Eloraam, can I ask you a question? What I need to do to decompile, make changes and recompile one of base classes used by mods (uu.class, to be precise - I need it to make xray and MCE compatible, it's used by both)?
And if you don't want/don't have time to answer, point me to the direction where I should search.
Eloraam, can I ask you a question? What I need to do to decompile, make changes and recompile one of base classes used by mods (uu.class, to be precise - I need it to make xray and MCE compatible, it's used by both)?
And if you don't want/don't have time to answer, point me to the direction where I should search.
You need Minecraft coder's pack. You then follow the instructions in the readme for it. EVERY LAST STEP. Miss one, and it fails epically and will do nothing.
You'll have to inject the code for each of those mods into separate runs of MCP. Look at the files it produces - uu.class gets made something else. Look in config for the table that translates between 'obfuscated' class names and non.
This is really quite difficult tbh, and there are ins and outs. I usually am forced to fix decompiling bugs (minecraft.java never seems to decompile cleanly enough such that it can recompile without changes) before I can even get a recompile.
Eloraam, can I ask you a question? What I need to do to decompile, make changes and recompile one of base classes used by mods (uu.class, to be precise - I need it to make xray and MCE compatible, it's used by both)?
And if you don't want/don't have time to answer, point me to the direction where I should search.
You need Minecraft coder's pack. You then follow the instructions in the readme for it. EVERY LAST STEP. Miss one, and it fails epically and will do nothing.
You'll have to inject the code for each of those mods into separate runs of MCP. Look at the files it produces - uu.class gets made something else. Look in config for the table that translates between 'obfuscated' class names and non.
This is really quite difficult tbh, and there are ins and outs. I usually am forced to fix decompiling bugs (minecraft.java never seems to decompile cleanly enough such that it can recompile without changes) before I can even get a recompile.
Bricked and Eloraam, if you get a RedPower server up and running, let me know. I'd be glad to help out as well. Java and OOP are no foreign concepts to me, and I've been diving into how the core files work as much as possible lately. Plus it would be an honor to get together and learn what I can from Eloraam about Minecraft's core functionality.
Bricked and Eloraam, if you get a RedPower server up and running, let me know. I'd be glad to help out as well. Java and OOP are no foreign concepts to me, and I've been diving into how the core files work as much as possible lately. Plus it would be an honor to get together and learn what I can from Eloraam about Minecraft's core functionality.
To be honest, if I'm jumping in on a server, I want to play. I haven't had a chance to play minecraft in weeks. Which I admit sounds pretty odd considering how many hours a day I've spent modding in that time.
I finally fixed all the compilation errors for the new decoupled version, but it doesn't run yet. Don't panic, that's expected at this stage. It's still good news, it means I have 95% of the repackage work done now.
To be honest, if I'm jumping in on a server, I want to play. I haven't had a chance to play minecraft in weeks. Which I admit sounds pretty odd considering how many hours a day I've spent modding in that time.
I finally fixed all the compilation errors for the new decoupled version, but it doesn't run yet. Don't panic, that's expected at this stage. It's still good news, it means I have 95% of the repackage work done now.
Just have to fix the last of the bugs.
So basically down to the runtime errors huh? I totally understand the whole playing vs. coding thing... Good news though, thanks for keeping us updated. Communication with the players is a very rare and pleasant trait among developers these days.
So basically down to the runtime errors huh? I totally understand the whole playing vs. coding thing... Good news though, thanks for keeping us updated. Communication with the players is a very rare and pleasant trait among developers these days.
Well it seems to be running properly now. I just have to write a packaging script and run a few basic tests in a live environment (like making sure that RedPower Wiring and Integrated Redstone can be installed independently of one another - there's every possibility that there's a hidden dependency between them) - and then I can see about packaging this up for distribution.
Speaking of Integrated Redstone, you should see some of the cool things that you can do with a timer and a counter together. I made a pulse multiplier in my test setup. Personally I can't wait to try making another fully automated machine world like the one I posted in Beta 1.501.
