Sorry, I was just spewin' content there. I'm kinda excited too, actually, haha. The names are basically whatever I can think of, with some input from my friends. Unfortunately, it's really difficult to avoid any name semblance with Diablo, because there are only so many words to describe various armor parts (pants are... poleyns?), and only so many adjectives that describe durability, for example (that aren't needed elsewhere), but it seems to be working out quite awesomely.
Very cool! Dire chicken xDD
Is the wand still overpowered, like in the video? Maybe you should have it take up materials to shoot a fireball? Like... a piece of flint, iron, and redstone? Idk, still an awesome mod *-*
This looks amazing, maybe even awesome (Using the litterary term that is "To bring awe"). I remember you saying stuff about how the Wand might need to be taken out, since it would be to OP for the "Ranger" Class, so I thought about it for a while (Since I was gonna create a similar mod, but then found out how hard it would be and then found this) So, why not create some sort of "Old Fashioned Gun", like a Musket or something similar, Hit's harder, but of course needs ammo.
Again, I've always wanted to create something similar to this, but as I've started to mod minecraft, I've found it a lot more confusing just trying to get the textures to work and also not knowing a lot about Java while modding minecraft, you learn a lot of new things. So I'm one of the "Few" that actually know how hard it is to mod (I know how to mod, I just don't know how to insert textures with modloader).
Do you think you could add some simple weapons to this mod in the future?
Not sure what you mean by simple. I've already added weapon types, including the mace and wand. I've also repurposed the axe into a weapon, hehe. Basic blocking functionality exists for all melee weapons (like the sword), though I'm still thinking about how best to treat this existing feature with shields, dual wielding, and the like, if I wind up adding them. That'll depend mostly on if they're easy enough features to use when mushed together with the spell casting system, haha.
Is the wand still overpowered, like in the video? Maybe you should have it take up materials to shoot a fireball? Like... a piece of flint, iron, and redstone? Idk, still an awesome mod *-*
I've thought about it, but I'm not sure how that would work with the fast-pacing I'm aiming for. Perhaps just have redstone automatically convert to mana on a spellcast when you're out (one redstone per cast would be too demanding.) If there's no way to use reagents for all spells and keep it fast paced, though, I'd just stick with traditional auto-replenishing mana. I definitely want some less frequently used spells to require mats, though (like a feather for slow-fall.) I'm even considering D&D style daily spells... perhaps once per rest? I like the idea of reagents in general because it's very Minecraft-y, an attribute I'd like to preserve if possible.
Hey Frizzil, now that 1.2 is here, what kind of changes or integration do you see between your mod and golems, village AI, etc?
With the Jungle as a new biome, I've had musings of tree-top dungeons, consisted of small huts and rickety bridges crossing from tree to tree, among other things In terms of village AI, I'll need to take a look at it and see what all they've done. I like the children, hopefully they designed it so that I could easily expand it to any races I want to add. I might include Naga as an initially hostile race (rather than a plain mob), fishy coastline villages and everything, haha. I'm not sure how I feel about the golem... he certainly looks funky, though. Perhaps the Squidwards will rely on the golem, while the less-ridiculous-looking races will simply have guards, or possibly individual variations on defense. Basically, I need to explore 1.2 a bit more to give you a more solid answer, haha.
This looks amazing, maybe even awesome (Using the litterary term that is "To bring awe"). I remember you saying stuff about how the Wand might need to be taken out, since it would be to OP for the "Ranger" Class, so I thought about it for a while (Since I was gonna create a similar mod, but then found out how hard it would be and then found this) So, why not create some sort of "Old Fashioned Gun", like a Musket or something similar, Hit's harder, but of course needs ammo.
Again, I've always wanted to create something similar to this, but as I've started to mod minecraft, I've found it a lot more confusing just trying to get the textures to work and also not knowing a lot about Java while modding minecraft, you learn a lot of new things. So I'm one of the "Few" that actually know how hard it is to mod (I know how to mod, I just don't know how to insert textures with modloader).
Haha, thanks. Having a gun would take away from ranger-iness I was going for, but actually, since I made that video, Mojang increased the velocity of arrows fired from the bow, making it much more comparable to the wand. Generally, I'm hesitant to change little things that may not be immediately obvious to the player (in order to prevent confusion or dissolution Minecraft's general feel and game mechanics). However, Mojang just solved the dilemma for me, haha. If the wand is still too supah imba, I'll probably add random arcing to its projectiles, so the further out it goes the less likely it is to hit anything.
