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- jobicade
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Member for 11 years, 11 months, and 7 days
Last active Sun, Apr, 21 2024 06:15:36
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May 22, 2019jobicade posted a message on Important Minecraft Forum Archive AnnouncementPosted in: News
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Jun 3, 2014jobicade posted a message on Help Us Test the New, Improved Minecraft Forum!Posted in: NewsQuote from CanaryCasserole
Well, this is going to take along time to get used to. And I notice I don't have all my titles. Or all my posts.
It's an old archive which has been restricted, a lot of the posts you have won't be there. -
Jun 13, 2013jobicade posted a message on Snapshot 13w24a Ready For Testing!Ooh, snapshot! Shiny...Posted in: News
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May 5, 2013jobicade posted a message on Community Creations - "Ghost Squadron" PVP Mini-GameAwesome map!Posted in: News
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Cherry
Cherry is a mod I'm developing as a means of using all the old code I wrote for mods I never released. Some of the code being integrated is part of an existing release, but most will be rewritten to work well in a full-scale mod. I'm combining both incomplete mods and small mods I released into one mod.
The code I'm currently working with includes the following mods and features:
This mod is very early in development, if you think I should merge any of my existing (or unreleased, some videos on my YouTube channel) mods, tell me. The source is available on GitHub if you're interested in reading into my progress.
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It's not a problem I know how to fix, nor even begin to troubleshoot why it doesn't work. Minecraft is very poor in terms of OpenGL consistency. Half of the code is written for OpenGL 1.1 (from 1997), and the other half is slowly migrating to the newer API but at different rates for different parts. Even if the $2.5b this game sold for didn't go directly into Microsoft's pockets, it definitely didn't go into the programming budget for the Java version. In another one of my mods I've been wrangling with a similar display issue, and they're near-impossible to fix unless you're an OpenGL guru and have read the base game code extensively. I can't fight against the graphical side-effects produced by the vanilla game, so I definitely can't fight against shaders on top.
In short: unless proven otherwise, I'm considering this and stuff like it a problem with the game. There's nothing I can do.
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First part is easily doable, I'm unlikely to release updates for older versions of the game as there are so many of them. If I have reason to I'll probably only do 1.6.4 and 1.7.10 in terms of old versions as I believe they're still popular.
You can configure a key to toggle to HUD, as well as toggling it within the settings menu. It works fine in creative mode.
Adding a direction component to the coordinates may be a good idea, I'll keep that in mind. Currently no GitHub, but hopefully once I get myself organised I'll put everything I can up.
They're not tested with 1.12.1, but they'll probably work.
Try updating to 1.3.9 (you're on 1.3.8), I believe I fixed this issue.
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I have never said this mod is for 1.12. If you saw that, you were probably on a mod website which reposts mods. Never download from those sites, always use the forum thread or the creator's website (something the creator of the mod uploaded themselves). This mod is for 1.8 and below currently.
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I'll think about it, it has been suggested before but I didn't really want to copy mods that did it well already.
This is one of the many problems that come due to the fact that both this mod and the shaders mod are written around the original Minecraft code. It's pretty messy a lot of the time and the graphics of Minecraft aren't very consistent (some parts of the game still use immediate mode, an OpenGL technique that's many years obsoleted). Working with Minecraft code means I've had to use several workarounds which I can't guarantee have no side-effects. The only thing I test against is the vanilla game, if I tested against shaders there would be many more things to fix (and maybe no one-size-fits-all solution at all).
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Done. Check main post.
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we got a quick update (1.3.9), I'll not go too into it but here's a quick changelog of all the things I've changed/fixed in this update:
unable to fix shader problem with mob info as I believe the skybox is rendered to a frame buffer of some kind + not enough knowledge of shaders in general
should work with multihotbar, just the arrow count might be incorrect/not display on other hotbars (not sure, never used the mod).
