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[1.2.3] Hack Slash Mine (Open-sourcing the mod! Working on a fantabulous new project!)

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#1401

InfinateX
    InfinateX

    Lapis Lazuli Collector

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  • Location: Windsor, Ontario, Canada
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Posted 10 June 2012 - 09:21 PM

You should add a way to make custom enemies spawn, as well as removing certain enemies. I'm thinking you just take a model already in the game (or add a new one) add a texture, and then add a name and stats.

That would be grea for anybody making a server.

View PostGateFox, on 02 July 2013 - 11:01 PM, said:

"Are there any young boys around here? Don't worry, I'm a policeman."

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#1402

beatbox
    beatbox

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Posted 10 June 2012 - 09:39 PM

View PostRevVo98, on 10 June 2012 - 05:19 PM, said:

Posted Image
Here are all the icons for my skills as well as some changes to the original ones! PM me for the original 16x16 icons
YOU DID THAT YOURSELF??? do they actually work, or are they icons you just made for future spells he'll add?
If Facebook, Myspace, and Twitter were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy this into your signature and hope it happens.Posted Image

#1403

DigiTaLSniPeR43

Posted 10 June 2012 - 09:58 PM

Can you put in toomanyitems

#1404

DigiTaLSniPeR43

Posted 10 June 2012 - 10:15 PM

Alright i'm prtty sure you can't install toomanyitems I've tried all of the traditional ways and it doesn't work. If there is a special way to do it for hack/mine please tell me

#1405

RevVo98
    RevVo98

    Zombie Killer

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  • Minecraft: RevVo98

Posted 10 June 2012 - 10:29 PM

Posted Image

Here are all the icons for my skills as well as some changes to the original ones! PM me for the original 16x16 icons

View Postbeatbox, on 10 June 2012 - 09:39 PM, said:

YOU DID THAT YOURSELF??? do they actually work, or are they icons you just made for future spells he'll add?
yes i did it myself! :D its only the icons for my suggested skills. Try looking for my LONG post on page 70 :D They will describe all the skills there. I would love it if Frizzil adapted my icons :X

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#1406

castlesRme
  • Location: Somewhere in Nevada

Posted 10 June 2012 - 10:31 PM

View PostDigiTaLSniPeR43, on 10 June 2012 - 10:15 PM, said:

Alright i'm prtty sure you can't install toomanyitems I've tried all of the traditional ways and it doesn't work. If there is a special way to do it for hack/mine please tell me

TMI doesn't work with this mod.
A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
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#1407

RevVo98
    RevVo98

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Posted 10 June 2012 - 10:36 PM

View PostDigiTaLSniPeR43, on 10 June 2012 - 10:15 PM, said:

Alright i'm prtty sure you can't install toomanyitems I've tried all of the traditional ways and it doesn't work. If there is a special way to do it for hack/mine please tell me
I did it before :D just install Hack/Mine, then get the 1.2.3 version of TMI and just install that after Hack/Mine. It should work :D But make sure its the 1.2.3 TMI. That could be ur problem. :3 Glad if I helped. ^_^

View PostcastlesRme, on 10 June 2012 - 10:31 PM, said:

TMI doesn't work with this mod.
yes it does!!

View PostEnderBlue, on 09 June 2012 - 06:54 PM, said:

my Hack/Mine wont update to V0.6.0 its still in 0.5.3 D:
get a new minecraft.jar (1.2.3) file and download the V0.6.0 H/M and repeat the process of draggin all the files in the client and textures folder into the minecraft.jar file. Also delete the META-INF. That could be your problem. :3

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#1408

Mewknight
  • Location: Australia
  • Minecraft: mewknight101

Posted 11 June 2012 - 01:19 AM

View PostRevVo98, on 10 June 2012 - 05:19 PM, said:

Posted Image
Here are all the icons for my skills as well as some changes to the original ones! PM me for the original 16x16 icons
I think this is amazing good job
Posted Image
Posted Image

#1409

Sgt_Church

Posted 11 June 2012 - 02:58 AM

Can we get an update on when the recommended build for .6.0 is going to come out, and an update on what bugs are fixed or not on the wiki?

