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    posted a message on Poll For Adventure-Map Makers

    Well the beauty of this idea is that mapmakers can "export" their world using this program into a single file. That file is given to people and they run it.

    When they run it, the map is copied for them, the mod sets itself up. So, this file will contain the map and everything else needed.


    In theory it is actually easier than copying the adventure map into their saves. With this, all they need to do is run the file.


    Thanks for the input by the way :D

    Posted in: Requests / Ideas For Mods
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    posted a message on Poll - ATK - A Tool For Map Makers (No Forge/ModLoader/APIs required)

    Hey guys, I am working on a tool. Not released yet, but I was hoping to get input from all you adventure map makers.

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/requests-ideas-for-mods/2829090-poll-for-adventure-map-makers


    The aim of the project is to give you a tool that lets you add more in your adventure maps that can't be achieved with redstone and command blocks without the hassle of installing forge and mods.

    Posted in: Maps Discussion
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    posted a message on Poll For Adventure-Map Makers

    Hey guys, I have a poll for you map makers on whether the following idea will be useful to you guys and other players.


    A project I'm working on is a tool that will allow you to achieve most (eventually all) of the things that you can't do with redstone or command blocks in your adventure map.


    It will let you attach lua scripts to various parts of minecraft like the player, other entities, blocks, the world, the gui, custom opengl rendering, etc. You can save and load custom data when the world closes/opens. You can add your own particle effects, 3d models, blocks, items, mobs, dialogue, quests, etc.


    The mod is meant entirely for adventure maps or other non-survival worlds.


    And while there are so many mods out there for this, they often require forge or are just tricky and tedious to install with your adventure map. What I'm proposing will not need forge or modloader, nor any kind of API to run.


    The tool is downloaded as an executable file. Just click on it, hit install and it will backup your minecraft version and install itself. Then go ahead and make your world with lua scripts, etc.


    Once you're ready to ship your adventure map, just re-open the exe and press export, browse to your world folder and hit ok. It will create a single file that you can share with others.


    With that file, you run it and it will again install itself, add any adventuremap resource packs, copy in your world into minecraft saves.


    Basically this tool will take care of everything for you. No forge or modloader, no APIs or anything.

    This tool atm is not even in alpha yet. It works, I can run lua scripts, but it is very limited for now. So what do you guys think?


    If you commented "Useless! Don't make this." or Difficult to use. It would be appreciated if you gave a reason for your answer.

    Posted in: Requests / Ideas For Mods
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    posted a message on Weird Rendering Glitch on Custom 3D Sword

    So, I was reading your question, thought you were just talking about the sword icon in the inventory.

    I can guarantee that the trouble lies in the case INVENTORY.


    That's when I noticed that ridiculously large yellow thing was the sword in your hand and not some kind of giant mob. Lol

    Anyway, the principle still applies. Use

    glScalef

    With different values for each case


    Btw, THe latest minecraft release provides a different way to render this sorta stuff differently using .JSON files.

    Posted in: Modification Development
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    posted a message on Weird Rendering Glitch on Custom 3D Sword

    You just need to put a

    GL11.glScalef(0.2F, 0.2F, 0.2F);


    Between


    Minecraft.getMinecraft().renderEngine.bindTexture(texture);


    and

    this.modelSword.render(1F);

    Also, the sword looks a little off center :P

    Posted in: Modification Development
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    posted a message on NEED HELP WITH: dual input single output furnace

    You say you're new at java. Do you mean in general? Or new to minecraft modding?


    Making custom furnaces and whatnot in minecraft is a little complex.

    I'd try getting really familiar with minecraft modding by adding custom blocks, tools, food, etc first.

    Posted in: Modification Development
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    posted a message on Getting a player's chat message as soon as they send it.

    Well, afaik, Forge only has a chat message event for the serverside.


    So, the only way to detect new messages on the clientside (without turning your mod into a coremod) would be with this:

    Minecraft.getMinecraft().ingameGUI.getChatGUI().getSentMessages();



    This returns a list of strings. Now, the last/or first element in that list will be the newest message. This message is either from you, or someone else.

    If it's from you it's instant. If it's from someone else (through the server) then there is latency.

    So, we only want messages from you.


