• 0

    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Mod updated to 1.2.3! Oh, and look at this :P

    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from JT`

    Sign Tags from Risugami seems to be the best bet -- decompile and have a look at what variables are accessed for time, then refer against MCP or whatever. Remember that dawn starts at hour 0 and night starts around hour 14.

    I would absolutely go insane with happiness if you were able to find a way to use the snow metadata features and detect whether it is snowing "naturally" rather than forcing it to snow everywhere all the time, so that the updated version of Nandonalt's Seasons would allow us to combine the best of both worlds -- snowy winters with lots of snow, and normal seasons the rest of the "year".


    If I could suggest a general refinement, perhaps it would be possible to "average out" snow. When a given block updates on a chunk and it has any snow at all, it should check its eight surrounding neighbours on its current elevation (or, if a neighbouring tile is air, the next lower elevation, and treated as being an additional 4 metadata levels lower) and determine the height of the snow in them. If the snow in any of them is more than 2 metadata levels below the current snow tile, it would increase the height of the snow in the lowest nearby tile instead. This would help create a smoother snowy landscape instead of a ragged glacier look. Because snow on lower tiles would be considered to be an additional several metadata levels lower, it would also create snowdrifts and help ensure that hill edges would be less jarring.

    I'm not sure of the specifics on the mechanics for the update function so this might not be possible, but I think it'd be a grand, all-encompassing solution to the ugly randomness. Naturally this would slow down the mod's placement of snow by O(16) in the worst case scenario, so this option wouldn't exactly be for weak CPUs!

    Okay, I'll take a look at the signs mod. Risugami's stuff has been a major help for this mod; I found out how to do the snow renders from the Shelf mod :biggrin.gif:

    As for how freaking slow the snow buildup is, that could work, but I think I've also found a way to make it faster overall. Right now I'm using updateTick(), the same method used in vanilla, and that works on the "20 random blocks per chunk per tick" system. But, there is another method, randomDisplayTick(), used for things like block particles and whatever. It seems to run for ALL blocks of a particular type, a few times a second. Now, that would be incredibly laggy, and would probably bring a high-end gaming desktop to its knees (and certainly brick my low-end laptop). But if I limit it using "if(random.nextInt(100) == 0)" That's stupid, it'd run only about once every 100 randomDisplayTicks() but still affect every BlockSnow on the map simultaniously.
    Meh, I'll figure it out later. Still, your idea for making the buildup smoother might just work... I'm still not doing any more work on the mod until 1.2 comes out. Once it does and MCP updates again, I'll do the usual straight-port and then start improving stuff. And I still need to make a proper SMP version of the mod.

    As for the Seasons thing, there IS no way to differentiate between forced snowfall and natural snowfall. isRaining is a boolean, not a three-state switch :tongue.gif: Even if it could work, there's still a zp.class (BlockSnow) conflict that is resolvable in theory but impractical in practice.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from Kingdombanned

    I am getting an error.

    *snip*
    FINER: THROW
    java.lang.IllegalAccessError: tried to access method zp.b(FF)Lzp; from class mod_ModernWinterMode
    	at mod_ModernWinterMode.<init>(mod_ModernWinterMode.java:135)
    	at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
    	at sun.reflect.NativeConstructorAccessorImpl.newInstance(Unknown Source)
    	at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(Unknown Source)
    	at java.lang.reflect.Constructor.newInstance(Unknown Source)
    	at java.lang.Class.newInstance0(Unknown Source)
    	at java.lang.Class.newInstance(Unknown Source)
    	at ModLoader.addMod(ModLoader.java:269)
    	at ModLoader.readFromModFolder(ModLoader.java:1305)
    	at ModLoader.init(ModLoader.java:820)
    	at ModLoader.AddAllRenderers(ModLoader.java:189)
    	at afq.<init>(afq.java:80)
    	at afq.<clinit>(afq.java:9)
    	at net.minecraft.client.Minecraft.a(SourceFile:265)
    	at net.minecraft.client.Minecraft.run(SourceFile:648)
    	at java.lang.Thread.run(Unknown Source)


    It's a fresh install, with this the only mod. Other then modloader.