#1410

RevVo98
    RevVo98

    Zombie Killer

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Posted 11 June 2012 - 07:38 AM

Posted ImageRevVo98, on 10 June 2012 - 07:19 PM, said:


Posted Image

Here are all the icons for my skills as well as some changes to the original ones! PM me for the original 16x16 icons

View Postmewknight, on 11 June 2012 - 01:19 AM, said:

I think this is amazing good job
Thanks :3 Let Frizzil see this!! xD

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#1411

bigcbarker

Posted 11 June 2012 - 06:11 PM

I went to a village to buy something, and i assumed u could sell junk by giving them it, but it took away money, plz fix, i love this mod.
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#1412

Sgt_Church

Posted 11 June 2012 - 07:12 PM

View Postbigcbarker, on 11 June 2012 - 06:11 PM, said:

I went to a village to buy something, and i assumed u could sell junk by giving them it, but it took away money, plz fix, i love this mod.

What item did you sell, because to my knowledge when you give them "junk items" (aka flowers, gravel cobble, ect) they just give you nothing. Without the proper information, there will be no fix for your problem..

#1413

KierFX
    KierFX

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Posted 11 June 2012 - 07:16 PM

This is a very, very well done mod, well done! btw, i came here from inthelittlewood
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#1414

castlesRme
  • Location: Somewhere in Nevada

Posted 12 June 2012 - 05:45 AM

IGNORE THIS POST,
A mad god can still have a heart, it's just wrapped in an enigma inside a mystery coated in riddles, all guarded with lasers.
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#1415

Greasysweet
  • Location: Hyrule
  • Minecraft: Greasysweet

Posted 12 June 2012 - 02:09 PM

I found a bug in village trading. You know how you can take items in your inventory and right click to only move one item, not the entire stack? Well, if you do this to something a villager owns, you get the item for free.

Awesome mod, can't wait untill more features
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#1416

Sgt_Church

Posted 12 June 2012 - 05:17 PM

View PostGreasysweet, on 12 June 2012 - 02:09 PM, said:

I found a bug in village trading. You know how you can take items in your inventory and right click to only move one item, not the entire stack? Well, if you do this to something a villager owns, you get the item for free.
Already on the hackslashmine wiki bug page.

#1417

RevVo98
    RevVo98

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Posted 12 June 2012 - 05:29 PM

Frizzil where are you?! >.< we miss you!!

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#1418

Frizzil
    Frizzil

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Posted 13 June 2012 - 07:38 AM

Sorry peoplez, been moving into my new apartment the last few days, as well as adjusting to my new research-y job.  The best ETA I can give is "quite soon"-- the patch is nigh completion, but the RL seems to be flying at me lately :(  Here's a progress update on what I've already done and what I'm planning cometh the recommended build:
  • Dimensions are fixed as best as I can tell! (ya never know, man)
  • Phase Creepers are lookin' good!  I may tuck them away until another patch if I can't make 'em juuuuust right
  • Spells involving block physics!  For example, a war stomp that pulses outward, knocking all blocks in it's path upward.  It's already working really well (and some spells will be in the patch!), the time sink is that...
  • It's required expanding the spell system to a much more powerful action/effect system!  It'll allow buffs/debuffs and fix all the poison problems, as well as enabling rare spawns/bosses/mages/etc to have randomized spells of their own! (Not that it'll all happen at once :))  Imagine the horror of getting Leashed repetitively by a rare spawn Orc Archer, or getting roflstomped by fissures of physic-y blocks propelled from a Minotaur!  Oh just you wait...
  • MOAR BUG FEEXES

View PostZerg1984, on 08 June 2012 - 08:30 PM, said:

Checked all the posts and i didn't find one that specifically addresses this, but anyways is there any sort of file or chart at all that i can use to see data values or names? Just curious because I use MC edit to build my hack/mine server and its very hard to do the dungeon bricks without values. Although, anyone who wants to use MC edit, it works great with this mod. the blocks are still edit-able and whatnot but they just show up pink. Thanks in advance.

also, the poison debuff does work in multiplayer BUT your health bar will not turn green. Bug?