ModLoader is an API that I'm unfamiliar with, so I can't help you much there-- for Hack/Mine, I'm editing Minecraft's source directly through MCP. Before even bothering with Minecraft or ModLoader (or any library/API in Java) though, you really ought to follow along with some beginning Java tutorials and get down the basics. I wouldn't try modding until you've done that, otherwise you'll learn programming the wrong way, and it'll be hard to un-learn it once that knowledge comes into question (Computer Science has a strong tendency to build on previously learned concepts, so getting any of them wrong will result in hardships as you progress.) Also, things will just be crazy difficult, and you'll save yourself a ton of time if you just go ahead and hit the books (or tutorials, Wikipedia, and www.stackoverflow.com, in this case.)
Particularly, if you seriously want to mod (or program at all), keep learning until you master how to use basic data types, arrays, the various statements (if/else, while, do while, switch, for, try/catch/finally, etc), and the concepts of classes, public/protected/private fields and methods, static fields/methods, and inheritance ("extends" and "implements" in Java), and the "abstract" modifier. Then I'd try implementing some basic sort algorithms (selection, bubble, merge, and quick, in that order), then move on to data structures (circular arrays, linked lists, dynamic arrays, stacks, queues, then a heap, in that order.) The last of the sort algorithms and all of the data structures will be difficult, but you'll benefit so much from doing it, believe me. It'll take you a while once you start on them (probably over a week), but progress up to that point should be pretty quick. If you're feeling masochistic after all that, attempt the dreaded Fibonacci heap, haha. That's one badass data structure if ever there was one.
Knowing what you're capable of as a modder/programmer before you mod will expand your creative palette tremendously, and you'll have options you had no idea you could take. It'll be easy as pie after that
Also, I would love to start a series with 3 of my friends on this. I have 550 Subs, and I would do a lets play on a server, advertising your mod. Please get back to me. Better to message me on youtube at www.youtube.com/monkeyace12345
hey man, what do you think of adding new textures to set pieces?
and for rare and magical itens, you could make them glow
( in a different way the enchanted weapons glow)
that would give a new experience when finding the magical weapons
and making them more awesome.
i don't know if that is possible, but that'd be epic.
anyway i think thats the best rpg mod i've seen, and i haven't even tested it yet,
keep up the good work bro!
Haha, thanks. Having a gun would take away from ranger-iness I was going for, but actually, since I made that video, Mojang increased the velocity of arrows fired from the bow, making it much more comparable to the wand. Generally, I'm hesitant to change little things that may not be immediately obvious to the player (in order to prevent confusion or dissolution Minecraft's general feel and game mechanics). However, Mojang just solved the dilemma for me, haha. If the wand is still too supah imba, I'll probably add random arcing to its projectiles, so the further out it goes the less likely it is to hit anything.
Thanks for the reply, and how does guns (a ranged weapon) take away from the ranger-i-ness feel? It's a ranged weapon, just simpler, but I understand for the rest of the stuff
ModLoader is an API that I'm unfamiliar with, so I can't help you much there-- for Hack/Mine, I'm editing Minecraft's source directly through MCP. Before even bothering with Minecraft or ModLoader (or any library/API in Java) though, you really ought to follow along with some beginning Java tutorials and get down the basics. I wouldn't try modding until you've done that, otherwise you'll learn programming the wrong way, and it'll be hard to un-learn it once that knowledge comes into question (Computer Science has a strong tendency to build on previously learned concepts, so getting any of them wrong will result in hardships as you progress.) Also, things will just be crazy difficult, and you'll save yourself a ton of time if you just go ahead and hit the books (or tutorials, Wikipedia, and www.stackoverflow.com, in this case.)
Particularly, if you seriously want to mod (or program at all), keep learning until you master how to use basic data types, arrays, the various statements (if/else, while, do while, switch, for, try/catch/finally, etc), and the concepts of classes, public/protected/private fields and methods, static fields/methods, and inheritance ("extends" and "implements" in Java), and the "abstract" modifier. Then I'd try implementing some basic sort algorithms (selection, bubble, merge, and quick, in that order), then move on to data structures (circular arrays, linked lists, dynamic arrays, stacks, queues, then a heap, in that order.) The last of the sort algorithms and all of the data structures will be difficult, but you'll benefit so much from doing it, believe me. It'll take you a while once you start on them (probably over a week), but progress up to that point should be pretty quick. If you're feeling masochistic after all that, attempt the dreaded Fibonacci heap, haha. That's one badass data structure if ever there was one.
