• 1

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from Brownshome»

    Have you considered putting your work on a code sharing site like Github? This project has a lot of interest in it and it would probably be for the best if people could seen for themselves how the work is going and even make suggestions. Some of the most popular mods and frameworks have adopted this sort of system and are now reaping the rewards.


    He already have: https://bitbucket.org/cuchaz

    Posted in: WIP Mods
  • 2

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from FastCraft»

    If I recall correctly he was working with MCP and they revoked his ability to work on their code. I think the color scheme refered to how tall worlds hooked into MCP but now has to hook into M3.


    I thought the license for their mappings was the problem? I believe Cuchaz originally used those in M3L, but Searge told him that the license disallows that kind of usage. So Cuchaz made his own tools for deobfuscating code and started on his own mappings that use a permissive license (CC BY-SA 4.0).

    Posted in: WIP Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from ted80»
    -snip-

    I'm drooling all over my keyboard right now :lol:
    Posted in: Minecraft Mods
  • 0

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    There isn't any, if you have Biomes o' Plenty installed RWG will use its biomes automatically.
    Posted in: Minecraft Mods
  • 1

    posted a message on Teds World Gen Mods - Realistic World Gen Alpha 1.3.2
    Quote from Rako100»
    i downloaded the newest version which is 1.7.10 version 1.2.02 and i just get one world type which is the Realistic Alpha any idea why i have this problem?

    What world types did you expect?
    Posted in: Minecraft Mods
  • 1

    posted a message on Enigma: a tool for deobfuscation of Java bytecode
    Quote from mstram»
    Is Enigma working with MC 1.8?

    I ran it with Java java version "1.7.0_71" Java(TM) SE Runtime Environment (build 1.7.0_71-b14) against "1.8.jar".

    It only de-obfuscated two files in net/minecraft/client, and one in net/minecraft/server, and 19 in net/minecraft/realms

    The other 2190 files are all in 'none', they are decompiled, but not de-obfuscated.

    Mike

    Enigma doesn't contain the mappings, you can find the mappings for 1.8 here.
    Posted in: Minecraft Tools
  • 0

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    -snip-
    Btw Cuchaz, as I'm sure I've said before I love what you're doing with this mod, and the ships mod looks good too, so I just Patreon'd you :). I hope it helps in whatever small way possible.

    Thanks for reminding me, now I'm a Patreon too =)
    Posted in: WIP Mods
  • 0

    posted a message on Enigma: a tool for deobfuscation of Java bytecode
    Quote from acomputerdog»

    Programming consists of two phases: writing bugs and fixing bugs. You are currently in the "fixing" phase, once you have fixed all current bugs you will come up with new ideas for more bugs, implement them, and then fix those. The cycle repeats until you have a complete application. Then you move on to a new project to code more bugs.

    I'm dying a little inside right now, cause this is the story of my life... =P
    Posted in: Minecraft Tools
  • 0

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from CosmicDan»
    Yes I *can* read Mysterio; I'm hoping for some elaboration. "Transforming Minecraft code" is not the same thing as "writing a subtractive transformer for Java code"; e.g. Forge can "stay out of your way in terms of transforming Minecraft code" too (via coremods).

    Heh sorry, point taken.
    Quote from Cuchaz»

    -snip-

    Unfortunately, this doesn't achieve my goal of The One True API, but it does let me release my mutative API sooner.

    As long as you can separate from LiteAPI without tons of work when you're ready for it I agree that this is the best choice for now.
    Posted in: WIP Mods
  • 1

    posted a message on Tall Worlds Mod - Raising the world height cap without causing lag
    Quote from CosmicDan»
    Wait, what? Seriously? So how is your magical class transformation going to work then, I thought LiteAPI was "only additive"?

    Quote from Cuchaz»
    -snip-
    LiteLoader/LiteAPI provides a rich set of tools for dealing with mod code in separate files, but it can totally stay out of your way in terms of transforming Minecraft code.-snip-
    Posted in: WIP Mods
  • 1

    posted a message on Magic Mojo Mod Loader - A mod loader for advanced modders
    Quote from Cuchaz »
    I say get in a chat room and hash it out.

    Agreed. Talking about chat rooms, I registered #enigma, #enigma-mappings and #m3l on Esper a while ago, might as well start using them.
    Posted in: WIP Mods
  • 1

    posted a message on Magic Mojo Mod Loader - A mod loader for advanced modders
    Quote from acomputerdog»

    Haha I came back from a trip with a message from bitbucket that I had write access, and I thought "How does it know my email!?". Apparently I already have an account, lol! I have finished several mappings for Block and Item methods, mainly events like onTick(), onUpdate(), and similar. Also, have you considered renaming "BlockType" to "Block" and moving all the subclasses to a subpackage "types"? Currently "BlockType" gets buried under the different block subclasses.

    I agree with you, it should be named "Block" and it was initially, but someone changed it, I have no idea who.
    Of course who it was doesn't really matter, but I'm a little interested in the reason why.
    Posted in: WIP Mods
  • 1

    posted a message on Microsoft/Mojang Deal Confirmed.
    Quote from surfimp»
    If Notch thinks the community hated him before, he's got no idea what's coming.

    Selling out to Microsoft is going to result in the absolute destruction and crass commercial perversion of an entire global generation's favorite playtoy.

    It's going to be really interesting to see the longterm ramifications of this, both positive and negative. I have a feeling he's going to live to deeply regret this short-sighted decision.

    Have you read his blog post yet? If not, do it.
    Posted in: Discussion
  • 0

    posted a message on Microsoft/Mojang Deal Confirmed.
    Quote from Crawfish»
    -snip-


    I'm just gonna quote what Phil wrote in the announcement on the Microsoft blog.

    "Our investments in cloud, Xbox Live and mobile technology will enable players to benefit from richer and faster worlds, more powerful development tools, and more opportunities to connect with the Minecraft community. "
    Posted in: Discussion
  • 0

    posted a message on Microsoft/Mojang Deal Confirmed.
    Quote from eva_st_clare»
    -snip-

    Somebody who hasn't lost their mind yet, thank god. I've been pretty doubtful that this would turn out well, but in fact after reading the official announcement from Microsoft (and watching the video) I have a feeling this'll all turn out for the better.
    Posted in: Discussion
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