    According to the obfuscation spreadsheets, zp.class is BiomeGenBase, and zp.b is either setMinMaxHeight() or setColor() (why would two methods be mapped to the same obfuscated name?). The throw point, mod_ModernWinterMode.class, line 135, is where it starts overriding biome definitions.

    Uh... I don't know why it's derping like that, since all BiomeGenBase methods are public (afaik, an IllegalAccessError would be trying to call a private method from outside the class). You're sure you installed things in the right order, and are using the latest version of the mod (and didn't install it over an old version)?
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.4.7] ejhopkins Wild Grass v16.0 updated for Forge
    Okay, I'm gonna take a wild guess... You used BlockGrass metadata (which is unused in vanilla) to store the grass height, and added the grass-on-top render for it? Not bad, actually. I did the same thing with BlockSnow metadata (which actually does have an effect in vanilla, it's just not actually implemented) for my snow mod...
    Posted in: Minecraft Mods
  • 0

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Okay, I know for a fact this mod won't run on an ATI Radeon Mobility HD 4250 (vanilla fps is barely 25, with OptiFine it gets up to maybe 40-ish), but I was wondering... is there any laptop graphics card that's able to run this mod? I know GLSL Shaders has a decent list of compatible laptop cards (which mine is not on), but I'd like to know whether or not this really good-looking mod is desktop-exclusive or not.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from Gidding

    How did you render 2 blocks in each other? O_o
    It looks amazing!
    (Can you show me some source or something :biggrin.gif:)

    Here's a fragment of it, showing how it renders on slab blocks.
    private boolean RenderSnowInWorld(RenderBlocks renderblocks, IBlockAccess iblockaccess, int i, int j, int k, Block block)
    {
            int l = iblockaccess.getBlockId(i, j - 1, k);
    	int m = iblockaccess.getBlockMetadata(i, j - 1, k);
    	int n = iblockaccess.getBlockMetadata(i, j, k);
    	float f = (float)(1 + n) / 8F;
    	if(f > 1.0F) //Fixes render bug caused by BlockSnow accidentally a metadata of above 7
    	{
    		f = 1.0F;
    	}
    	if(!snowVaryingThickness)
    	{
    		f = 0.125F;
    	}
    
    	if(BlockSnow.isPlacementSpecialCase(l, 1))
    	{
    		if(l == Block.stairSingle.blockID)
    		{
    			block.setBlockBounds(0.0F, -0.5F, 0.0F, 1.0F, (-0.5F + f), 1.0F);
    			renderblocks.renderStandardBlock(block, i, j, k);
    		}
                    //Rest of code redacted for brevity
            }
    }

    Basically, the secret is to pass in a negative number to setBlockBounds() :tongue.gif: Two problems I've found, though: it messes up the side texture a bit, and the selection box is hardcoded to only allow values in the [0.0F, 1.0F] range, so it is impossible to make the hitbox line up with an outside-the-block render.
    Quote from JonathanTheBlack

    Can you add in randomized snowfall? As in sometimes it snows for a day and doesn't build up much but then sometimes you can get a ten day long blizzard that stacks up as high as five to ten blocks?

    Uh... maybe? I can't affect the density of the snow particles, but I could set up different snow durations and assign a snowBuildupFactor to each, and have snow updateTick() increase the snow height accordingly... However, I haven't figured out how to access the current in-game time or measure the number of days, and I also don't know how to add new NBT data to level.dat, so each time you restart the game it'll revert to a default weather system.