Knowing what you're capable of as a modder/programmer before you mod will expand your creative palette tremendously, and you'll have options you had no idea you could take. It'll be easy as pie after that
And you are the person who has finally made me decide to work on my java knowledge through online tutorials (Since I'm a bit short on cash...I so need to get that job...), I've always been hesitant, but now It's a fact, I'll get them done sooner or later...but before that, I have a lot of youtube channels to catch up on
Funny thing, I think modding Minecraft (just seeing all these methods and etc.) has helped me understand how they work in a way or two.
Thanks for the reply, and how does guns (a ranged weapon) take away from the ranger-i-ness feel? It's a ranged weapon, just simpler, but I understand for the rest of the stuff
Well, it's not so naturey-- it's more of aesthetic thing. I guess when I think of "ranger," I think of the standard D&D Elf who tames animals, climbs, speaks to, and occasionally lives in trees, and has a bow as weapon of choice. A gun is very modern and would probably give an industrial/poacher vibe, haha.
And you are the person who has finally made me decide to work on my java knowledge through online tutorials (Since I'm a bit short on cash...I so need to get that job...), I've always been hesitant, but now It's a fact, I'll get them done sooner or later...but before that, I have a lot of youtube channels to catch up on
Funny thing, I think modding Minecraft (just seeing all these methods and etc.) has helped me understand how they work in a way or two.
Awesome, glad I talked you into it Programming is an excellent career choice right now, arguably the best one out there. Even a self-trained programmer can make a fortune as entrepeneurs (e.g. my boss who makes 200k). Of course like any job, if you're no good, you'll make pocket change, haha.
The most important thing for you to master (around the time you're done learning about arrays) are pointers. All class instances in Java exist on the heap, but are "pointed" to by variables on the stack called pointers. All primitives, like pointers, simply on the stack. So a "pointer" is a variable on the stack, like a primitive, that contains the memory address of a class instance (the "pointee") on the heap. You can Google for basic information on what the stack and heap are, though I would just try to understand the jist of those two concepts, nothing in depth. Knowledge of pointers, however, is absolutely crucial to programming, and is where a lot of entry level programmers get muffed up. I think it would be easier to conceptualize in a language like C++, but it's possible to learn in Java too. So...
MyClass var = new MyClass();
//"var" is a pointer on the stack, "MyClass" is the class we want the pointer to "point" at, and "new MyClass()" allocates an *instance* of MyClass on the heap and returns the memory address, which is then assigned into var.
Keep reading, Googling, and learning until all of that makes complete sense. You'll need to understand this particularly before attempting Linked Lists or implementing a heap (not to be confused with the heap, nor should a stack be confused with the stack.) It'll all make sense, no worries. Good luck!
hey man, what do you think of adding new textures to set pieces?
and for rare and magical itens, you could make them glow
( in a different way the enchanted weapons glow)
that would give a new experience when finding the magical weapons
and making them more awesome.
i don't know if that is possible, but that'd be epic.
anyway i think thats the best rpg mod i've seen, and i haven't even tested it yet,
keep up the good work bro!
Hey there, I'm already adding new textures for uniques, but the thing is I don't have a system at all for set pieces yet. A set system is pretty trivial to add to what I've already got, though, and I'm planning on doing it at some point. When I add that system, they too will be able to have special textures, hehe.
As for glowing and similar effects on items, there are some annoying concerns to deal with, mainly involving the discrepancy between your 3rd person and 1st person weapon angles. In 1st person, your weapon is always directly where you're head is looking-- in 3rd person, it's directly where your body is looking. A glow animation presents no problems with this (since you just render it with the weapon), but adding particles does since the particle system, unlike weapon rendering, can't distinguish between 1st and 3rd person. So I'll probably need to write my own weapon-special-effects system, that'll be all kinds of legit, haha. However, it's not so high priority at the moment, so it'll be done later.
Well, it's not so naturey-- it's more of aesthetic thing. I guess when I think of "ranger," I think of the standard D&D Elf who tames animals, climbs, speaks to, and occasionally lives in trees, and has a bow as weapon of choice. A gun is very modern and would probably give an industrial/poacher vibe, haha.
