a 1.6.2 i know there was a 1.6.2 beta version that was out but no more downloadable from the website does anyone have it please tell me and send it do me on skype my skype is: wishuwereme123

    No, there is no usable 1.6.2 version around.
    There never will be either.
    Posted in: Minecraft Mods
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    posted a message on Where to start?
    http://greyminecraftcoder.blogspot.no/p/list-of-topics.html <-- Recommended reading on how the code for Minecraft &/ forge works.

    Also beware that MinecraftForge's best documentation is like with ANY other code project: The source code.
    I would recommend reading through the vital parts of it at least :)
    Posted in: Modification Development
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    posted a message on Some Good guide to make moods?
    That would be looking into using Techne or even better using Wavefront models.
    The later allows you to design objects in a 3d studio such as the free Blender or pricy 3dsMax :P
    Either ways have tutorials on how to insert the objects into the game, you will find these linked in the db aswell as on the forge wiki :)

    Alternative 3 is doing the rendering yourself, which is a good way to do it.
    But you will need to learn OpenGL then, which isn't too hard but will req. you to spend some time on it first :)
    Posted in: Modification Development
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    posted a message on Some Good guide to make moods?
    then either go for the course anyways or wait with modding until the course you take at school has given you the solid foundation you'd want ;)

    good luck on your path :)
    Posted in: Modification Development
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    posted a message on How to create forge mod addons
    And if you reference the library like you normaly would then it should be fine...
    Posted in: Modification Development
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    posted a message on A few novice questions on mod creation.
    Quote from Wolfguarde

    Geforce - I'm leaning towards using forge, though I more want to learn the finer details of java. I used some of thenewboston's tutorials when I tried to learn C++, I didn't realise he had java tutorials as well.


    Hey!

    I've been studying programming and computers for two years now and I would like to yell out my opinion(s).

    TheNewBoston is an okay source for learning keywords and syntax but if you are new to computer science and programming, then it won't give you all you need to know.

    My few cents:

    I would recommend taking the FREE online course from Stanford university:
    introduction to computer science | programming methodology
    http://see.stanford....aa-866adcae1111

    You can download all the special software and all the assignments/handouts given in the real class on that website.
    That's the place where I would start.

    After that I would play around with making small Java programs and then move on to CS106B and mayhaps cs107 if I found it interesting. I would then focus on making games like Tetris and Space Invaders in java, you have no idea how much one can learn from such small projects.

    After a while you will be quite used to Java syntax (The grammar of the Java language) and the OOP (Object Oriented Programming) paragdim. Then it would be a good time to look into Software architecture and Design patterns, why? Because that's when you really start to learn programming! Learning those things will speed up your coding, and lessen your debug frustration by a great deal.
    If you are comfy with C++ as in more than just the basic syntax then TheNewBoston might be all you'd need. It depends on how used you are to working with objects and how good you have become at breaking down problems to small logical components.

    I do intend to learn other languages, though I will be sticking to Java and C++ for the first few steps in learning, just to get the knack for what I'm doing.

    If you follow the above mentioned course it will lead into CS106B (C++) and over to CS107 which deals with a lot of different languages, giving you a introduction to different programming paradigms not just OOP. Even if the 106 courses are uninteresting and well-known stuff to you I would recommend looking into the CS107 videos :)

    As for learning languages, I would focus mainly on one language for a longer period of time.
    Once you are used to a language you will easily pick up any other language in the same paradigm quickly (as in a few days!).
    For example if you are well traversed in Java, you will be able to get into other OOP languages like Python, Ruby or C# in 2-3 days.


    I've never been too clear on what else Forge does, aside from loading/managing mods and providing extra IDs to use.

    Forge does not in it self load mods. That is the purpose of a different mod called FML (Forge Mod Loader).
    FML's only purpose is to Load and manage mods, and is defined by the Forge team as "an opensource replacement mod loader for minecraft".

    MinecraftForge is noted as "Modifications to the Minecraft base files to assist in compatibility between mods."
    Forge does inject patches into the base files (Ninja base editing @ runtime startup).
    These modify the source in order to provide hooks into Minecraft's internal functionality so that we (the modders) can add/manipulate it without editing base classes.

    The way it does this is by various methods such as Events and Reflection.
    It's true that there's overwhelmingly much to get into at once, but there's some documentation in the code to help you with concepts.
    Also the best documentation is there, the source code it self. If what you want exists in vanilla, you can look into it's code to get an idea of how it has to be etc.