Well it seems to be running properly now. I just have to write a packaging script and run a few basic tests in a live environment (like making sure that RedPower Wiring and Integrated Redstone can be installed independently of one another - there's every possibility that there's a hidden dependency between them) - and then I can see about packaging this up for distribution.
Speaking of Integrated Redstone, you should see some of the cool things that you can do with a timer and a counter together. I made a pulse multiplier in my test setup. Personally I can't wait to try making another fully automated machine world like the one I posted in Beta 1.501.
Awesome. So it means unless you suddenly run into errors, RedPower will be available very, very soon.
If you do make that world, can you post mod list and said mods config files? I'd like to try to use same config to test, will it run without constant crashes or not.
Awesome. So it means unless you suddenly run into errors, RedPower will be available very, very soon.
If you do make that world, can you post mod list and said mods config files? I'd like to try to use same config to test, will it run without constant crashes or not.
PM me if you want a public test ground. I've got a pro hosted server with a high speed upload, sandy bridge processor, and so on. ($40/month) Can support about 20-40 players depending on how efficient the mod code is. (vanilla I can do 40) I'd just start a new map and set it to give everyone who joins the /give power so that we can immediately start testing permutations for your mod. As complex as it is, it's almost certain it's got some thorny bugs. Just post the server IP where you post the mod download and I think we can get quite a bit of complex stuff built in a day or so for you to inspect.
I'll also give you root access to the VPS the server is on so that you can see the console.
Would you make a version of RedPower where you can cross different wires?
Don't think Minecraft engine can handle that, and anyway there's Cable for that exact purpose.
Well, that's if you mean "different-colored wires in same cube".
PM me if you want a public test ground. I've got a pro hosted server with a high speed upload, sandy bridge processor, and so on. ($40/month) Can support about 20-40 players depending on how efficient the mod code is. (vanilla I can do 40) I'd just start a new map and set it to give everyone who joins the /give power so that we can immediately start testing permutations for your mod. As complex as it is, it's almost certain it's got some thorny bugs. Just post the server IP where you post the mod download and I think we can get quite a bit of complex stuff built in a day or so for your to test out.
I'll also give you root access to the VPS the server is on so that you can see the console.
That's a very generous offer! Considering I now have packaged versions of RedPower now, I'm tempted to take you up on it. Still haven't tested these packages in a live environment yet though. That's next :smile.gif:
There may be a couple bugs remaining, but the reason I've taken this long is that I've been building large things with it for a while internally, and I'm pretty sure I got the big ones. The worst I expect to see is failure to update pistons when powering them at their furthest recognized distance after a wire is added or removed.
Wire and covers are not affected by worldedit's superpickaxe and completely ignore zombe's build (don't disappear when trying to destroy).
While the former is understandable (it would set the block type to air, and remove wires together with covers), the latter isn't, because it's simply dig speed modifier.
Wires emit iron block particles when being destroyed, possible cause - HD Patcher (32x texture pack installed).
IR's textures are bugged out to white - possibly because I've had 1.4.3 and didn't clean up before upgrade.
I didn't test advanced functionality, but all other things seem to work fine.
Wire and covers are not affected by worldedit's superpickaxe and completely ignore zombe's build (don't disappear when trying to destroy).
While the former is understandable (it would set the block type to air, and remove wires together with covers), the latter isn't, because it's simply dig speed modifier.
Wires emit iron block particles when being destroyed, possible cause - HD Patcher (32x texture pack installed).
IR's textures are bugged out to white - possibly because I've had 1.4.3 and didn't clean up before upgrade.
I didn't test advanced functionality, but all other things seem to work fine.
The way wires and covers work, I'm not at all surprised that modified tools don't work reliably. The only mod I use that has an advanced tool is IndustrialCraft, and I actually haven't tested that yet. Basically, any mod that uses Block.harvestBlock() should work, any mod that tries to do it manually won't.
IR shouldn't be installed in the jar anyway, if you have old files around, that may very well cause those sorts of problems.
And if you don't want/don't have time to answer, point me to the direction where I should search.
You need Minecraft coder's pack. You then follow the instructions in the readme for it. EVERY LAST STEP. Miss one, and it fails epically and will do nothing.