Well, when I was thinking gun I was thinking for something as advanced as the musket, or the first rifle, but you can go so far back as the Arabesque (I spelt it wrong, didn't I?) maybe all in pistol form, these are all primitive types of Firearms (A.K.A. Guns), but, yes it does give the vibe or a poacher
Awesome, glad I talked you into it Programming is an excellent career choice right now, arguably the best one out there. Even a self-trained programmer can make a fortune as entrepeneurs (e.g. my boss who makes 200k). Of course like any job, if you're no good, you'll make pocket change, haha.
Well, you didn't exactly talk me into programming, I've had my mind locked on being a programmer (more exactly a game designer/programmer {more exactly an Indie game designer/programmer}) as a career choice since I was a child, since I've played my first few video games. And then, to make it seem like I'm a smart person and to not worry my family, I add the arguments that they make a lot of money and etc.
So, you work as a programmer for a living, may I ask what you (and your boss) do?
The most important thing for you to master (around the time you're done learning about arrays) are pointers. All class instances in Java exist on the heap, but are "pointed" to by variables on the stack called pointers. All primitives, like pointers, simply on the stack. So a "pointer" is a variable on the stack, like a primitive, that contains the memory address of a class instance (the "pointee") on the heap. You can Google for basic information on what the stack and heap are, though I would just try to understand the jist of those two concepts, nothing in depth. Knowledge of pointers, however, is absolutely crucial to programming, and is where a lot of entry level programmers get muffed up. I think it would be easier to conceptualize in a language like C++, but it's possible to learn in Java too. So...
MyClass var = new MyClass();
//"var" is a pointer on the stack, "MyClass" is the class we want the pointer to "point" at, and "new MyClass()" allocates an *instance* of MyClass on the heap and returns the memory address, which is then assigned into var.
Keep reading, Googling, and learning until all of that makes complete sense. You'll need to understand this particularly before attempting Linked Lists or implementing a heap (not to be confused with the heap, nor should a stack be confused with the stack.) It'll all make sense, no worries. Good luck!
The Pointer, I've read a lot on it and the way they describe it, they make it seem intimidating, but as always, the more and more I read, the more and more it makes sense (sorta), I thought I read that they didn't have pointers in Java..or was it the fact that they didn't need them...or maybe it's just my brain.
Oh, also, where did you go to learn your programming knowledge?
---------------------------
Off Topic
Edit: You know that time, when you think you've finally decided what you are gonna "Specialize" in and then you search it up on google and it just messes up your decision. Yep, happened to me, read another essay about how Java will never be as fast as C++ for high end products and then C# has some port-ability issues (Which sucks if you want to port it)...but I guess Programmers aren't exactly supposed to specialize in one thing, but should try to expand their knowledge to better their career...Oh the Pros and Cons of Programming, oh the god damned cons of programming...Still gonna learn Java, really want to mod minecraft, lol
Well, when I was thinking gun I was thinking for something as advanced as the musket, or the first rifle, but you can go so far back as the Arabesque (I spelt it wrong, didn't I?) maybe all in pistol form, these are all primitive types of Firearms (A.K.A. Guns), but, yes it does give the vibe or a poacher
Yeah, it'll remain a possibility, you never know, haha.
This is a lot and really off-topic, but I wouldn't mind anyone interested in becoming a programmer reading this, so I'm sticking it all in a spoiler
Well, you didn't exactly talk me into programming, I've had my mind locked on being a programmer (more exactly a game designer/programmer {more exactly an Indie game designer/programmer}) as a career choice since I was a child, since I've played my first few video games. And then, to make it seem like I'm a smart person and to not worry my family, I add the arguments that they make a lot of money and etc.
You know what I meant, lol. Making games is a lot of fun, but they can also be very difficult to make, depending. The smarter you are, the more capable of game-making you'll be. As my cousin who is successful in the game industry puts it, the main problem is that there's a serious lack of talent (this is true of the entire programming industry, actually. Few people, even with programming degrees, are capable programmers). If you're very talented, you'll do swimmingly and make a fantastic income. Otherwise, it'll be absolute hell and completely unrewarding, relative to other parts of the software industry. If you wanna work somewhere, don't go gaming unless you are utterly confident of your creative, programming, and design abilities. The best strategy is to have a day job you like and do indie gaming on the side, and if it takes off, make it your day job.