    Minecraft's code is weird and f**ked up at times.
    Just figuring out the ups and downs of simple things such as blocks and how they work can be confusing.
    Enter TGG's great blogg: greyminecraftcoder.blogspot.no/p/list-of-topics.html
    Here he has gathered posts about how the code works internally, making it easier for us others to understand how things work and thereby how to use it properly. I recommend reading the first articles and use the page as a reference along with the Minecraft Wiki :)



    Okay once you are done with your introduction to Java and are ready to get into forge I would recommend starting with 1.6.4 as 1.7.2 while ready for modding is not as widely explored and hence not much intro material is written yet.
    I would recommend looking into VSWE's great summer courses on youtube which dealt with Forge modding from the pure basics building up into the most advance GUI's shown in a tutorial. He also deals with animation and model imports among other things!
    www.youtube.com/user/VsweGoesMinecraft/videos?flow=grid&view=50&shelf_id=3


    There you go!
    I hope it helped and I wish you good luck on your programming endeavors!
    Posted in: Modification Development
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    posted a message on How to create forge mod addons
    Just like when using external libraries in other Java project.
    Import and go.

    As for the forge side of things, there are Dependecy/Requierment tags you can add to the @Mod annotation in order to make your mod ONLY load if a mod with the entered modid is present.

    Except that, you can treat the whole thing as making an applet/program depending on a external library.
    Posted in: Modification Development
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    posted a message on Some Good guide to make moods?
    Here's my "few" words for people wanting to learn modding:


    I don't believe in 14 year olds on youtube rambling on about java basics, simply because they tend to do one or more of the following:
    Skip important things.
    -Lack real insight in what they are teaching and why (Aka. Do this, don't care why, it just works!)
    -Lacks a proper learning path and progression towards terminology, programming and logic design which are your goals to learn when learning a programming language, is it not? :P
    Now I've found some exceptions to this, and you may find things that suit you better.
    I would at least recommend following a proper path to programming knowledge than just scratch the surface as that will not only speed up your progress but also increase the quality of your program/mods immensely!

    Personally I do whole heartedly recommend the course I'm linking below.

    CS106A - Programming Methodology
    It's a professional beginner course in programming, focused in Java.
    100% Free course, made by Stanford university. No real pre-requisites to taking the course and it's just like the real course.
    The real course was filmed and all the lecture videos are available along with all handouts and other materials given (Including their modified eclipse version, and example exams!).

    From experience I can promise you that you will NOT be wasting your time by doing this first, you will be modding so much faster after mastering the basics that you will wonder why you didn't do this earlier. It's a small time to spend learning the basics compared to the time you waste struggling with simple things if you don't ;)

    Anyways here's the link; use it as you wish and good luck to you!
    http://see.stanford.edu/see/lecturelist.aspx?coll=824a47e1-135f-4508-a5aa-866adcae1111

    PS:
    Have fun coding!
    Posted in: Modification Development
  • 1

    posted a message on How do I start Java
    Hey!

    I've been studying programming and computers for two years now and I would like to yell out my opinion(s).

    TheNewBoston is an okay source for learning keywords and syntax but if you are new to computer science and programming, then it won't give you all you need to know.

    I would recommend taking the FREE online course from Stanford university:
    introduction to computer science | programming methodology
    http://see.stanford.edu/see/lecturelist.aspx?coll=824a47e1-135f-4508-a5aa-866adcae1111

    You can download all the special software and all the assignments/handouts given in the real class on that website.
    That's the place where I would start.

    After that I would play around with making small Java programs and then move on to CS106B and mayhaps cs107 if I found it interesting. I would then focus on making games like Tetris and Space Invaders in java, you have no idea how much one can learn from such small projects.

    After a while you will be quite used to Java syntax (The grammar of the Java language) and the OOP (Object Oriented Programming) paragdim. Then it would be a good time to look into Software architecture and Design patterns, why? Because that's when you really start to learn programming! Learning those things will speed up your coding, and lessen your debug frustration by a great deal.


    Some key things to note when you start:

    * You learn most by doing, type out all examples don't just watch and read, go and DO!

    * 80% of the time spent programming is NOT spent writing code. It's spent on reading and finding mistakes!
    - This is why learning more than just syntax is vital! If you seriously want to program, then learn about OOP, Code organization and design patterns!

    * Failing, crashing and weird errors are SUPER common!
    - But they are also your best chances to learn ;) You learn more by mistakes than by success, and as you go you will notice that you need outside help with fewer and fewer crashes!

    * Don't aim to high! (at the start)
    - The most common error beginners do is to aim for "The next big Mod" or the next "Indie Super Hit game". Start with smaller projects and work your way upwards, that's the fastest way to get experience and get ready for the advance stuff ;)
    Posted in: Modification Development
  • 0

    posted a message on HELLPPPP ! force player to download my launcher? how ?
    You can force them to use Your launcher in order to play YOUR MOD, and well that's it.
    Posted in: Modification Development
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