Okay, I'm pretty sure most normal people's vacations would be over by now.
He could at least quickly post here and say "Sorry, I'm busy" or "Be back next week!" or "I have stopped working on this. Screw you guys." or "I have contracted a fatal disease when I went to South America for my winter vacation. I should be in the hospital right now, but they allowed me one last wish. I chose to be able to get on this computer, and tell you guys... before......." [ the text abruptly ends ]
Look, some one has to take up the job of updating this mod... Like just_dont_do_it did with
Drakona's Marble Mod.
So, will some awsome person take up this job and give all of us Tall-grass thirsty people able the actually have tall grass??
Absolutely love this mod and it makes my worlds look awesome... except one place: cities.
It is impossible to make a front yard with grass now, as the wild grass makes everything look abandoned.
So my suggestion is to implant a way to somehow restrict grass growth in some areas, so we may make prober lawns. The hoe already cuts the grass. Could it be made so that wild grass that's been cut down by a hoe doesn't grow back?
Quote from Seiseki »
Or just make it work like regular grass, so wild grass won't grow on grass blocks unless it's connected to a block with wild grass on it.
I agree with both of the above. One of the most fantastic mods, without question, and to others we shouldn't be pressuring Mr Hopkins too much, none of us know the circumstances of his abscence...good or ill!
Some thoughts:
Somehow the grass needs to have a cycle of growth and death if possible. This would make the landscape an ever changing thing of beauty rather than the phase I find myself in in my world, where the grass has reached it's peak and does not change unless forced by cutting. How possible would it be to modify the biome colour of grass over time to suggest some kind of seasonal influence? Again, this would add to the rich dynamic nature of the landscape and would make for some nice surprises.
Also, rather than flattening when mobs or peeps pass over, as had been suggested earlier in the thread, perhaps a system where the grass drops a growth level when anything passses over, might make the landscape an interesting place to trek through. This would mean well worn paths would look as they should...'well worn', giving some clue as to the passage of mobs. etc. 'Tracking' anyone? However, I imagine this might be difficult to code. I do agree though that, at the very least, some control over areas we wish to look manicured would be nice.
I imagine EJ is probably working on all sorts of refinements at this very moment and is using the holiday season for clarity of thought. Remember he was wanting to introduce water plants, etc. and all this takes time.
Also, rather than flattening when mobs or peeps pass over, as had been suggested earlier in the thread, perhaps a system where the grass drops a growth level when anything passses over, might make the landscape an interesting place to trek through. This would mean well worn paths would look as they should...'well worn', giving some clue as to the passage of mobs. etc. 'Tracking' anyone? However, I imagine this might be difficult to code. I do agree though that, at the very least, some control over areas we wish to look manicured would be nice.
Now, THIS would be fantastic! Like a little deer path in the woods, some of the grass trampled down by a passing cow :biggrin.gif:
Im not sure how the detection of mobs interacting with blocks goes, so that might be much harder then it sounds.
If I can get my homework done, I might work on decompiling this and trying to update it....
just wanted to leave a little heads up on what is going on. I'm not dead, lol, I have just been really busy with the holidays. I have been working on getting the mod working with beta but am having trouble without the MCP.
I'm not having trouble understanding the obfuscated code, but with compilling one of the classes. For some reason, even without editing, the class that handels block rendering (bm.java) will not compile without errors. I appologize to everone who has fallen in love with the grass and waited patiently for an update. I do plan on continuing development and I appreciate all the input and support. :-)
btw.. Do you have an idea whether the graphical mods (like bl/bt, side grass and yours) could somehow be integrated into a modloader so folks wouldn't need to release multiple mods for each compatibility? I'm not sure what that might look like...
anyway, happy NY. Wishing you good skill in your new endeavors.
just wanted to leave a little heads up on what is going on. I'm not dead, lol, I have just been really busy with the holidays. I have been working on getting the mod working with beta but am having trouble without the MCP.
I'm not having trouble understanding the obfuscated code, but with compilling one of the classes. For some reason, even without editing, the class that handels block rendering (bm.java) will not compile without errors. I appologize to everone who has fallen in love with the grass and waited patiently for an update. I do plan on continuing development and I appreciate all the input and support. :-)
I was keeping quiet since before the new year hehe. Now that the mod author has spoken I can say "I am excited to see this make beta, glad you are well."
