• 0

    posted a message on Fragile Glass and Thin Ice (last update 18/9/17. Now for 1.12! Latest version 1.8.1)

    Hello to any of you out there who still use this mod and check this thread! Sorry about the lack of updates.

    The coming update brings Fragile Glass and Thin Ice to a state which is almost exactly as I envisioned it. That's pretty rare in programming so I'm really happy!

    The main feature is an overhaul of the old glass "physics". Not only does fragile glass break ahead of a predicted collision, so that you can fire arrows through it properly or fall through a roof without hurting yourself and slowing down, but it now supports the Capability system, so modders can now easily make their own fragile blocks and entities that can break fragile blocks!

    At the point of uploading I realised Forge 1.12.1 just came out, so I've basically put out a beta release for those of you who are still on 1.12 (1.12.1 might not be compatible). You can download it here; please let me know of any bugs you encounter.

    Below is a rough list of changes since I last posted on this thread. If you'd rather just go and play the mod, enjoy. And thank you all for over 32000 downloads on Curse!

    • Radical overhaul to glass physics system
    • Capability support
    • Updated credits
    • Improved Sugar Cauldron model (added legs)
    • Using version 3 of the resources
    • Added the LICENSE file!
    Posted in: Minecraft Mods
  • 0

    posted a message on Floocraft - Teleport like Harry Potter (Last update 31/8/17. Supports Albedo! Latest version 1.8)

    Hello to anyone who still looks at this thread!

    Today I uploaded Floocraft 1.8 for Minecraft 1.12; builds for 1.11.2 and 1.10.2 coming shortly.

    10 months since the last update is pretty bad of me, but here's how Floocraft changed during that time:

    • Coloured Lights! If Albedo is installed alongside Floocraft on your client (not server), Floo torches and fires will emit magical green light. (1.11.2+ only)
    • Floo Torch flame texture now supports all mipmap levels
    • Brought back the crackling sound and smoke particles of Floo fires
    • Re-added the temporary green flame that stops you getting burned when you arrive at a fireplace
    • Teleport GUI now works nicely with all GUI Scales
    • Small performance increases
    • Made Floower Pots support the Capability system

    Floocraft also hit 200,000 downloads on Curse recently; thanks to everyone who has downloaded!

    Posted in: Minecraft Mods
  • 0

    posted a message on Rocket Squids! (Last update 26/7/17. Now for 1.12! Latest version 1.0)

    Looking back I agree that although I wanted players to experiment for themselves there should be more info provided. I don't think the video even shows the squids actually blasting off. I'll start on a wiki to try and give players hints. Main page is here.

    Posted in: Mods Discussion
  • 0

    posted a message on Sound Physics (realistic sound reverberation, occlusion, and attenuation)

    Hi! One of my mods has a mono sound which isn't audible when triggered (I know it's playing because of the subtitle). Is there anything else mod authors need to do to make their sounds compatible with your mod?



    Great work as always!

    Posted in: Minecraft Mods
  • 0

    posted a message on One face of block is too dark

    The west-facing side of my block is too dark, but I'm sure it's defined the same way as the other faces in the json...

    Screenshot:


    green_fire.json:

