I have a 1.6.2 version running, it seems to work in SP. I haven't fixed my build scripts so I haven't tested in MP yet.
There have been some significant changes in the vanilla vector handling that broke my control code. I've modified my controls to match the new vanilla scheme, but I don't like it. On the up side, you can easily look around with the mouse; on the down side, you can only steer if you're accelerating forward (or backward, which is even more weird). I am working on some changes that will hopefully make things a little more intuitive. This won't be the advanced scheme I've referred to in the past, but it won't be vanilla, either.
It is now possible to exit out of the game without exiting the boat. This poses a huge problem when you re-enter the game, because MC just blindly sets a pointer saying that you're attached to the boat and then walks away -- which completely breaks my mounting code. As an interim measure I'm popping you out of the boat until it has finished initializing (syncing all the parts) and then force-mounting you automatically (incidentally, you can run but you can't hide -- MUWAHAAHAAHAA!!). This will likely have some curious side effects if you are in a boat when you exit the game and someone else jumps into the boat and moves it somewhere else... will have to see.
The collision boxes seem to be working as intended, although I've noted a couple of oddities that warrant further investigation.
The new resource system has required adjustments to my code that were about 1/3 of the changes needed to make boats easily paint-able (at least from the cfg file). I'm inclined to finish the other 2/3s just to have it done.
No progress on deck-walking, but initial tests indicate that at least the problem hasn't changed.
I don't plan on making new boats any time soon (I need to work on getting the framework done). The next "boat" will be a simple raft,,, which will probably morph into a dredge. After that, maybe a sharpie schooner.
What you suggested is more of a "ship" -- which won't be building until much later, and will be probably be a different mod entirely.
I have my build scripts updated and I've done some MP testing. The good news is, the motion and avatar glitchiness seems to have been corrected. The bad news is, the "exiting the game while in the boat" problem really is a problem.
It appears that MC expects the entity being ridden to disappear when the player riding it exits the game, and MC tries to recreate it when the player rejoins... in my case, with disastrous consequences (the "real" boat gets jacked up and a bunch of orphans are created).
I suppose this makes sense for horses, as once you've tamed a horse and started riding it, it's kinda "yours" -- and only one person can ride a horse. Not so much for my boats.
I think, for the time being, I'm going to have to "break" that and force players to exit the boat when they exit the game. As far as I know, this was the default behavior in prior versions.
I've never modded Minecraft before, but my first attempt isn't going very well.
Forge seems to work, but when I try to spawn a boat (none of which have thumbnails, just little checkered error textures) only the chests are visible.
The rest of the boat is invisible, but I can't run through the invisible blocks and they float on water.
Also, the frame rate drops when I spawn them.
Could anybody help with this? Also, sorry if this is a problem that has already been solved.
I've never modded Minecraft before, but my first attempt isn't going very well.
Forge seems to work, but when I try to spawn a boat (none of which have thumbnails, just little checkered error textures) only the chests are visible.
The rest of the boat is invisible, but I can't run through the invisible blocks and they float on water.
Also, the frame rate drops when I spawn them.
Could anybody help with this? Also, sorry if this is a problem that has already been solved.
P.S. I really want to try this mod!
Please read at least a few recent pages b4 you post. This is what happens when you use the Elegant Punt Mod for Minecraft 1.5.2 when running 1.6.2 There is not currently a fully updated version available so you'll have to just monitor this forum a while.
Oh wow I feel smart.
I just sent Awger two messages about the issue Wolf and Nut were having without reading the thread.
How can I get this running on 1.5.2? I tried reverting--do I need to install Forge for version 1.5.2 as well?
If so, is there a way I can do this while keeping Forge 1.6.2, or do I need to delete it all and start anew?
Sorry for messaging you without researching, Awger. T_T
Rollback Post to RevisionRollBack
Vanilla Survival is the way to go. (Unless you're sailing. Sailing is fun.)
The one to make friends quickly, but take forever saying goodbye.
Dangit! I thought about using the older versions that were mentioned in the original post, and until now I couldn't remember if I did, but now I remember thinking, "No way, I want 1.6.2 with horses and stuff."
Sigh, how foolish of me. I'll get to doing that, then.
Thanks.