I have yet to try this mod, but I noticed other mods I use supported it and I discovered it just as beta hit lol. Looking forward to the release. =)
I'm not having trouble understanding the obfuscated code, but with compilling one of the classes. For some reason, even without editing, the class that handels block rendering (bm.java) will not compile without errors. I appologize to everone who has fallen in love with the grass and waited patiently for an update. I do plan on continuing development and I appreciate all the input and support. :-)
Hope you dont mind me trying to fix your code, but seeing as your obviously working on it, I could stop now I suppose.
I have been having the same problem though, everything is fine except that the method, in my case is:
f6 = og.d(dd, int, int, int)
seems to be calling the wrong method in og.java?
I'm sure you can figure it out faster than I can, anyway. Good luck, glad to see this is still in progress!
seems to be calling the wrong method in og.java?
I'm sure you can figure it out faster than I can, anyway. Good luck, glad to see this is still in progress!
I am not in a place to check the code, but I think the class was "bm.java" and the compiler would return an error that it could not find any differences between two of the "b" methods, based on their parameters. The file would not even compile when there were no changes made. Decompiling then immediately recompiling would still return errors. Because of this, I sort of stopped trying to rewrite my old code in obfuscated beta code until the MCP was released with beta compatibility since I would not have to trouble with translating the code. Even if I did translate it all, I knew I would not be able to recompile the class I needed, since it was returning errors even in unaltered form.
If someone has an explanation for this or a workaround, I would greatly appreciate your knowledge. (and so would wild grass fans) Until then, I will have to wait until MCP release a beta version to update.
Wow, yes you are correct. I had another problem before I reached that one entirely.
I tried to take the MCP decompile of Alpha 1.2.6 and compare it to the current one (they look pretty much the same really) to try and cast the method parameters correctly to be sure it was using the correct functions, which appeared to work, but it now hits an infinite loop and stack-overflows when trying loading a world.
I talked to _303 yesterday in the MCP IRC and apparently the 'bm' class is being very difficult for everyone at the moment. I tried a few different decompilers with various options and still got the same problems.
The reason I see is that when it was decompiled it is no longer obvious to the java compiler which parameters are ints and which are doubles now. "The method b(og, int, double, double, double) is ambiguous for the type bm" error says to me that its impossible to tell which b() that we want to use. Either something changed that I cant see, or just go through every call to b() from Alpha 1.2.6 and compare to this one and be sure its calling the correct functions. (Which would be a horrible job)
Back to school for me so I cant play with it any more. Tempted to revert to 1.2.6 so I can still use this, its so pretty! :biggrin.gif:
Thank you for your work on this mod. I eagerly await the next update.
I just got this set up (along with BiomeTerrain Mod and BetterLight/BetterGrass) using this tool to patch my beta game to 1.2.6. I would highly recommend it so that y'all can use this mod while we wait for the MCP update. Currently looking for a 1.2.6 compatible leaf decay mod, any recommendations?
Good luck with Beta and MCP; this mod really adds a lot to the look of the terrain. I can't give up all my new animals for it though. Warewoof, oooowwwwwwwwwww! When they shall stalk through the wild grass alongside baby spiders, that will be a day of fun.
Rollback Post to RevisionRollBack
Quote from will_holmes »
Quote from anon »
Every time I come to these forums, I think more and more that I'm the only person who plays Minecraft normally.
Every time I come to these forums, I think more and more that there is no such thing as playing Minecraft normally.
Because.........you are fixing it, right? O_O. I-I-I-I don't know what.....I would do without it.
He could at least quickly post here and say "Sorry, I'm busy" or "Be back next week!" or "I have stopped working on this. Screw you guys." or "I have contracted a fatal disease when I went to South America for my winter vacation. I should be in the hospital right now, but they allowed me one last wish. I chose to be able to get on this computer, and tell you guys... before......." [ the text abruptly ends ]
Drakona's Marble Mod.
So, will some awsome person take up this job and give all of us Tall-grass thirsty people able the actually have tall grass??
I agree with both of the above. One of the most fantastic mods, without question, and to others we shouldn't be pressuring Mr Hopkins too much, none of us know the circumstances of his abscence...good or ill!
