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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Quote from estradus

    I initially thought that about the APIs, I've seen a lot of mods try to make them and then they get totally ignored.
    <snip>


    How the old battle-gear worked is it would scan all of the items, any thing that inherits from a sword or tool that do not have a special right click function it would flag as being able to be used in the battle-system (and thus be duel-wield-able). In addition a user could add certain ids to be used in the system.

    I will likely do the same again. The only alternative I can think right now is to provide an interface, but that would also be quite messy.
    Posted in: Minecraft Mods
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    posted a message on Animated Enchantments - 1.0.0
    No need to apologise, I hope you enjoy the mod
    Posted in: Minecraft Mods
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    posted a message on Animated Enchantments - 1.0.0
    Quote from Mezona

    I see. Just to clarify, what you're saying is that, with texture packs in which do not support this mod specifically, will mean that animated enchantments (such as the Fire Aspect animated enchantment, or the Fire Protection animated enchantment on armor) will not appear on texture-pack swords/armors? It will just have the standard-normal minecraft enchantment shine along with some re-coloured versions made by yourself?

    Sorry, was just making sure I understood you.



    Sorry I must not have explained myself Properly

    What should happen is

    if user using default texture-pack
    use the enchantemnet visuals I made
    if user using a non default texture-pack (including hi res)
    if texture-pack contains their own versions of my visuals (i.e. supports the mod)
    use the visuals in the texture-pack
    if texture-pack does not support
    use the enchantemnet visuals I made


    So in any case you should still have the visuals (unless another mod conflicts) the only difference will be that in an x128 texture-pack you will use my x16 textures unless the texture-pack maker supports the mod by making x128 versions of my visuals.
    Posted in: Minecraft Mods
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    posted a message on Need advanced modders
    So you want a slave?
    Posted in: Mods Discussion
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    posted a message on Animated Enchantments - 1.0.0
    Quote from Aegon

    Is there a 32x texture for this?


    It was only just released

    Quote from Mezona

    Instantly an addition to my mod-list. Good work!

    EDIT: When you say
    • Changes the renderering of items in the players hand, GUI or when dropped
    • Changes the renderering of armour in general
    What does it mean for texture packs? Will enchantment animations still work with texture packs? I ask this because there are different types of texture packs (64x64, 128x128, etc) and I'm wondering if it even interferes/works with this mod?


    What it will do is take the required image from the texture pack and use it for the overlay if it is present. If the required image is not present (as will be the case if texture pack makers do not support the mod) the mod will use the default animation images I made. Some of the animations use a re-coloured version of the the normal animation and will therefore use the one provided in the texture pack.


    It also should be noted that I have not tested this yet. This is what SHOULD happen. If I get bored I might have a go at making some high res textures (probably x64)
    Posted in: Minecraft Mods
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    posted a message on GotoLink updates: Formivore's options (2015/08/01)...
    Quote from GotoLink

    Fixing bug in quidcraft at the moment, but I am on the reading-code-and-thinking-what-to-change step for Mine and Blade: Battlegear.
    If I was optimistic, I would say it might be released next month.

    Quote from DismalAmoeba

    If I were you, even if I don't know how to mod, I would focus on the dual-wield part only instead of the weapons, etc. etc. like that one guy said.

    I'm going to assume Mine and Blade will be a coremod.




    To be honest I actually started working on it again, I have a working prototype (doesn't render in 3rd person yet) that edits base classess (which will be fixed by a coremod). Would you like to team up? I won't have the time to fully devote to the project.
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    Quote from Flarkinater

    PR ---> Public Relations? Hah, I could do that, since it would mostly consist of "stop asking, go away." If I could code, I would totally help. I'm trying to learn java for a few minor mods, actually.


    Well you would have to be far more patient than that, and I was actually thinking mainly creating/designing the main post (maybe a website also) and deal with the "can I add X to my modpack" or "give me the source so I can release a clone"


    Also sorry all I went MIA the last couple of days, I had a bit of a coding test for a potential (dream) job. I also may have had a small accident in an ice hockey match
    Posted in: WIP Mods
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    posted a message on Opensource mods that edit baseclassess
    Hey guys, I was just wondering what are peoples stances on making the source of a mod that edits base classes (either directly or via ASM) available in a public repository (eg github)?

    Would there be any "legal" ramifications to posting portions of the default minecraft code on one of these repositories.
    Posted in: Mods Discussion
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    posted a message on Animated Enchantments - 1.0.0
    Quote from EnellGmz

    could you make something so this mod is compatible with the 3D items mod? : http://www.minecraft...ew-update-v162/


    I assueme he has copied/pasted the code used for showing enchantments.Basically there is little I can do about this (I am not going to make a transformer for every single mod out there). Eventually I will make a small method that other mods can use to apply the visuals to their custom rendered items if this mod is present.