So, you work as a programmer for a living, may I ask what you (and your boss) do?
Basically, my boss very recently started a company with his friend and they do whatever work they can get ahold of. The premise of their business is good design techniques (particularly BDD, or Behavior Driven Development) for extremely maintainable and programmer/businessman legible code, which is very rare in the industry. Like I said, he's already making a killing and has no formal education, but that has a lot to do with him being very, very smart and taking risks as an entrepreneur. I'm still an undergrad, but I do work when I have time, and get paid more nicely than any undergrad CS major I know of. We mostly do C# with .NET web based things, but I started out writing up an iPhone app for missionaries for example, which was in objective-C. However, there is an endless array of applications you could be working on as a programmer, which is one of the reasons I love my profession.
The Pointer, I've read a lot on it and the way they describe it, they make it seem intimidating, but as always, the more and more I read, the more and more it makes sense (sorta), I thought I read that they didn't have pointers in Java..or was it the fact that they didn't need them...or maybe it's just my brain.
Technically, Java doesn't have pointers-- it has "references." The distinction is frivolous and technical, meaning every jerkoff out there knows it and will correct you on it if you aren't aware of it, haha. Basically, a "pointer" in the traditional sense is nothing but a memory address, and can be treated exactly the same as any ol' integer. This is considered by many to be a bad language feature (most because it's unsafe), but that's your call. References on the other hand, are distinct from integers in that they contain not only a memory address, but "hidden" metadata, like the type of class it can point to, or the address of the current stack frame and a relative location of the memory it's pointing to, etc, and therefore cannot have just any mathematical operation applied to it, since it isn't just an integer. 90% of the time, the distinction only matters in that you can't use "pointer arithmetic" in languages that use references, like Java. For entry level programming, all you need to know are the two are practically the same. C, C++, objC, and many of the older languages have traditional pointers, whereas new languages like Java and C# have references.
Oh, also, where did you go to learn your programming knowledge?
I spent one semester at Harding University, a small private Christian school in Searcy, Arkansas, where I had a fantastic introductory course to C++. I wasn't really happy there for a number of reasons though, so I'm currently a Junior at the University of Alabama (roll tide), haha. I'm getting a good education, but it definitely has room for improvement. Private schools are currently a great choice if you're looking for quality of education, no matter the field. A lot of what I know comes from getting intimate with my textbooks, which is mostly due to my choice of honors classes, whereas my gaming and AI knowledge, among other things, comes solely from personal interest. Some of my CS professors are awesome and are adding a lot to my education, whereas others are testing on content they aren't teaching as well. My main problem is nobody's heard of UA's CS department, which will make getting into a good grad school a good bit harder. With any school, though, what you learn will be a matter of what you put in, and it's especially true of computer science. Employers have a hard time finding graduates that didn't fake their way through by copying others' code.
Edit: You know that time, when you think you've finally decided what you are gonna "Specialize" in and then you search it up on google and it just messes up your decision. Yep, happened to me, read another essay about how Java will never be as fast as C++ for high end products and then C# has some port-ability issues (Which sucks if you want to port it)...but I guess Programmers aren't exactly supposed to specialize in one thing, but should try to expand their knowledge to better their career...Oh the Pros and Cons of Programming, oh the god damned cons of programming...Still gonna learn Java, really want to mod minecraft, lol
Basically, you should start off coming to grips with a single language, and not worry about another until you've gotten the basics down solid. Then, in keeping with the way I was educated, learn about programming languages in general, both the history and mechanics-- this is best done by taking a course on it, but you could also buy a textbook on the subject. I am VERY intimate with my textbook, but that's unusual for the other folks at my school. On the hand, my learning curve for new languages is next to nothing, hehe, so I have to recommend it. It should take you no more than a few days to get accustomed to a new language once you're educated, so don't worry about it. You can, however, get well acquainted with the technologies that languages feature (APIs, libraries, etc), and that only comes with experience. It makes a difference in terms of how quickly you get work done in that language, but it doesn't necessarily make you a better overall programmer, which is what good employers are interested in. Technologies can be learned, good programming skills... well, they are much more difficult to learn, and distinguish the talented from the not-so-talented. Good code is a matter of heated debate, but there are some basics everyone can agree on.