You'll have to inject the code for each of those mods into separate runs of MCP. Look at the files it produces - uu.class gets made something else. Look in config for the table that translates between 'obfuscated' class names and non.
This is really quite difficult tbh, and there are ins and outs. I usually am forced to fix decompiling bugs (minecraft.java never seems to decompile cleanly enough such that it can recompile without changes) before I can even get a recompile.
Multiple instances of MCP wouldn't go astray.
Thanks you both. Gone downloading MCP.
Bricked and Eloraam, if you get a RedPower server up and running, let me know. I'd be glad to help out as well. Java and OOP are no foreign concepts to me, and I've been diving into how the core files work as much as possible lately. Plus it would be an honor to get together and learn what I can from Eloraam about Minecraft's core functionality.
To be honest, if I'm jumping in on a server, I want to play. I haven't had a chance to play minecraft in weeks. Which I admit sounds pretty odd considering how many hours a day I've spent modding in that time.
I finally fixed all the compilation errors for the new decoupled version, but it doesn't run yet. Don't panic, that's expected at this stage. It's still good news, it means I have 95% of the repackage work done now.
Just have to fix the last of the bugs.
So basically down to the runtime errors huh? I totally understand the whole playing vs. coding thing... Good news though, thanks for keeping us updated. Communication with the players is a very rare and pleasant trait among developers these days.
Well it seems to be running properly now. I just have to write a packaging script and run a few basic tests in a live environment (like making sure that RedPower Wiring and Integrated Redstone can be installed independently of one another - there's every possibility that there's a hidden dependency between them) - and then I can see about packaging this up for distribution.
Speaking of Integrated Redstone, you should see some of the cool things that you can do with a timer and a counter together. I made a pulse multiplier in my test setup. Personally I can't wait to try making another fully automated machine world like the one I posted in Beta 1.501.
Awesome. So it means unless you suddenly run into errors, RedPower will be available very, very soon.
If you do make that world, can you post mod list and said mods config files? I'd like to try to use same config to test, will it run without constant crashes or not.
PM me if you want a public test ground. I've got a pro hosted server with a high speed upload, sandy bridge processor, and so on. ($40/month) Can support about 20-40 players depending on how efficient the mod code is. (vanilla I can do 40) I'd just start a new map and set it to give everyone who joins the /give power so that we can immediately start testing permutations for your mod. As complex as it is, it's almost certain it's got some thorny bugs. Just post the server IP where you post the mod download and I think we can get quite a bit of complex stuff built in a day or so for you to inspect.
I'll also give you root access to the VPS the server is on so that you can see the console.
Don't think Minecraft engine can handle that, and anyway there's Cable for that exact purpose.
Well, that's if you mean "different-colored wires in same cube".
I don't understand. You did see this picture, yes?
Bundled cables make it *really* easy to cross insulated wires. It's not using them to their full potential, but it does work.
That's a very generous offer! Considering I now have packaged versions of RedPower now, I'm tempted to take you up on it. Still haven't tested these packages in a live environment yet though. That's next :smile.gif:
There may be a couple bugs remaining, but the reason I've taken this long is that I've been building large things with it for a while internally, and I'm pretty sure I got the big ones. The worst I expect to see is failure to update pistons when powering them at their furthest recognized distance after a wire is added or removed.
While the former is understandable (it would set the block type to air, and remove wires together with covers), the latter isn't, because it's simply dig speed modifier.
Wires emit iron block particles when being destroyed, possible cause - HD Patcher (32x texture pack installed).
IR's textures are bugged out to white - possibly because I've had 1.4.3 and didn't clean up before upgrade.
I didn't test advanced functionality, but all other things seem to work fine.
All users who join get the give command.
Mods installed : Redstone Core, Redstone Power, Integrated Redstone.
The way wires and covers work, I'm not at all surprised that modified tools don't work reliably. The only mod I use that has an advanced tool is IndustrialCraft, and I actually haven't tested that yet. Basically, any mod that uses Block.harvestBlock() should work, any mod that tries to do it manually won't.
IR shouldn't be installed in the jar anyway, if you have old files around, that may very well cause those sorts of problems.
You need ModLoaderMp.