Alright everybody; all crashes posted here should be fixed now as of .85b (Crossing Fingers). I should specify that the 2nd jar is REQUIRED for the mod to function properly. I should've been more clear about this from the start, sorry for the confusion.
Also thanks to @Aridhol for updating the controller GUI, it's much clearer what the boxes do now.
Also thanks to TSilverhead and Aridhol for tutorial videos, I've added those to the main post.
@DaPorkchop is the rendering bug only happening when you have optifine installed? Also do you have the Mod Compatibility jar installed as well?
Also people have been pointing out that Mod Compatibility.jar is just an empty jar, but if you open the Meta-inf you see I use it to launch a CoreMod. This is because the geniuses at forge determined you can only have 1 CoreMod per jar.
Anyway I'll get to checking if rendering updaes can be done without ASM, hopefully to avoid the problem altogether.
"So does your ship have to be 100% symmetrical for weight to be perfectly balanced or if you place like 1 extra wood block on the left side of your 200 block ship it's fine?" It would become off balanced, yes; however there are control systems in place that can be used to prevent this from becoming an issue. (see new thread)
Valkyrien Warfare is an airships mod that aims to succeed where all other mods have failed.
Unlike mods before this, Valkyrien Warfare incorporates world regions, GJK ray-trace collision, and a custom (in house) Physics Engine designed to make your airship experience as realistic, and enjoyable as possible.
It supports players walking on ships, rotation on all 3 axes, perfect block interaction (semi-perfect with other mods), SMP support, Multi-Threaded collision physics, and really whatever you can think of.
Its a labor of love, coming directly from fans of airship combat in Minecraft, we hope you enjoy it.
Oh I also forgot, its time for my shameless plug as a mod author. If for some reason you've got money you really don't need; think of all the fantastic benefits you can get by sending it to me (not many)! Don't think too hard though mate, they're great I guarantee it! https://www.patreon.com/thebest108 is the place you ought to be!
Or we could merge everything in Valkyrien Warfare and make an absolute kickass mod, rather than us just working separately . Honestly neither of us have as much time as we want, and we could double that by collaborating. Plus, most of the challenges still being worked on here are already solved in my mod.
Edit: Mods don't kill me, it's just a suggestion...
Hooks do sound like fun; I wouldn't say Archimedes is crappy, more unfinished. We're all working towards the same goal, I just wish we didn't have to work separately :/
Also if anyone has experience doing Gui's for MC, I'd love to get some help. The current Gui's suck pretty bad, we can't have full Ship controls running on bad gui's right?
Dalfio has it right: That's how the control scheme is setup so far. Right now I'm working out the physics behind following what the controller dictates.
Specifically the player entity, I'm adding some extra rotations to the player so now the player RayTrace doesnt line up with the player's camera. I need to modify a couple methods to make this work; Specifically the one in ForgeHooks.
For my mod to function properly, I need to alter the Functionality of ForgeHooks.rayTraceEyeHitVec(Entity, double). However since the ForgeHooks class is in the forge package, I cannot use change it directly using a CoreMod. There is also no event that can help me here, as Im directly changing the position of the Entity's eyes, which can only be done in the rayTraceEyeHitVec() method.
So how the hell do I change what this function does?
The first one is the desired Y height for the ship to be at, the second one is from (0 to 1) and it allocated how much thrust can be used to keep the ship level, and the third one adjusts how fast a ship will get to its desired Y (higher is slower). The last one is pretty useless, and as such I'm completely re-hauling controls for .9
1
I think I found the cause for the SpongeForge crash; I'll push an update for you guys soon
0
What do you guys mean ships started spazzing out? What triggers it?
2
Alright everybody; all crashes posted here should be fixed now as of .85b (Crossing Fingers). I should specify that the 2nd jar is REQUIRED for the mod to function properly. I should've been more clear about this from the start, sorry for the confusion.
Also thanks to @Aridhol for updating the controller GUI, it's much clearer what the boxes do now.
Also thanks to TSilverhead and Aridhol for tutorial videos, I've added those to the main post.
Lets hope to god these fixes worked...
0
@DaPorkchop is the rendering bug only happening when you have optifine installed? Also do you have the Mod Compatibility jar installed as well?