Is the wand still overpowered, like in the video? Maybe you should have it take up materials to shoot a fireball? Like... a piece of flint, iron, and redstone? Idk, still an awesome mod *-*
Again, I've always wanted to create something similar to this, but as I've started to mod minecraft, I've found it a lot more confusing just trying to get the textures to work and also not knowing a lot about Java while modding minecraft, you learn a lot of new things. So I'm one of the "Few" that actually know how hard it is to mod (I know how to mod, I just don't know how to insert textures with modloader).
Yes it does! In fact, the emphasis of the game is on team work.
Not sure what you mean by simple. I've already added weapon types, including the mace and wand. I've also repurposed the axe into a weapon, hehe. Basic blocking functionality exists for all melee weapons (like the sword), though I'm still thinking about how best to treat this existing feature with shields, dual wielding, and the like, if I wind up adding them. That'll depend mostly on if they're easy enough features to use when mushed together with the spell casting system, haha.
I've thought about it, but I'm not sure how that would work with the fast-pacing I'm aiming for. Perhaps just have redstone automatically convert to mana on a spellcast when you're out (one redstone per cast would be too demanding.) If there's no way to use reagents for all spells and keep it fast paced, though, I'd just stick with traditional auto-replenishing mana. I definitely want some less frequently used spells to require mats, though (like a feather for slow-fall.) I'm even considering D&D style daily spells... perhaps once per rest? I like the idea of reagents in general because it's very Minecraft-y, an attribute I'd like to preserve if possible.
With the Jungle as a new biome, I've had musings of tree-top dungeons, consisted of small huts and rickety bridges crossing from tree to tree, among other things In terms of village AI, I'll need to take a look at it and see what all they've done. I like the children, hopefully they designed it so that I could easily expand it to any races I want to add. I might include Naga as an initially hostile race (rather than a plain mob), fishy coastline villages and everything, haha. I'm not sure how I feel about the golem... he certainly looks funky, though. Perhaps the Squidwards will rely on the golem, while the less-ridiculous-looking races will simply have guards, or possibly individual variations on defense. Basically, I need to explore 1.2 a bit more to give you a more solid answer, haha.
Haha, thanks. Having a gun would take away from ranger-iness I was going for, but actually, since I made that video, Mojang increased the velocity of arrows fired from the bow, making it much more comparable to the wand. Generally, I'm hesitant to change little things that may not be immediately obvious to the player (in order to prevent confusion or dissolution Minecraft's general feel and game mechanics). However, Mojang just solved the dilemma for me, haha. If the wand is still too supah imba, I'll probably add random arcing to its projectiles, so the further out it goes the less likely it is to hit anything.
ModLoader is an API that I'm unfamiliar with, so I can't help you much there-- for Hack/Mine, I'm editing Minecraft's source directly through MCP. Before even bothering with Minecraft or ModLoader (or any library/API in Java) though, you really ought to follow along with some beginning Java tutorials and get down the basics. I wouldn't try modding until you've done that, otherwise you'll learn programming the wrong way, and it'll be hard to un-learn it once that knowledge comes into question (Computer Science has a strong tendency to build on previously learned concepts, so getting any of them wrong will result in hardships as you progress.) Also, things will just be crazy difficult, and you'll save yourself a ton of time if you just go ahead and hit the books (or tutorials, Wikipedia, and www.stackoverflow.com, in this case.)
Particularly, if you seriously want to mod (or program at all), keep learning until you master how to use basic data types, arrays, the various statements (if/else, while, do while, switch, for, try/catch/finally, etc), and the concepts of classes, public/protected/private fields and methods, static fields/methods, and inheritance ("extends" and "implements" in Java), and the "abstract" modifier. Then I'd try implementing some basic sort algorithms (selection, bubble, merge, and quick, in that order), then move on to data structures (circular arrays, linked lists, dynamic arrays, stacks, queues, then a heap, in that order.) The last of the sort algorithms and all of the data structures will be difficult, but you'll benefit so much from doing it, believe me. It'll take you a while once you start on them (probably over a week), but progress up to that point should be pretty quick. If you're feeling masochistic after all that, attempt the dreaded Fibonacci heap, haha. That's one badass data structure if ever there was one.
Knowing what you're capable of as a modder/programmer before you mod will expand your creative palette tremendously, and you'll have options you had no idea you could take. It'll be easy as pie after that
and for rare and magical itens, you could make them glow
( in a different way the enchanted weapons glow)
that would give a new experience when finding the magical weapons
and making them more awesome.
i don't know if that is possible, but that'd be epic.
anyway i think thats the best rpg mod i've seen, and i haven't even tested it yet,
keep up the good work bro!