    How do we do this? And what's more is how do we detect the moment you and only you send a message?


    The method I would settle for is this:

    1. Create a function (Something like chatbotProcessMessage) that you could call which would do all your chatbot stuff.

    2. Create a string field (Something like latestClientMessage) that stores the "latest" message from you and only you.

    3. Now to write the logic to handle all of this:


    For every tick:


    *Check if the latest message (Either the last or first element in the list; I'm not sure) in the list is by you (Check for your name somewhere at the start of the string).


    *If it is, check if it's not equal to "latestClientMessage".


    *If it is not equal, then do two things:

    1. Set "latestClientMessage" to the latest element in the list.

    2. Call "chatbotProcessMessage" which will run your chatbot so that it can reply to the player.

    Posted in: Modification Development
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    posted a message on How to make a train?

    Sheesh. That's like NASA asking other space exploration organisations on how to build a rocket.


    Techne's sorta outdated now.

    And you will need to write straight java to make a train (Whatever you mean by that exactly)

    Posted in: Modification Development
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    posted a message on Getting a player's chat message as soon as they send it.

    Well, You have to figure out which side you want this feature to work on; either on the client, or server.

    Here's the appraisal of each:


    Clientside:

    1. You can get the player's message instantly.
    2. No one else on the server can possibly see what chatbot said to the player that sent a message except for that player only; this is since, the chatbot works on the client of each player and does not talk to the server.

    Serverside:

    1. The chatbot works on the server.
    2. This means that there will be latency between the moment the player sends the message (on the client), and the moment the server receives it. Not only that, but then the server has to send what the player said to everyone else's client as well as what chatbot said. This means that things could potentially get jumbled up even more. Why? Because not only is it client-to-server, but now it's client-to-server-to-clients.
    3. However, the upside is that everyone else can see what chatbot said to your message.

    So take your pick:

    1. Only the player who sent a chat message can read what chatbot replied with. But messages are instant and nothing gets jumbled up.

    or

    2. Everyone can see what chatbot said to someone else, but on really laggy connections, player-chatbot conversations can get mixed up.


    Now, I should say that I don't know all that much about how minecraft exactly handles network chatmessaging on its servers, so there's a real chance that minecraft protects against jumbled up chat messages. But it's always best to experiment.


    TL;DR

    In networking, there's no such thing as "instant". So chatbot might just have to be on the client to get messages instantly from th player.

    Posted in: Modification Development
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    posted a message on properly overriding this class (Help ?)

    So I guess it's back to reply #4. :P

    Posted in: Modification Development
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    posted a message on Need help with Render Mob constructor!

    Put some System.out.println("function-name called");'s around. See what's actually getting called and what's not.

    Posted in: Modification Development
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    posted a message on properly overriding this class (Help ?)

    Well, if that works.. awesome. :D

    Thanks. Guess I might be forgetting some java

    Posted in: Modification Development
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    posted a message on properly overriding this class (Help ?)
    Quote from Leviathan143»

    Why do you call super if you don't want the super method to be called?


    BlockCustomCrop extends BlockCrop extends BlockBush

    We want to skip BlockCrop and call straight to BlockBush

    Posted in: Modification Development
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    posted a message on properly overriding this class (Help ?)

    Just found a silver bullet. What if you could copy/paste BlockBush.class's updateTick into yours, and never call super.updateTick? You could essentially bypass BlockCrops by doing this and go straight to BlockBush. The only code in BlockBush's update is :


    public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand)
     {
     this.checkAndDropBlock(worldIn, pos, state);
     }



    And here's checkAndDropBlock:


    protected void checkAndDropBlock(World worldIn, BlockPos pos, IBlockState state)
     {
     if (!this.canBlockStay(worldIn, pos, state))
     {
     this.dropBlockAsItem(worldIn, pos, state, 0);
     worldIn.setBlockState(pos, Blocks.air.getDefaultState(), 3);
     }
     }



    You could basically just copypaste the above code straight into your class. This'll still let everything else work in vanilla and other mods too. :D

    Posted in: Modification Development
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    posted a message on How do i update my 1.8.9 Minecraft mod to 1.9??

    They're basically the same. Anyway, what problems are showing up? Errors in eclipse due to missing fields or methods?

    Posted in: Modification Development
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