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    posted a message on Microsoft's recent move with the account migration PROVES they want to merge Bedrock & Java

    they did re-write it look at the decompiled source of bedrock and look at java editions. further proof is beta youtube videos calling them re-writes and explaining all the features are not in here yet.

    Posted in: Discussion
  • 0

    posted a message on Microsoft's recent move with the account migration PROVES they want to merge Bedrock & Java

    they didn't kill java mojang and mojang4j did. Mojang initially released minecraft 1.0.0 in 2012. two years later the world gen is bad, 10 times more bugs after the initial release, startup time takes 3s more to launch, execution is slower codebase is generally more sloppy but somewhat less hardcoded. Microsoft buys it does nothing to the game till about 1.13 where they had somewhat more of a say. You can blame jeb_ for most of the bugs including high performance issues after 1.12x.

    Micrsoft makes a re-write of the game, re-write of the game executes really fast low bug count, doesn't care about money eula part makes an in game purchase for money reasons big deal(sarcasticly says), xbox integration great news, join your friends online(mojang never attempted to even consider this), hardware exceleration, shaders, and now rtx with caves and cliffs. O and did I mention bedrock edition has almost always had interesting terrain generation different from java edition? something you didn't see in java till < 1.5.2 and some seeds in 1.5.

    conclusion microsoft saved minecraft. in 1.2.5 and 1.6.4 where the most stable versions of the game by the way in java edition. yes things were hard coded but at least they worked. 1.2.5 before the client server merge and 1.6.4 after. Microsoft finished what mojang could not. if anything we should be greateful if they decide to compile a c++ version straight into java bytecode for modding purposes. because java edition is pretty much only used for ideas and debugging at this point they don't care a gaming pc that runs overwatch (high shading capacity) on 60fps won't get 30fps on default settings on minecraft.

    Also one last argument. before microsoft the updates were to mostly "fix issues" with adding very few features while addon a crap load of bugs dropped each update possibly on purpose. Then Micrsooft has bedrock edition with very few bugs and pretty much only updates as a patch or yearly updates to maintain user base by adding more content like overwatch also does.

    Posted in: Discussion
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    posted a message on Microsoft's recent move with the account migration PROVES they want to merge Bedrock & Java

    No because they are two different code bases. However they can compile the c++ version aka bedrock edition code into java. then modders would be able to mod on pc and the new java edition would become bedrock edition. but java uses opengl graphics api when bedrock uses d3d and depending upon the platform opengles.

    Posted in: Discussion
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    posted a message on Mc Ripper 2 WIP

    Report issues to:
    https://github.com/jredfox/mcripper-2

    Download:


    This is an archiving utility to archive all minecraft assets obtainable besides my audio archive.
    The files are saved to %appdata%/McRipper Make sure you replace appdata with your os's appdata folder. on mac it's libs/application support for example.
    To rip assets straight from minecraft call rip assetsIndex.json

    Commands(not introduced yet):


    • rip assetsIndex outputDir --assetsDir=value
    • checkMojang --skipSnapshots --assetsDir=value
    • checkCustom --skipSnapShots --assetsDir=value --diskOnly
    • checkOptional
    Posted in: Minecraft Tools
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    posted a message on JML (Jredfox Mod Loader) Hiring Beta Tester & Coders

    still hiring.... need secondary beta tester and a secondary coder as a helper

    Posted in: WIP Mods
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    posted a message on Silk Spawners Mod ~ 1.6.3 Aether Fix: Mounting Update Part 1
    Quote from ZephaniahNoah»

    I'm looking forward to it! :)


    discord link to watch dev note sometimes I get so depressed I don't dev
    https://discord.gg/qdewa8E

    Posted in: Minecraft Mods
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    posted a message on How To Apply Flammable Properties to Blocks
    Quote from TheMasterCaver»

    Vanilla 1.6.4 only allows for 256 blocks without significant modifications to allow blocks to use IDs above 255 (as items use IDs starting at 256 and ItemStack and other code only distinguishes between block/items by their ID), I even removed the limited support it had for 4096 block IDs as an optimization to get rid of unnecessary code so it is impossible for a block ID to ever go out of bounds (256 IDs is more than enough when most of the new "blocks" I've added are variants of existing blocks and I never see myself using all of them up, nor is TMCW your usual mod, even as a non-Forge jar mod - it is literally a separate branch of development with extremely extensive modifications (I've since combined what was EntityRenderer and RenderGlobal into a single class, as IMO they should have been due to how much they reference each other) to dozens of core vanilla classes, probably as different as, say 1.16 is). Also, I prefer simple/fast code over "good programming practices", like the sort Mojang does:


