The mod will cycle through each enchantment animation showing each for about 2 seconds before blending into the next. Yes the enchantments work for mobs holding weapons/armour and also players (only tested on LAN).
Eventually there will also be a config file so you can choose when enchantment animation (and colours for some) you want for each enchantment. In this way you will be able to assign a particular animation to enchantments added by other mods. This will likely not be in the initial release.
The mod will also end up doing all this without editing base classes. Right now I still have to write the core mod part. If people did want a play with it I could release a "development version" that does edit base classes.
The mod will also end up doing all this without editing base classes. Right now I still have to write the core mod part. If people did want a play with it I could release a "development version" that does edit base classes.
If it's not too much trouble, I'm sure we'd all love a dev version :D.
Also, how are these enchantments created? (i.e. how difficult would it be to make custom animations for them?)
If it's not too much trouble, I'm sure we'd all love a dev version .
Also, how are these enchantments created? (i.e. how difficult would it be to make custom animations for them?)
I will upload it later tonight then, just remember this will be very early development (think of it as pre-alpha) and right now edits the RenderLiving, RenderItem and ItemR3enderer classess (this will change down the track) and right now incompatible with optifine (this will also change).
Making new enchantments isn't that difficult. They work of a spite sheet with 16 images vertically on top of each other (I will post an example later). So if you have an idea for a new animation, feel free to make the spite sheet and I can add it. I will then have to write a new class for the image and optionally allow it to take a colour variable (eg the lightning can be any colour, the fire can't change colours)
I will also be moving the topic to the WIP forums.
Finally came back to have a look at this with freah eyes, looks like I have a solution to my problems. It's not perfect (i.e. it will replace the changes of anyone who edits the 4 methods I need changing) but that is a hell of a lot better than editing the base classes directly. Hopefully will be able to fully implement on the weekend
OK I know I said the weekend but couldn't sleep last night and worked a bit more in this. I have now created the patches for the four methods required. Better yet I was able to pull it off with the minimal amount of bytecide manipulation. Not sure how important this is actually going to be as core mods are quite uncommon.
I still have to do a little code clean up and rewrite the OP before I make an official release but the initial prototype is working quite well. If people REALLY want to try it I will post a link sooner.
One small problem, it will not be compatible with optifine. However optifine is actually having a bit of trouble with Forge at the moment, so that will have to wait
OK I know I said the weekend but couldn't sleep last night and worked a bit more in this. I have now created the patches for the four methods required. Better yet I was able to pull it off with the minimal amount of bytecide manipulation. Not sure how important this is actually going to be as core mods are quite uncommon.
I still have to do a little code clean up and rewrite the OP before I make an official release but the initial prototype is working quite well. If people REALLY want to try it I will post a link sooner.
This is excellent news!
I think the most common coremod people use is probably Not Enough Items, so as your mod is compatible with that, I doubt there will be many complaints
I think the most common coremod people use is probably Not Enough Items, so as your mod is compatible with that, I doubt there will be many complaints
It also has the potential to have problems with any mod that preforms a base class edit on the methods I am doing my bytecode manipulation on. I actually doubt many mods would edit thses classess as mods such as Forge, MCPatcher and Optifine also edit these classess to allow minecraft to use HD texture packs. The mod is compatible with Forge (well actually REQUIRES forge) and I think I have Optifine compatibility working. Last time I checked MCPatcher had issues with Forge so I don't have to write a specific patch for that one.
P.s. I have re-worked the OP in preperation for the release.
It works, even with Optifine installed, and all the animations look great! My fire aspect fish are eternally grateful for their new animations. (Is it normal to have fire aspect fish lying around in creative worlds?) Nice work, as always!
"At the time of writing there is no download avaliable, I still have to dot some i's and cross some t's. Expect a download sometime over the weekend. In the meantime, have a look at the videos and post suggestions."
You might want to update the OP to reflect the fact that you've added a download link, though.
Also, I have to wonder if this will be a pain to update. Does forge make this sort of stuff easy?
It works, even with Optifine installed, and all the animations look great! My fire aspect fish are eternally grateful for their new animations. (Is it normal to have fire aspect fish lying around in creative worlds?) Nice work, as always!
You might want to update the OP to reflect the fact that you've added a download link, though.
Also, I have to wonder if this will be a pain to update. Does forge make this sort of stuff easy?
Thanks for letting me know about the OP.
As for updating it will be a little more dificult than most mods, but I have tried to code it in a way that will make it easier on myself. In saying that because it is relativly small shouldn't be too difficult The problems will be if minecraft/forge/optifine change the methods that I am inserting code into.
Eventually there will also be a config file so you can choose when enchantment animation (and colours for some) you want for each enchantment. In this way you will be able to assign a particular animation to enchantments added by other mods. This will likely not be in the initial release.
The mod will also end up doing all this without editing base classes. Right now I still have to write the core mod part. If people did want a play with it I could release a "development version" that does edit base classes.
If it's not too much trouble, I'm sure we'd all love a dev version :D.
Also, how are these enchantments created? (i.e. how difficult would it be to make custom animations for them?)
I will upload it later tonight then, just remember this will be very early development (think of it as pre-alpha) and right now edits the RenderLiving, RenderItem and ItemR3enderer classess (this will change down the track) and right now incompatible with optifine (this will also change).
Making new enchantments isn't that difficult. They work of a spite sheet with 16 images vertically on top of each other (I will post an example later). So if you have an idea for a new animation, feel free to make the spite sheet and I can add it. I will then have to write a new class for the image and optionally allow it to take a colour variable (eg the lightning can be any colour, the fire can't change colours)
I will also be moving the topic to the WIP forums.
Any progress on the coremod release?Edit: Forgot you're in college, I'd imagine this is exam season for you good luck!
I still have to do a little code clean up and rewrite the OP before I make an official release but the initial prototype is working quite well. If people REALLY want to try it I will post a link sooner.
This is excellent news!
I think the most common coremod people use is probably Not Enough Items, so as your mod is compatible with that, I doubt there will be many complaints
It also has the potential to have problems with any mod that preforms a base class edit on the methods I am doing my bytecode manipulation on. I actually doubt many mods would edit thses classess as mods such as Forge, MCPatcher and Optifine also edit these classess to allow minecraft to use HD texture packs. The mod is compatible with Forge (well actually REQUIRES forge) and I think I have Optifine compatibility working. Last time I checked MCPatcher had issues with Forge so I don't have to write a specific patch for that one.
P.s. I have re-worked the OP in preperation for the release.
Enjoy
You might want to update the OP to reflect the fact that you've added a download link, though.
Also, I have to wonder if this will be a pain to update. Does forge make this sort of stuff easy?
One Bug: Minecraft Crashes when i join to a Multiplayer Server. I have Optifine installed and the Latest Version of Minecraft Forge.
Thanks for letting me know about the OP.
As for updating it will be a little more dificult than most mods, but I have tried to code it in a way that will make it easier on myself. In saying that because it is relativly small shouldn't be too difficult The problems will be if minecraft/forge/optifine change the methods that I am inserting code into.
Couldn't confirm both with and without optifine, however I couldn't get my hands on enchanted items. Basically I need a crash log as stated in the FAQ