    {
        "ambientocclusion": false,
        "textures": {
            "particle": "ftfloocraft:blocks/gf",
            "fire": "ftfloocraft:blocks/gf"
        },
        "elements": [
            {   "from": [ 0, 0, 8.8 ],
                "to": [ 16, 32, 8.8 ],
                "rotation": { "origin": [ 8, 8, 8 ], "axis": "x", "angle": -22.5, "rescale": true },
                "shade": false,
                "faces": { "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#fire" }}
            },
            {   "from": [ 0, 0, 7.2 ],
                "to": [ 16, 32, 7.2 ],
                "rotation": { "origin": [ 8, 8, 8 ], "axis": "x", "angle": 22.5, "rescale": true },
                "shade": false,
                "faces": { "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#fire" }}
            },
            {   "from": [ 8.8, 0, 0 ],
                "to": [ 8.8, 32, 16 ],
                "rotation": { "origin": [ 8, 8, 8 ], "axis": "z", "angle": -22.5, "rescale": true },
                "shade": false,
                "faces": { "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#fire" }}
            },
            {   "from": [ 7.2, 0, 0 ],
                "to": [ 7.2, 32, 16 ],
                "rotation": { "origin": [ 8, 8, 8 ], "axis": "z", "angle": 22.5, "rescale": true },
                "shade": false,
                "faces": { "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#fire" }}
            },
            {   "from": [ 0, 0, 15.99 ],
                "to": [ 16, 32, 15.99 ],
                "shade": false,
                "faces": { "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#fire" }}
            },
            {   "from": [ 0, 0, 0.01 ],
                "to": [ 16, 32, 0.01 ],
                "shade": false,
                "faces": { "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#fire" }}
            },
            {   "from": [ 0.01, 0, 0 ],
                "to": [ 0.01, 32, 16 ],
                "shade": false,
                "faces": { "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#fire" }}
            },
            {   "from": [ 15.99, 0, 0 ],
                "to": [ 15.99, 32, 16 ],
                "shade": false,
                "faces": { "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#fire" }}
            }
        ]
    }

    Can anyone tell me what I've done wrong?

    Thanks for reading.

    Posted in: Modification Development
  • 0

    posted a message on Floocraft - Teleport like Harry Potter (Last update 31/8/17. Supports Albedo! Latest version 1.8)

    Sorry about the gap between updates.

    Updates for 1.8.9, 1.9.4 and 1.10.2 have now been released, fixing a few bugs and adding the licence file. When I tested these versions I didn't find any of the recent problems listed here or on the GitHub page, so if Floocraft has crashed for you before, please try these new versions.


    All my modding time over the last few months was dedicated to the creation of Rocket Squids. The beta is now available here; if you decide to try it, enjoy!

    Posted in: Minecraft Mods
  • 0

    posted a message on Rocket Squids! (Last update 26/7/17. Now for 1.12! Latest version 1.0)

    Welcome
    This mod adds a new species of squid with fascinating new behaviour. They have a certain beauty and pathos about them which I hope you will come to appreciate. Please note - hundreds of Rocket Squids were harmed during the making of this mod.

    Making this mob has been quite an adventure in maths and OpenGL, and I'm proud of the results. I think listing all the features would take all the fun and surprise out of the mod; you'd enjoy it more if you added it to your world and explored it for yourself. If you're skeptical you can view the source code below (spoilers). The mod has no worldgen or crafting.

    Videos
    These videos give you a taster of the mod without experimenting with it very much.

    By HelldogMadness:



    By ANTHONYcraft:

    Downloads and Updates

    Source Code and Issues Section

    Permissions
    Rocket Squids is provided under the GNU GPLv3 licence.

    I am always delighted to see any media involving my mod, but I do request that you credit me and if you provide a download link, that it's a link to the Curse page or this forum page.
    Posted in: Mods Discussion
  • 0

    posted a message on Rotating a rider in two directions

    I don't know why, but this works.

    I found it easier to set the rider's yaw via the applyOrientationToEntity method, and only rotate the player around one axis which is calculated from the squid's rotation. Thanks for the help anyway!

    For anyone in a similar situation, here's my current code: http://pastebin.com/BCvWT6BE

    Posted in: Modification Development
  • 0

    posted a message on Rotating a rider in two directions

    Hi again! I hope your computer is ok.


    Thank you for the code, but sadly using this code as-is doesn't work for me. My model must be different to the original in some way, so please could you try and tell me in general terms what adjustments to make and I can try and adapt them to my model?

    As for your tip, I'm just making a small fun mod but yeah, that head rotation is a little too "The Exorcist" for my liking.


    Also, shouldn't popping the matrix have lowest priority? Surely with highest priority you might pop someone else's matrix that they added after you?

    Posted in: Modification Development
  • 0

    posted a message on Rotating a rider in two directions

    I meant I can do screenshots but video capture is unwatchable, so here are 200 words...

    This is the correct pitch, but I have to disable the yaw rotation to get it. Squid yaw: approx. 0; pitch: approx: 0.75PI.