    Also, this is the code from vanilla 1.6.4, which my class is based on, the only difference is that the arrays are ints instead of bytes (none of the values will ever exceed 100 so there is no need to use ints, and this helps reduce the memory overhead of having to extend the vanilla class to maintain compatibility with vanilla code that references Block.fire, I found if I just replaced the entire class MCP would reobfuscate a whole bunch of extra classes which referenced it since the reference to Block.fire changed):


    public class BlockFire extends Block
    {
        /** The chance this block will encourage nearby blocks to catch on fire */
        private int[] chanceToEncourageFire = new int[256];
    
        /**
        * This is an array indexed by block ID the larger the number in the array the more likely a block type will catch
        * fires
        */
    private int[] abilityToCatchFire = new int[256];
    
    
    
    // Note that the game casts to BlockFire, hence why I had to extend BlockFire instead of Block, as I do in most cases (most blocks are cast to the Block base class, e.g. "Block stone = ..." so the whole class can be completely replaced, I even delete the original classes to ensure nothing references it)
    
    // Vanilla code
    public static final BlockFire fire = (BlockFire)(new BlockFire(51)).setHardness(0.0F).setLightValue(1.0F).setStepSound(soundWoodFootstep).setUnlocalizedName("fire").disableStats().setTextureName("fire");
    
    // Modified code
     public static final BlockFire fire = (BlockFire)(new BlockFireFix(51)).setHardness(0.0F).setStepSound(soundWoodFootstep).setUnlocalizedName("fire").disableStats().setTextureName("fire");
    
    
    // Another example where I completely replaced the original class
    
    public static final Block oreGold = (new BlockOre(14)).setHardness(3.0F).setResistance(5.0F).setStepSound(soundStoneFootstep).setUnlocalizedName("oreGold").setTextureName("gold_ore");
    
    public static final Block oreGold = (new BlockMetadataOre(14, BlockMetadataOre.GOLD)).setHardness(3.0F).setResistance(5.0F).setStepSound(soundStoneFootstep).setUnlocalizedName("oreGold").setTextureName("gold_ore_overlay");


    Try getting this performance in a modern version - those are truly huge trees, vastly larger than a jungle, yet I get 375 FPS, 3 ms server tick time, and 256 MB used memory at maximum settings (16 chunks, Fancy), which is far better than what I've seen others getting in the latest versions on much more powerful hardware (and no, I have made no optimizations that enable the game to make better use of more cores, a single thread each for the client/server, and rendering is all OpenGL 1.1-1.2, the same as vanilla 1.6.4 (check the system requirements from back then!), so no VBOs or anything that might perform better, the code only uses Java 6 features since that is what MCP is set to compile to and I've never needed to change it. Worlds also generate in a couple seconds despite no multithreaded worldgen like in 1.13, and the game loads just as quickly, even with more textures to load - no need for fancy loading screens):

    I've even completely changed vanilla block IDs as well as various NBT data (for example, I combined red and brown mushrooms into a single block, along with more variants; redstone torches and lamps are likewise a single block, with the data value determining whether it is on or off - my custom lighting engine is able to use data values so they can determine the light level (vanilla uses a lookup table indexed by block ID while I added a method with a metadata parameter), same for many other block properties, for example, amethyst ore is actually obsidian and the hardness is different, even for diamond vs amethyst tools, the latter of which mine it faster than the raw tool speed would suggest). Because of this, I effectively have 4096 blocks to play with without having to modify the game to actually make use of more block IDs, which I just use to group common blocks together (e.g. all fences are a single block ID so anything that refers to them such as torch placement or the fence rendering code, only needs to check for a single block ID, including unmodified vanilla code).

    Meanwhile, Mojang acted like there were infinite block IDs, even doing crazy things like making every color of shulker box a separate block instead of using NBT data (they were already a tile entity, which could also allow for infinite colors in custom NBT data, much as I made flower pots a tile entity with literally infinite variations on what they can render, even including miniature trees with the same variation of full-size trees. Some of my other blocks have 100+ variants without even using a tile entity; stalagmites just use the block they are on, such as stained clay, to determine how they render with only 6 real variants). This is also probably a big reason why vanilla is so slow, 1.13+ has thousands of different blocks now, and complicated registry-based hashmap lookups instead of simple ID-based tables:

    Likewise, my biome generator would probably horrify you, I use arrays indexed by biome ID and/or a "sub-biome" index to store the sub-biome variations, replacing huge if-else chains in vanilla, yet it is 180 times faster than 1.13 if the data on this page is any indication, taking about 200 ms to generate the same area with my own biome mapping tool (assuming the same system specs but there is absolutely no way my system is that much faster, even my old computer had 1/4 the single-thread performance of the fastest CPUs. While using a lookup table does have some overhead I've found it is faster than an if-else if there are more than a few cases involved, and the code that uses it can be much simpler - a single lookup and check for a sub-biome vs a huge if-else for every biome).


    again no. The block ids were not 256 in vanilla they were 4096 or something weird. Hard coding arrays like that is a no no in any language.