    Actually now that I think about it, they could do it quite easy.

    Quote from JHoliness

    Glad to see this back, and out of the .jar for better compatibility. Thanks for updating this nerd-boy!


    Trust me the ASM nearly made me pull all my hair out. Twas fun to learn though
    Posted in: Minecraft Mods
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    posted a message on Animated Enchantments - 1.0.0
    Just made the official release.

    There is no new features, just awesomeness
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    Quote from Flarkinater

    :o Wow, this looks really awesome! *downloads* Thanks for not rage quitting because of this terrible forum atmosphere :P you should get some moderators to constantly watch your topics.



    Trust me I was very close.

    Funny thing is after learning asm for another mod and this I seriously think I would be able to make duel wielding again. Not only that but make it a hell of a lot better. Over the weekend I even made a small prototype and pulled off duel empty fists. This alone (without 3rd person rendering took just under 30 edits over 5 or 6 classless. This in itself isn't a major issue as I can use asm to make it base class edit free but the time required to update all those byte code transformers would be well over the time I can devote after each update. If I had a small team to help with the coding (and possibly a PR guy) I would continue it. But everyone wants to demand I work on battle gear rather than help
    Posted in: WIP Mods
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    posted a message on Animated Enchantments - 1.0.0
    Quote from zombiepig333

    Looks like a cool mod, when will this be moving to the complete mods forum?

    Anyway, trying this out for sure.



    I will release it in a few days if there have been no (major) bugs reported until then

    Quote from Flarkinater

    This looks neat. Do you plan on adding compatibility for other mods like BetterEnchantments? If not, how would we add our own custom enchantment effects? (Is it super-complicated? 0-o)




    It should work fine with them. By default they will start with the default purple "glint". But you will be able to change that through the config (note I havn't tested this)
    Posted in: Minecraft Mods
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    posted a message on Mod Installing Made Easy (idea)
    Having a full minecraft.jar file to download breaks the terms of use that you agreed to when you first bought the game i.e


    Do not distribute anything we've made. This includes, but not limited to, the client or the server software for the game. This also includes modified versions of anything we've made. Also, you may not resell any gift codes or licence keys - but of course you can give gift codes as gifts. This is necessary so that we can help stop piracy and fraud - and especially users buying keys that have been fraudulently obtained.


    It does later state that mods are fine (so I assume there is no problem distributing a small number of classess). Distributing the whole thing however would be a big no no. The whole reason for this is because with the jar you have basically given out the whole game which people can use without paying a single cent.


    Even if this wasn't the case, your idea wouldn't work very well anyway. Implemented the way you did you would only be able to use 1 mod at a time (unless 2 mods use the EXACT same APIS). It really doesn't make sense to download the whole jar when there are only a subset of those files that are needed.

    In saying that, I was toying with an idea for an online mod installer. Right now it only works for Forge mods (as that is all I make)
    Posted in: Tutorials
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    posted a message on Animated Enchantments - 1.0.0
    Just released Release Candidate 1. The only things that are new are
    1. Fixed a bug with enchantments added by other mods causing a crash
    2. Added a config file, so the user can pick and choose which visuals to apply to which enchantment.

    If this all goes off without any troubles I will make a full release sometime late this week or early next week.

    Quote from DragonSpitter

    Hey, I didn't know you did something like this. I usually like mods that add small details to make the game look better. I'm amazed there is something like this. I'm downloading it now.

    P.S. Does this work for armor from other mods (for example, if I enchant a Bronze Body from Metallurgy 2 with fire protection) will it show?



    Yeah it should work with armour from other mods as long as they don't do any special rendering
    Posted in: Minecraft Mods
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    posted a message on [1.4.7] Mine & Blade: Commander - alpha 7
    Quote from DragonSpitter

    I'm glad you accepted my apology, I should lay off the cider :P .

    Well, I was thinking something around a flag-bearer. He doesn't fight, but he's programmed like your "monk" in your class list. He gives various potion effects depending on what you give him, and he carries the same flag from which he spawned from. I thought that would be nice since when building an army, you need someone to carry the flag, so your foes will know who's going to pummel them down! that's it, but I should wait until you actually add the monks before I try to add the Flag-bearers.

    So, we're cool?


    Of course we are, like i said (and this goes for everyone) feel free to make any pull requests to add features, just remember if you are waiting for me to add X, be prepared to wait for a while.


    Quote from sibbu

    Nerdboy, watched the atlanticraft review and it brought me here but when I clicked on the download link it wouldnt work saying the file is corrupted, could you make a mirror download link for Adfly please, thanks


    Just re-tested it it works fine for me.

    Even so adfly doesn't host the files, it only makes users wait while showing adds that have been known to also download viruses. I will never use such a site.
    Posted in: WIP Mods
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