Thanks for the reply, and how does guns (a ranged weapon) take away from the ranger-i-ness feel? It's a ranged weapon, just simpler, but I understand for the rest of the stuff
--------------------------------------
Off Topic About Programming, Read if Interested
And you are the person who has finally made me decide to work on my java knowledge through online tutorials (Since I'm a bit short on cash...I so need to get that job...), I've always been hesitant, but now It's a fact, I'll get them done sooner or later...but before that, I have a lot of youtube channels to catch up on
Funny thing, I think modding Minecraft (just seeing all these methods and etc.) has helped me understand how they work in a way or two.
Well, it's not so naturey-- it's more of aesthetic thing. I guess when I think of "ranger," I think of the standard D&D Elf who tames animals, climbs, speaks to, and occasionally lives in trees, and has a bow as weapon of choice. A gun is very modern and would probably give an industrial/poacher vibe, haha.
Awesome, glad I talked you into it Programming is an excellent career choice right now, arguably the best one out there. Even a self-trained programmer can make a fortune as entrepeneurs (e.g. my boss who makes 200k). Of course like any job, if you're no good, you'll make pocket change, haha.
The most important thing for you to master (around the time you're done learning about arrays) are pointers. All class instances in Java exist on the heap, but are "pointed" to by variables on the stack called pointers. All primitives, like pointers, simply on the stack. So a "pointer" is a variable on the stack, like a primitive, that contains the memory address of a class instance (the "pointee") on the heap. You can Google for basic information on what the stack and heap are, though I would just try to understand the jist of those two concepts, nothing in depth. Knowledge of pointers, however, is absolutely crucial to programming, and is where a lot of entry level programmers get muffed up. I think it would be easier to conceptualize in a language like C++, but it's possible to learn in Java too. So...
Keep reading, Googling, and learning until all of that makes complete sense. You'll need to understand this particularly before attempting Linked Lists or implementing a heap (not to be confused with the heap, nor should a stack be confused with the stack.) It'll all make sense, no worries. Good luck!
Hey there, I'm already adding new textures for uniques, but the thing is I don't have a system at all for set pieces yet. A set system is pretty trivial to add to what I've already got, though, and I'm planning on doing it at some point. When I add that system, they too will be able to have special textures, hehe.
As for glowing and similar effects on items, there are some annoying concerns to deal with, mainly involving the discrepancy between your 3rd person and 1st person weapon angles. In 1st person, your weapon is always directly where you're head is looking-- in 3rd person, it's directly where your body is looking. A glow animation presents no problems with this (since you just render it with the weapon), but adding particles does since the particle system, unlike weapon rendering, can't distinguish between 1st and 3rd person. So I'll probably need to write my own weapon-special-effects system, that'll be all kinds of legit, haha. However, it's not so high priority at the moment, so it'll be done later.
And thanks! It'll be in alpha soon...
Well, when I was thinking gun I was thinking for something as advanced as the musket, or the first rifle, but you can go so far back as the Arabesque (I spelt it wrong, didn't I?) maybe all in pistol form, these are all primitive types of Firearms (A.K.A. Guns), but, yes it does give the vibe or a poacher
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Off Topic About Programming, Read if Interested
Well, you didn't exactly talk me into programming, I've had my mind locked on being a programmer (more exactly a game designer/programmer {more exactly an Indie game designer/programmer}) as a career choice since I was a child, since I've played my first few video games. And then, to make it seem like I'm a smart person and to not worry my family, I add the arguments that they make a lot of money and etc.
So, you work as a programmer for a living, may I ask what you (and your boss) do?
The Pointer, I've read a lot on it and the way they describe it, they make it seem intimidating, but as always, the more and more I read, the more and more it makes sense (sorta), I thought I read that they didn't have pointers in Java..or was it the fact that they didn't need them...or maybe it's just my brain.
Oh, also, where did you go to learn your programming knowledge?
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Off Topic
Edit: You know that time, when you think you've finally decided what you are gonna "Specialize" in and then you search it up on google and it just messes up your decision. Yep, happened to me, read another essay about how Java will never be as fast as C++ for high end products and then C# has some port-ability issues (Which sucks if you want to port it)...but I guess Programmers aren't exactly supposed to specialize in one thing, but should try to expand their knowledge to better their career...Oh the Pros and Cons of Programming, oh the god damned cons of programming...Still gonna learn Java, really want to mod minecraft, lol
Yeah, it'll remain a possibility, you never know, haha.