    Okay, so new information. EvilMinecraft's going well, and we were trying to release on the 14th (thanks Miclee for posting a "leak" saying we would!), but between having broken everythings, exceeded the terrain.png so much we were actually in the middle of writing our own custom secondary-terrain.png accessor code and extended blockID save format when 12w07a announced it would do just that but with 4096 IDs and (hopefully) infinite spritesheets, it's just not happening until after 1.2 afaik.

    Now, about the future of this mod. Obviously, I haven't forgotten about it, I've just been crazy-busy. First with EvilMinecraft and Japanese studying, then just Japanese studying, then Dan (NerdCubed) posting videos of awesome games (wish I had soemthing that could run Just Cause 2), along with internship stuff, trying (and failing) to do Episode 1-5 of Paper Minecraft: Legend of the Music Discs... *brain is torn five different directions*

    ...But anyway, I think that other than updating for new MC versions (a total code refactor once 1.2 comes out with the new biome-inating) and some tweaks, I think that Modern Winter Mode as-is is pretty much done. HOWEVER! I'm not done with the winter-type-mod idea! One of my rules with this mod from the start was to keep saves 100% save (other than being buried in snow, of course :wink.gif:) and no new IDs, and I think I've done what I can within that restriction. So, once I've gotten through all this other stuff (so not anytime soon), I'd begin work on a new mod, one that does include new blocks and items (making BlockSnow gravity-affected technically is making a new block, EntityFallingSnow), new terraingen, heck, with the biome code revamp in 1.2, I might even make it so only true snow biomes (and the ocassional frozen ocean) would be created in a world. No concrete details for a while because I don't even know, it's just a concept right now. But MWM will continue to be available and updated when needed (though I *highly* doubt the two mods will be compatible).


    Oh, and note to self: When [REDACTED] calms down, figure out ModLoaderMP and make a multiplayer version of this mod before starting a new one.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from shadooklaw

    hmmmm, it doesnt seem to work for flatgrass modes.

    Flatgrass uses a completely different generator that iirc doesn't even use biomes.

    Quote from Keetster

    Very nice, especially with winter texture packs like the painterly pack. :Notch:

    A few pages back (I think it was page 10), I posted a Painterly password.txt with a really good setup. Unfortunately, it makes swampgrass PINK. (White snow as the grass texture + swamp colorizer is hardcoded = pink snow grass)

    Quote from LightestEnd

    this looks like a interesting mod, lag much?

    Snow effect all the time + snow blocks being translucent and having all faces always rendered = significant lag. Try OptiFine.


    Also, with the stuff I've been reading about the 1.2 update and its new save format, this makes for some interesting possibilities:
    *Snow Mayhem Mode could turn the whole freaking world into nothing but BlockSnowBlock
    *Biome locations being baked into the save instead of generated dynamically means I could possibly add an option that makes the entire world just Taiga biome or something. Probably not, because the point is to have regular terraingen, but have it snow everywhere.
    Posted in: Minecraft Mods
  • 0

    posted a message on New Snapshot to Come Early - Teaser Info Released
    So, I'm going to assume the block ID increase comes with the required secondary features of extra (or infinite like Forge) terrain.pngs and items.pngs?
    Posted in: Minecraft News
  • 0

    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from Pent9

    I copied the class files into minecraft.jar, and it had absolutely no affect on the game whatsoever. Plus, there is no config file with the mod, so i'd also like to know where that is. Yes I have modloader, and I also have TNT mod if that matters.

    The config file is generated by ModLoader the first time the mod is run.

    What TNT mod are you talking about (link please)?
    Posted in: Minecraft Mods
  • 0

    posted a message on [8x][1.1] PIXEL PERFECT (WIP)(realsitic)
    Quote from shamoo479

    is it working now?