Some thoughts:
Somehow the grass needs to have a cycle of growth and death if possible. This would make the landscape an ever changing thing of beauty rather than the phase I find myself in in my world, where the grass has reached it's peak and does not change unless forced by cutting. How possible would it be to modify the biome colour of grass over time to suggest some kind of seasonal influence? Again, this would add to the rich dynamic nature of the landscape and would make for some nice surprises.
Also, rather than flattening when mobs or peeps pass over, as had been suggested earlier in the thread, perhaps a system where the grass drops a growth level when anything passses over, might make the landscape an interesting place to trek through. This would mean well worn paths would look as they should...'well worn', giving some clue as to the passage of mobs. etc. 'Tracking' anyone? However, I imagine this might be difficult to code. I do agree though that, at the very least, some control over areas we wish to look manicured would be nice.
I imagine EJ is probably working on all sorts of refinements at this very moment and is using the holiday season for clarity of thought. Remember he was wanting to introduce water plants, etc. and all this takes time.
Now, THIS would be fantastic! Like a little deer path in the woods, some of the grass trampled down by a passing cow :biggrin.gif:
Im not sure how the detection of mobs interacting with blocks goes, so that might be much harder then it sounds.
If I can get my homework done, I might work on decompiling this and trying to update it....
I'm not having trouble understanding the obfuscated code, but with compilling one of the classes. For some reason, even without editing, the class that handels block rendering (bm.java) will not compile without errors. I appologize to everone who has fallen in love with the grass and waited patiently for an update. I do plan on continuing development and I appreciate all the input and support. :-)
btw.. Do you have an idea whether the graphical mods (like bl/bt, side grass and yours) could somehow be integrated into a modloader so folks wouldn't need to release multiple mods for each compatibility? I'm not sure what that might look like...
anyway, happy NY. Wishing you good skill in your new endeavors.
EDIT: HA!! Check out my ranking. ;p
I think we are all more so glad you arn't dead =D
I have yet to try this mod, but I noticed other mods I use supported it and I discovered it just as beta hit lol. Looking forward to the release. =)
Hope you dont mind me trying to fix your code, but seeing as your obviously working on it, I could stop now I suppose.
I have been having the same problem though, everything is fine except that the method, in my case is:
seems to be calling the wrong method in og.java?
I'm sure you can figure it out faster than I can, anyway. Good luck, glad to see this is still in progress!
Edit: Changed wrong class name. Doh.
I am not in a place to check the code, but I think the class was "bm.java" and the compiler would return an error that it could not find any differences between two of the "b" methods, based on their parameters. The file would not even compile when there were no changes made. Decompiling then immediately recompiling would still return errors. Because of this, I sort of stopped trying to rewrite my old code in obfuscated beta code until the MCP was released with beta compatibility since I would not have to trouble with translating the code. Even if I did translate it all, I knew I would not be able to recompile the class I needed, since it was returning errors even in unaltered form.
If someone has an explanation for this or a workaround, I would greatly appreciate your knowledge. (and so would wild grass fans) Until then, I will have to wait until MCP release a beta version to update.
I tried to take the MCP decompile of Alpha 1.2.6 and compare it to the current one (they look pretty much the same really) to try and cast the method parameters correctly to be sure it was using the correct functions, which appeared to work, but it now hits an infinite loop and stack-overflows when trying loading a world.
I talked to _303 yesterday in the MCP IRC and apparently the 'bm' class is being very difficult for everyone at the moment. I tried a few different decompilers with various options and still got the same problems.
The two 'b' functions are:
The reason I see is that when it was decompiled it is no longer obvious to the java compiler which parameters are ints and which are doubles now. "The method b(og, int, double, double, double) is ambiguous for the type bm" error says to me that its impossible to tell which b() that we want to use. Either something changed that I cant see, or just go through every call to b() from Alpha 1.2.6 and compare to this one and be sure its calling the correct functions. (Which would be a horrible job)
Back to school for me so I cant play with it any more. Tempted to revert to 1.2.6 so I can still use this, its so pretty! :biggrin.gif:
You, "I... I have no idea."
I just got this set up (along with BiomeTerrain Mod and BetterLight/BetterGrass) using this tool to patch my beta game to 1.2.6. I would highly recommend it so that y'all can use this mod while we wait for the MCP update. Currently looking for a 1.2.6 compatible leaf decay mod, any recommendations?