Will I be able to run mods that are meant for 1.5.1 (Aether II) using Forge 1.5.2, and would they interfere with Smallboats?
It depends on the mod.
Forge mods are developed using a decompiled version of Minecraft. The names of the Minecraft files, classes, functions, variables, etc. are modified by Forge to be developer-friendly during the decompile process (this is called deobfuscation).
Modders (such as myself) write code that hooks into Minecraft using the Forge API and the decompiled names. When we distribute a mod, it is recompiled and modified by the Forge system to use the original Minecraft names (this is called reobfuscation).
Forge attempts to make the deobfuscation and reobfuscation process is "clean" as possible, with as few changes as possible between minor versions.
Depending on what a mod does, which names get referenced, and how the obfuscation process is handled (there are a couple of different methods) it is *possible* that a specific version of a mod will work between minor version (ex: 1.5.1 and 1.5.2) but probably not between major versions (1.5.x and 1.6.x).
This is the case with my Small Boats mod. The 1.5.x version should work fine on any 1.5.x version of Minecraft, but will not work on 1.6.x.
I have two suggestions. One is rather simple to implement: add splashing water sound when boat is in movement. This perfect silence is killing me when I'm boating on long distances.
I'm thinking that sounds will probably be one of the last things I work on, ie after everything else is functional.
about winds and sailing system . Randomly generated wind direction and speed shouldn't be difficult to implement. Sailing system on the other hand, even simplified would require writing algorithm and putting some time into it.
i think it would be nice if we do have a wind system so that when going with the wind gives you more speed and maybe going against the wind slows you down a little bit than normal, you could also have a little GUI thing showing you which way the wind is flowing, or you could have a flag which points in the way of the wind direction...just some ideas topping up on what i have read in this previous posts
I'll introduce wind when I get to the advanced control system... which will pretty much require it.
Thanks for the offer of assistance, but the code isn't quite in a share-able state at the moment... and it isn't something that you'd want to cut your teeth on if you're new to MC modding.
Depending on what a mod does, which names get referenced, and how the obfuscation process is handled (there are a couple of different methods) it is *possible* that a specific version of a mod will work between minor version (ex: 1.5.1 and 1.5.2) but probably not between major versions (1.5.x and 1.6.x).
This is the case with my Small Boats mod. The 1.5.x version should work fine on any 1.5.x version of Minecraft, but will not work on 1.6.x.
I am working on a 1.6.x version now.
Figures, just as I get smallboats working on 1.5.2 with Aether II. XD
Well, thanks for the in-depth reply. Can't wait for 1.6.x
I am currently experiencing a bug in which after saving and quitting, and going back into a world, that I can no longer open the chests on the boat, by either right clicking nor with the buttons. In my survival world where it first occurred, the boat then glitched back and forth and then disappeared. I would like to know if anyone else was experiencing these problems or if its just something on my end.
Good mod. The boat tilts to indicate wind blowing on it. But sometimes the boat gets stuck in open water (Boat won't move). Leaving and rejoining fixes this. It would be quite inconvenient to keep leaving and rejoining the world. But good! No crash yet. I give it an 8/10.
Looks good, nice fix from my current "build first (non-moving) boat, place teleport, build second (non-moving) boat" system looking forward to 1.6.2 version!
I have a 1.6.2 version running, it seems to work in SP. I haven't fixed my build scripts so I haven't tested in MP yet.
There have been some significant changes in the vanilla vector handling that broke my control code. I've modified my controls to match the new vanilla scheme, but I don't like it. On the up side, you can easily look around with the mouse; on the down side, you can only steer if you're accelerating forward (or backward, which is even more weird). I am working on some changes that will hopefully make things a little more intuitive. This won't be the advanced scheme I've referred to in the past, but it won't be vanilla, either.
It is now possible to exit out of the game without exiting the boat. This poses a huge problem when you re-enter the game, because MC just blindly sets a pointer saying that you're attached to the boat and then walks away -- which completely breaks my mounting code. As an interim measure I'm popping you out of the boat until it has finished initializing (syncing all the parts) and then force-mounting you automatically (incidentally, you can run but you can't hide -- MUWAHAAHAAHAA!!). This will likely have some curious side effects if you are in a boat when you exit the game and someone else jumps into the boat and moves it somewhere else... will have to see.