Currently there isn't a way to customize the features in Hack/Mine, although I could spend a day or two and knock it out if I wanted to (the systems thus far have been designed for it).  Thing is, I don't imagine it being good policy to let everyone extensively customize the game this early on, so I'm waiting until I feel both the community and game are ready.  It has a lot to do with SMP considerations that haven't come to light yet, such as the possibility of persistent characters that can travel between different servers-- mostly, I'll have to allow customization and prevent cheating, which is easy enough conceptually, just time consuming to implement.

However, total customization is going to happen, it's just not a current issue.  Small nuggets of customization are already on their way, though... mostly, things I'm planning on crowd-sourcing because the community can do a better job than I ever could ;)

MCEdit works?  I've used it a long time ago, but I'm not entirely familiar with it.  The block index limit in H/M was extended from 256 to 4096, which pushed all item IDs up by 3840 (though the /give command hides this from you).  So if MCEdit lets you input raw values, I suppose you could get it working, if not at least glitchily placing pink blocks you know will appear correctly in Hack/Mine.  Perhaps MCEdit could be configured to work with H/M through external files?  If not, maybe it's open source or legally decompile-able and someone could make a few little adjustments to it?

The SMP poison color bug is an oldie that I've let slide for technical reasons, will be fixed with the buff/debuff system ;)

View PostInfinateX, on 10 June 2012 - 09:21 PM, said:

You should add a way to make custom enemies spawn, as well as removing certain enemies. I'm thinking you just take a model already in the game (or add a new one) add a texture, and then add a name and stats.

That would be grea for anybody making a server.

The problem is having clients know about added mobs on the server side-- I might can get something Spout-y going in the future, but as stated above, it ain't a good policy decision atm (though customization is planned for later)  

View PostRevVo98, on 10 June 2012 - 10:29 PM, said:

Posted Image

Here are all the icons for my skills as well as some changes to the original ones! PM me for the original 16x16 icons

yes i did it myself! Posted Image its only the icons for my suggested skills. Try looking for my LONG post on page 70 Posted Image They will describe all the skills there. I would love it if Frizzil adapted my icons :X

0_0  Those are some very nice icons you have there... I would be thrilled to use them!  Uh, and I still haven't had time to read through all those spells XD  In all likelihood, I'll loosely adapt both the icons and any ideas for spells that were purtikularly interwrestang.  Thanks!  Those icons are frickin' amazing...

View PostcastlesRme, on 10 June 2012 - 10:31 PM, said:

TMI doesn't work with this mod.

I think it did previously, though I never personally confirmed it.  The block limit shifting to 4096 probably bwoke it.

View PostSgt_Church, on 11 June 2012 - 02:58 AM, said:

Can we get an update on when the recommended build for .6.0 is going to come out, and an update on what bugs are fixed or not on the wiki?

See above ;)  I just fixed the crazy dimension bugs as best as I can tell (general Area flickering on dimension change, extreme lag in the Void, and entities appearing in both the Void and Surface dimensions at once), and pretty soon I plan on sitting down and knocking out any outstanding bugs on both the Technic forums and the wiki (though the Technic forums are much easier for me to keep up with!)  Unfortunately, the poison bugs probably aren't gonna be fixed with the build, but I'll still take a look and see if I can't hack something together.  I'm aware of how terribly annoying/broken it is, just gotta get the buff/debuff system rolled out (again, see aberrve)  I'd rather do that then push out ugly, failure-prone code that's likely to get removed anyhow.  The temporary solution is to be good about banning offenders :/  Sorry!



Well everyone, the build will be out "quite soon," so hang tight!  You were already hanging tight?  Then hang more tightlier.  Sorry for the delay!  But we're a step better than "soon" and a step before "incredibly super nine-eleven-jokes too soon," which means we're relatively soon and, um, teeteringly offensive.  So you be the little soon and I'll be the big soon and we'll call it even.
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#1419

Mr_Ghast02
  • Location: Constantinople
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Posted 13 June 2012 - 07:52 AM

looks epic

#1420

sbandicoot
  • Location: Stuck in a hole in adventure mode
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Posted 13 June 2012 - 11:07 AM

are you going to add a stealth class?
:3
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Based on a awesome mod.