    Still no. This is what a Dropbox image URL should look like:

    http://dl.dropbox.com/u/52541782/Minecraft/screencaps/2012-02-04_12.53.32.png

    From what I can tell, you're copying URLs from the web client. You have to go to the local Dropbox folder on your system, find the image you want in the Public folder or a subfolder (like in my example, it's Dropbox\Public\Minecraft\screencaps\image.png, but only the part after Dropbox\Public\ is in the URL), rightclick the image, Dropbox->"Copy public link", paste that in [img] tags, profit.
    Posted in: Resource Packs
  • 0

    posted a message on [8x][1.1] PIXEL PERFECT (WIP)(realsitic)
    No pics no clicks Sorry, you did try to post pics. Unfortunately, Dropbox image hotlinking only works from the Public folder, not the Photos one.

    Also, just letting you know, an "8x8" texture pack is automatically upscaled to 16x, whether you use MCPatcher or OptiFine (or probably even vanilla, if it doesn't throw an exception instantly). 16x is the hardcoded minimum for texture pack resolution. So while it might look 8x, the framerate will be exactly the same as 16x (in fact, it might be a few frames slower because of the upscaling calculations).

    But seriously, if your laptop is THAT bad, use OptiFine. It works wonders for laptop players. It's really rare for me to get above 30fps in vanilla (other than mod testing in Eclipse, but that's probably because it does something different with memory usage), but with OptiFine, 40-50+fps is my norm.
    Posted in: Resource Packs
  • 1

    posted a message on Evil Minecraft is FINALLY releasing- on the 14th!
    Quote from Redstone_Fanatic

    Yeah, it seems like everything you release, they turn around and add whatever you were adding. You should make some underwater content ;D

    Not a bad idea, actually. Underwater ruins? Or better yet, ruined modern-looking underwater bases complete with partially-broken glass domes? Maybe... Definitely not this release though, we're kind of in "do as many of the currently-listed features as we can before the 14th" mode. Maybe after that...

    Heck, I think I might take the time to poke around that part of the code just to learn how to generate underwater structures... not till later, of course.
    Posted in: Mods Discussion
  • 0

    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from firas333

    Snow brick: Also known as ice :rolleyes:
    Also snow blocks dont fall to my knowledge.

    It was planned to make BlockSnow gravity-affected, but I never had a chance to do that. Maybe in 1.2... Anyway, the plan was that crafted BlockSnowBlocks would stay the way they are, immune to gravity, and BlockSnowBlocks formed by snow accumulation (differentiated from crafted blocks by metadata) would fall. Probably have different texture for the crafted kind so you know which is what.
    Posted in: Minecraft Mods
  • 0

    posted a message on Evil Minecraft is FINALLY releasing- on the 14th!
    Quote from Kematian

    Here's a big question. Is it SMP compatible?

    At the moment, VERY MUCH NO. I'm not sure if an SMP version is *ever* planned, but at the moment, there's just way too much stuff to do for the base mod first. There's still three dozen mobs that don't even have models yet, not to mention [CLASSIFIED] and [DATA EXPUNGED] and lava-rain in the Nether.



    That last bit's a lie, WorldProviderHell.class is hardcoded against weather effects.
    Posted in: Mods Discussion
  • 0

    posted a message on [1.2.3] Modern Winter Mode - Snow, feature-creeped! - Unofficial update wanted!
    Quote from CaptainFathead

    Is there a way to make storms, I mean, let's say it's snowing, but snowing very little, and suddenly it comes a storm and snows hard, just like a change from normal to snow mayhem for 2-3 days. And I think i know a way to make it, but I'm not sure that it will work the way I do, I mean, I know a little programing, maybe there is a way to edit rain and thunderstorm, thunderstorm is the snow mayhem mode, and rain or non rain, which is all the time is normal mode

    Unfortunately, I still don't know which class actually DEFINES weather. I've found the "weather controls" (WorldInfo.setIsRaining(), etc), and someone pointed me to a part of World that places snow (but it's the only part of the class that mentions weather, and modding World would break Forge compatibility), but no amount of "Find In Files"-ing has located the weather-defining class yet.
    Posted in: Minecraft Mods
  • To post a comment, please .