Also people have been pointing out that Mod Compatibility.jar is just an empty jar, but if you open the Meta-inf you see I use it to launch a CoreMod. This is because the geniuses at forge determined you can only have 1 CoreMod per jar.
Anyway I'll get to checking if rendering updaes can be done without ASM, hopefully to avoid the problem altogether.
0
Sorry about the confusion; let me clear some things up:
The Control System is meant to work by changing the numbers in the Gui,
-The top number represents the desired height (y-value) you want you're ship to go:
-The middle and bottom number dont really need to be messed with;
If your ship isnt moving up then you havent added enough engines to your ship. I'll have a video demonstrating how it all works soon!
2
New thread (And Downloads!) up here:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2761225-valkyrien-warfare-airships-physics-subworlds-and
To reck829:
"So does your ship have to be 100% symmetrical for weight to be perfectly balanced or if you place like 1 extra wood block on the left side of your 200 block ship it's fine?" It would become off balanced, yes; however there are control systems in place that can be used to prevent this from becoming an issue. (see new thread)
27
Unlike mods before this, Valkyrien Warfare incorporates world regions, GJK ray-trace collision, and a custom (in house) Physics Engine designed to make your airship experience as realistic, and enjoyable as possible.
It supports players walking on ships, rotation on all 3 axes, perfect block interaction (semi-perfect with other mods), SMP support, Multi-Threaded collision physics, and really whatever you can think of.
Its a labor of love, coming directly from fans of airship combat in Minecraft, we hope you enjoy it.
Gifs and Photos:
Mod Compatibility!
Explosion Physics!
Airship Control!
And Much Much More!
Tutorials:
Also be sure to check the Mod Options Menu to enable things like Ship on Ship collision, Multi-Threading, Network Settings and more!
Open Sourced on Github:https://github.com/ValkyrienWarfare/Valkyrien-Warfare-Revamped
Shameless Plug:
Oh I also forgot, its time for my shameless plug as a mod author. If for some reason you've got money you really don't need; think of all the fantastic benefits you can get by sending it to me (not many)! Don't think too hard though mate, they're great I guarantee it! https://www.patreon.com/thebest108 is the place you ought to be!
More to Come Soon!
The TODO List: https://docs.google.com/document/d/1BpzpXT10vJndRWbmQMhz82ozs2Nr0LdRcPMZbrvjNEQ/edit?usp=sharing
0
Or we could merge everything in Valkyrien Warfare and make an absolute kickass mod, rather than us just working separately . Honestly neither of us have as much time as we want, and we could double that by collaborating. Plus, most of the challenges still being worked on here are already solved in my mod.
Edit: Mods don't kill me, it's just a suggestion...
1
Hooks do sound like fun; I wouldn't say Archimedes is crappy, more unfinished. We're all working towards the same goal, I just wish we didn't have to work separately :/
Also if anyone has experience doing Gui's for MC, I'd love to get some help. The current Gui's suck pretty bad, we can't have full Ship controls running on bad gui's right?
2
Finals are over. Back to coding!
(Also I'll be open sourcing soon of anyone's interested)
1
Dalfio has it right: That's how the control scheme is setup so far. Right now I'm working out the physics behind following what the controller dictates.
Wish me luck.
0
Specifically the player entity, I'm adding some extra rotations to the player so now the player RayTrace doesnt line up with the player's camera. I need to modify a couple methods to make this work; Specifically the one in ForgeHooks.
(Screenshot)
EDIT: Any ideas?
0
For my mod to function properly, I need to alter the Functionality of ForgeHooks.rayTraceEyeHitVec(Entity, double). However since the ForgeHooks class is in the forge package, I cannot use change it directly using a CoreMod. There is also no event that can help me here, as Im directly changing the position of the Entity's eyes, which can only be done in the rayTraceEyeHitVec() method.
So how the hell do I change what this function does?
1
At the moment no; the current issues are already known, the only thing giving out betas would do at this point is ruin the experience for you.
I know waiting sucks, I'll start sending more once I get .9 finished
0
The first one is the desired Y height for the ship to be at, the second one is from (0 to 1) and it allocated how much thrust can be used to keep the ship level, and the third one adjusts how fast a ship will get to its desired Y (higher is slower). The last one is pretty useless, and as such I'm completely re-hauling controls for .9