    My mod loader will be using the 1.6.4 codebase heavily modified. Minecraft uses lwjgl which isn't very over engineered. I agree they differently did something wrong when trying to convert java models into more optimized process. Plan is to get DTS 7.1 Adobe and OpenGl 4.6 into minecraft. I am not an expert but, I know paulscode was just a work around for when java 5-6 sound apis were broken and possibly even OpenAL which is in lwjgl now.

    Posted in: Modification Development
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    posted a message on Silk Spawners Mod ~ 1.6.3 Aether Fix: Mounting Update Part 1

    ok so it's been a while since I commented on my thread. This is my new account by the way. 1.7.10 version is released for forge as I got tired of spam from crash reports from being broken af. There is no rendering however but, it does have nei support by overriding it

    dev is halted I know it was almost done. But, dev is halted as I am now working on my own mod loader with hopefully no broken apis this time unlike forge. The main issue with silkspawners was other entities playing sounds, broken nbt serialization, or crashing when trying to render an entity by simply creating it. As for the 2.0 NBTPathAPI I am going to think of a better solution. It's unoptimized to decompile the nbt every time you want to make a comparsion. I will use recursion instead and have some sort of comparator which will tell you what function you want to compare it with. It will be embedded into the jml-mc-api jar as well as all of evil notch lib. So once it's fully working I can re-port the libs back to forge and that will be what my mods use.

    Once jml is complete the mod will get ported over to jml. I will once it's fully done re-port back to forge versions and or fabric. I may even make a bukkit plugin. And yes the 2.0 xml update will happen but, it's a long ways away over a year before I even start to think about it


    Posted in: Minecraft Mods
  • 0

    posted a message on JML (Jredfox Mod Loader) Hiring Beta Tester & Coders

    people quit the few staff that did get hired got fired, or quit. There is money involved people please join the discord and dm jredfox to reply.

    Posted in: WIP Mods
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    posted a message on JML (Jredfox Mod Loader) Hiring Beta Tester & Coders

    Jredfox Mod Loader(JML) Hiring:

    • Network(Port forward, Dynamic DNS, Static Ip)
    • Audio(DTS 7.1 & Adobe & Effects like environmental)
    • GPU(Opengl 4.6, Modeling, Animation)
    • Generic Java Coders 1yr OOP College Level Or enough knowledge of a 1 year college level OOP program design (notice the word design)
    • Beta Tester Primary(Knows at least some coding and can test code, In game/program testing as well)
    • Beta Tester 2dary(Test in game/program as well as normal usage)

    Further details found in my discord:
    https://discord.gg/qdewa8E


    Who am I?:
    I am the creator of evil notch lib, IItemrenderer reborn, and many other libraries. I am fed up with forge lack of proper program design broken apis and not being anything near lightweight. Mod loader never had enough implementation to get re-designed. Fabric also lacks enough implementation regardless of the fan base. Besides I like my ideas far more even the head dev of fabric joined my server one day to check what's up with my plans.

    I am going to be designing all my libraries I use from the ground up thus the need for open gl and audio guys. We need a primary beta tester that is capable of coding 1 year OOP Program design college level or equivalent of learning that course. This tester needs to test the program or code both in game and in dev when asked to see if he/she can break said code.

    Posted in: WIP Mods
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    posted a message on Help Opening a minecraft ".zipe" file Windows 10
    Quote from Tgrizzle»

    open windows 10 file manager, and at the top click the tab labeled view, and on the right check file name extensions. Then go to the zipe file or whatever it is and change the extension name to .zip or even .rar and see if that fixes it. if not email me at [email protected] and ill send you a copy of the server files in a .zip


    again it doesn't work renaming a file extension doesn't decrypt them.

    Posted in: Discussion
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    posted a message on Help Opening a minecraft ".zipe" file Windows 10

    I found out a way to simply open a .zipe file: copy the file to somewhere that won't break anything useing it and then re-name it to a .zip file. eg. content.zipe content.zip, and hopefully this should work. I think it acts in the same way as a .zip file but more secure and less open to editing.


    Your welcome!



    um no not how it works you couldn't be more wrong. It's an ecnrypted zip file. but, they moved on from zip file encryption to the entire files and I don't know how to decrypt them since they are in actual files just encrypted

    Posted in: Discussion
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