This is a lot and really off-topic, but I wouldn't mind anyone interested in becoming a programmer reading this, so I'm sticking it all in a spoiler
You know what I meant, lol. Making games is a lot of fun, but they can also be very difficult to make, depending. The smarter you are, the more capable of game-making you'll be. As my cousin who is successful in the game industry puts it, the main problem is that there's a serious lack of talent (this is true of the entire programming industry, actually. Few people, even with programming degrees, are capable programmers). If you're very talented, you'll do swimmingly and make a fantastic income. Otherwise, it'll be absolute hell and completely unrewarding, relative to other parts of the software industry. If you wanna work somewhere, don't go gaming unless you are utterly confident of your creative, programming, and design abilities. The best strategy is to have a day job you like and do indie gaming on the side, and if it takes off, make it your day job.
Basically, my boss very recently started a company with his friend and they do whatever work they can get ahold of. The premise of their business is good design techniques (particularly BDD, or Behavior Driven Development) for extremely maintainable and programmer/businessman legible code, which is very rare in the industry. Like I said, he's already making a killing and has no formal education, but that has a lot to do with him being very, very smart and taking risks as an entrepreneur. I'm still an undergrad, but I do work when I have time, and get paid more nicely than any undergrad CS major I know of. We mostly do C# with .NET web based things, but I started out writing up an iPhone app for missionaries for example, which was in objective-C. However, there is an endless array of applications you could be working on as a programmer, which is one of the reasons I love my profession.
Technically, Java doesn't have pointers-- it has "references." The distinction is frivolous and technical, meaning every jerkoff out there knows it and will correct you on it if you aren't aware of it, haha. Basically, a "pointer" in the traditional sense is nothing but a memory address, and can be treated exactly the same as any ol' integer. This is considered by many to be a bad language feature (most because it's unsafe), but that's your call. References on the other hand, are distinct from integers in that they contain not only a memory address, but "hidden" metadata, like the type of class it can point to, or the address of the current stack frame and a relative location of the memory it's pointing to, etc, and therefore cannot have just any mathematical operation applied to it, since it isn't just an integer. 90% of the time, the distinction only matters in that you can't use "pointer arithmetic" in languages that use references, like Java. For entry level programming, all you need to know are the two are practically the same. C, C++, objC, and many of the older languages have traditional pointers, whereas new languages like Java and C# have references.
I spent one semester at Harding University, a small private Christian school in Searcy, Arkansas, where I had a fantastic introductory course to C++. I wasn't really happy there for a number of reasons though, so I'm currently a Junior at the University of Alabama (roll tide), haha. I'm getting a good education, but it definitely has room for improvement. Private schools are currently a great choice if you're looking for quality of education, no matter the field. A lot of what I know comes from getting intimate with my textbooks, which is mostly due to my choice of honors classes, whereas my gaming and AI knowledge, among other things, comes solely from personal interest. Some of my CS professors are awesome and are adding a lot to my education, whereas others are testing on content they aren't teaching as well. My main problem is nobody's heard of UA's CS department, which will make getting into a good grad school a good bit harder. With any school, though, what you learn will be a matter of what you put in, and it's especially true of computer science. Employers have a hard time finding graduates that didn't fake their way through by copying others' code.
Basically, you should start off coming to grips with a single language, and not worry about another until you've gotten the basics down solid. Then, in keeping with the way I was educated, learn about programming languages in general, both the history and mechanics-- this is best done by taking a course on it, but you could also buy a textbook on the subject. I am VERY intimate with my textbook, but that's unusual for the other folks at my school. On the hand, my learning curve for new languages is next to nothing, hehe, so I have to recommend it. It should take you no more than a few days to get accustomed to a new language once you're educated, so don't worry about it. You can, however, get well acquainted with the technologies that languages feature (APIs, libraries, etc), and that only comes with experience. It makes a difference in terms of how quickly you get work done in that language, but it doesn't necessarily make you a better overall programmer, which is what good employers are interested in. Technologies can be learned, good programming skills... well, they are much more difficult to learn, and distinguish the talented from the not-so-talented. Good code is a matter of heated debate, but there are some basics everyone can agree on.