    With the yaw rotation enabled, the player rotates in the same direction as the squid, but around the black line instead of the red line (which the squid rotates around).

    Squid yaw: approx. 0; pitch: approx. 0.

    I have the code for translating the player to stay on the squid's back, by the way.

    It looks to me like after the yaw rotation, asking it to rotate around (1, 0, 0) makes it rotate around (1, 1, 0) or (1, -1, 0) instead. So while I wait for your reply I will try asking it to rotate around these vectors instead.

    Posted in: Modification Development
  • 0

    posted a message on Rotating a rider in two directions
    Quote from LapisSea»

    Huh.... I am not sure what is wrong! Everything seems ok!



    Well at least I'm going about it the right way!

    Quote from LapisSea»

    Replace the -1 with 1 on line 11 and negate the angle.



    I needed to change it to 1 but leave the angle, because I negated some other rendering numbers and forgot to change that one.

    Quote from LapisSea»

    Instead of checking if player riding you can simply make a private boolean



    Thanks for this; entity stuff seems a bit calculation-intensive so every little helps!

    Quote from LapisSea»

    Other than that I my biggest suspect is that you may be rotating in wrong order



    Sadly, this just made things wrong in a different way. My next step is to rotate around the vector you get when you rotate around (0.0, 1.0, 0.0) - not sure if it's possible (or makes sense) though.


    Quote from LapisSea»

    Also in this kind of graphical debugging screenshots/unlisted youtube videos/gifs (or any way for us to see what is going on) are extremely useful.



    Yeah, a video or gif would be useful but my laptop has trouble doing screencaps so I just try to explain :/

    Posted in: Modification Development
  • 0

    posted a message on Rotating a rider in two directions
    Quote from LapisSea»

    it seems as though you are not pushing&popping (save&load) the transformation matrix. (in future you can post your code with pastebin or github so we don't have to guess)


    Sorry about not posting the code; I just assumed my whole method was wrong. Here's the rider code: http://pastebin.com/42CqhPUu (the -1.0 on line 11 should be a 1.0).
    Quote from TechMage66»

    I would also suggest using GlStateManager.pushAttrib() / GlStateManager.popAttrib() to save and load the settings for OpenGL. This is only necessary if you change settings like the color, alpha, lighting and so on ...


    Thank you for the tip; I will keep that in mind.
    Posted in: Modification Development
  • 0

    posted a message on Rotating a rider in two directions

    Hi,

    I'm trying to make a custom mob that can change its pitch and yaw, and I want players who ride it to stay on its back by rotating with it.

    I can use GlStateManager#rotate in rotateCorpse to rotate the mob; first around the y axis, then around the x axis.

    However when I try to use GlStateManager#rotate with the same angles when handling RenderPlayerEvent.Pre, not only do

    I have to divide the angles by two to fit the mob, but when I try two directions at the same time, it rotates off the mob.


    I'm quite new to OpenGL and rusty with matrices, but I think I've gathered the current matrices just before I start my transformations. The matrices differed in the middle two values of row 4: does this cause the problem, and if so what can I do about it? Or is there something else I'm missing?


    Thanks for reading.


    Edit: Removed an extra transformation and got better results

    Posted in: Modification Development
  • 0

    posted a message on Floocraft - Teleport like Harry Potter (Last update 31/8/17. Supports Albedo! Latest version 1.8)

    Wow, that's terrible! I can't upload a fix for about a week, but I can at least start looking into it. And yes a crash log would be extremely helpful.

    Posted in: Minecraft Mods
  • 0

    posted a message on Easily rotate whole body of player

    You're right. I was worried you wouldn't be able to do that, but it turns out you can register the mount with the event bus, and do this. Thank you!

    @SubscribeEvent
    public void addRotation(RenderPlayerEvent.Pre event)
    {
        GlStateManager.pushMatrix();
        //Set rotations
    }
    
    @SubscribeEvent
    public void cancelRotation(RenderPlayerEvent.Post event)
    {
        GlStateManager.popMatrix();
    }
    Posted in: Modification Development
  • To post a comment, please or register a new account.