I just wrote these notes quickly looking over the changes I had made in this update, so I may have missed some changes I made but nothing too massive (no new elements etc.) This update is currently only for 1.11 as this was the environment I had to work with, but I'll probably be porting to 1.7.10 (mostly for modpacks), 1.10.2 and 1.12 as well to hopefully cover as much of the versions that have had bugs reported as possible. As always thanks for helping out by reporting bugs, and thanks for all the general support. Links are in the main topic.
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I'm not sure about the first thing, I'd have to look into that. Water drops do use a texture, it uses the water drop textures from "particles.png" in a vanilla jar.
Not currently, but you can use a scoreboard objective to track your total experience (which is just a vanilla feature).
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The configuration file has an option to display all the buttons on one row, although they don't collapse like in your image. Changing the config would fix your problem with overlaps, though.
Also, would you mind removing the download link from your previous post? I link my downloads through Adf.ly because it serves as a little thanks for my work and keeps me motivated. Linking to the direct download kind of nullifies that. Thanks.
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That means the server you're on does not allow users to use vanilla color codes (which are prefixed by §). Switch "S:prefix" in the config file from "vanilla" to "bukkit" to use Bukkit codes then restart your game. The config file is located at "%Appdata%/.minecraft/config/ccgui.cfg".
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Huh, honestly not something I'd ever considered. My bars interpolate linearly from red to green, not sure how MC does it so I'd have to look that up. Could be a pretty simple change though.
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That's out of my control, to update the ping of the connection to the server the client must periodically send a packet to the server to check how long it takes to respond. I assume every time this happens JEI reinitializes for whatever reason. If you don't want it to happen, you'll have to turn off the ping display.
You are free to include this mod in a modpack, as long as you provide full credit and link back to this forum thread.
The two mods are compatible, and should work together fine. If you have an issue with the two mods working together you'll have to be more specific.
Noted, not sure if I'll do this (as it would mean quite a few things would have to change), but I'll think about it. For now you can scale the compass independent of other elements only.
Right now.
This is because sleeping in a bed actually resets the day counter, within Minecraft's code. There's not much I can do about this, Minecraft will only continue counting up days if you don't sleep, and sleeping always takes you to morning on day 2 (which I consider to be a glitch).
Sorry for not replying to all these messages earlier, hopefully I've answered any questions reasonably well. If you have suggested a feature and I didn't reply here, I have read your message and am considering all feature requests for future versions. Thanks for the support!
In other news...
Better HUD 1.3.8 for Minecratt 1.11 is now out! The long-awaited 1.11 update is fully-functional, although because there have been many changes in the code there may be some glitches which slipped through the cracks. If you do find one, feel free as always to post it here and I'll try to address it.
There are no new features in this version, hence why the version number has not changed, but the code is quite vastly different from the 1.9 or 1.10 versions. The link to the download is on the original post with all the other downloads. Thanks!
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As an example, I'd like to format time as %02d:%02d, although there are other applications. Not a clue what you mean by "all floats are doubles," as float and double are separate data types and it's irrelevant anyway. %d is for integer formatting, and it's replaced by %s, as is float formatting (%f).
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I've noticed that Minecraft (at least, Forge 1.11) seems to prevent users from using all but a few String.format codes in language files. When a language file is loaded, before each localized string is stored for lookup, the following is performed on it (equivalent):
All format specifiers are filtered and changed into strings, so something like %.3f or %02d just becomes %s. Does anybody know why Mojang did this and is there a way around it? I'd really like to be able to format numbers how I want using language files.
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UPDATES ARE HERE! I've updated this mod to 1.8.9 and 1.9.4+. The 1.9.4 version works with versions from 1.9.4 all the way up to 1.11, and may also work with future versions of Minecraft.
I'm calling this update 1.2 because there have been big changes to the underlying way the mod works, so it should be less buggy and less laggy. If you find any bugs, please report them, after ensuring your Minecraft Forge version is the latest.
Changelog:
Download links are provided below and on the main thread.
1.8.9: Download 1.2 for Minecraft 1.8.9
1.9.4, 1.10.2, 1.11: Download 1.2 for Minecraft 1.9.4-1.11