The collision boxes seem to be working as intended, although I've noted a couple of oddities that warrant further investigation.
The new resource system has required adjustments to my code that were about 1/3 of the changes needed to make boats easily paint-able (at least from the cfg file). I'm inclined to finish the other 2/3s just to have it done.
No progress on deck-walking, but initial tests indicate that at least the problem hasn't changed.
You spend too much time around me.
Of course!
Don't tell my wife.
I don't plan on making new boats any time soon (I need to work on getting the framework done). The next "boat" will be a simple raft,,, which will probably morph into a dredge. After that, maybe a sharpie schooner.
What you suggested is more of a "ship" -- which won't be building until much later, and will be probably be a different mod entirely.
OI! AWGERS WIFEY! GET IN HERE! HE'S SPENDING TIME AROUND A CONVICTED BADASS!
I have my build scripts updated and I've done some MP testing. The good news is, the motion and avatar glitchiness seems to have been corrected. The bad news is, the "exiting the game while in the boat" problem really is a problem.
It appears that MC expects the entity being ridden to disappear when the player riding it exits the game, and MC tries to recreate it when the player rejoins... in my case, with disastrous consequences (the "real" boat gets jacked up and a bunch of orphans are created).
I suppose this makes sense for horses, as once you've tamed a horse and started riding it, it's kinda "yours" -- and only one person can ride a horse. Not so much for my boats.
I think, for the time being, I'm going to have to "break" that and force players to exit the boat when they exit the game. As far as I know, this was the default behavior in prior versions.
I posted just before you. Wonderful timing. Now reply to me so I can work on this chain!
Forge seems to work, but when I try to spawn a boat (none of which have thumbnails, just little checkered error textures) only the chests are visible.
The rest of the boat is invisible, but I can't run through the invisible blocks and they float on water.
Also, the frame rate drops when I spawn them.
Could anybody help with this? Also, sorry if this is a problem that has already been solved.
P.S. I really want to try this mod!
Please read at least a few recent pages b4 you post. This is what happens when you use the Elegant Punt Mod for Minecraft 1.5.2 when running 1.6.2 There is not currently a fully updated version available so you'll have to just monitor this forum a while.
I just sent Awger two messages about the issue Wolf and Nut were having without reading the thread.
How can I get this running on 1.5.2? I tried reverting--do I need to install Forge for version 1.5.2 as well?
If so, is there a way I can do this while keeping Forge 1.6.2, or do I need to delete it all and start anew?
Sorry for messaging you without researching, Awger. T_T
Sigh, how foolish of me. I'll get to doing that, then.
Thanks.
Will I be able to run mods that are meant for 1.5.1 (Aether II) using Forge 1.5.2, and would they interfere with Smallboats?
It depends on the mod.
Forge mods are developed using a decompiled version of Minecraft. The names of the Minecraft files, classes, functions, variables, etc. are modified by Forge to be developer-friendly during the decompile process (this is called deobfuscation).
Modders (such as myself) write code that hooks into Minecraft using the Forge API and the decompiled names. When we distribute a mod, it is recompiled and modified by the Forge system to use the original Minecraft names (this is called reobfuscation).
Forge attempts to make the deobfuscation and reobfuscation process is "clean" as possible, with as few changes as possible between minor versions.
Depending on what a mod does, which names get referenced, and how the obfuscation process is handled (there are a couple of different methods) it is *possible* that a specific version of a mod will work between minor version (ex: 1.5.1 and 1.5.2) but probably not between major versions (1.5.x and 1.6.x).
This is the case with my Small Boats mod. The 1.5.x version should work fine on any 1.5.x version of Minecraft, but will not work on 1.6.x.
I am working on a 1.6.x version now.
I'm thinking that sounds will probably be one of the last things I work on, ie after everything else is functional.
I'll introduce wind when I get to the advanced control system... which will pretty much require it.
Thanks for the offer of assistance, but the code isn't quite in a share-able state at the moment... and it isn't something that you'd want to cut your teeth on if you're new to MC modding.
Figures, just as I get smallboats working on 1.5.2 with Aether II. XD
Well, thanks for the in-depth reply. Can't wait for 1.6.x
Thanks for the new boats!