hm.. when it comes to difficulty saving new inventory slots to the player's NBT. have you tried extending the size of the players inventory(because that likely saves the NBT depending on it's sise). so increasing the itemStack[] from 36 to 37 would add 1 more remembered slot
Nah that screws with the armour slots in the inventory. Also I am not sure if that will still be synced across servers or not. What I did for battlegear was to create a subclass of PlayerInventory where I created a 3rd array for the extra slots in battlecraft. I would then replace the inventory instance using playerAPI when the PlayerEntity was created (which will mean that my readFromNBT would be called).
I am not 100% sure if it would be updated through servers (I actually have a feeling it would be). But there were many other problems with the mod then just that.
it's probably worth a try. the armour slots would still be the same number in the array;but the additional slots should go well without. as long as they still have the same id.
Extending the armour slot may be a better Idea. However I just realised the other problem that I saw for the quiver (as well as everything else). In multiplayer the only items that are synced player-player is the item you currently have in your hand and the items in your 4 armour slots. So the other thing you will have to do is make the mod send a packet to a players that either come into contact with the player in question as well as to everyone close by when a player equips a quiver (or adds/uses arrows if you also want to have arrows in the quiver based on your total arrows).
P.s. I am actually quite happy this discussion is going on here just to show the "Im gunna take your source and update it myself" people that it really isn't that simple.
You shouldn't stop doing something you liked to do just because there's and obstacle. I loved the mod, and I probably speak for maybe hundreds of other people, including the Yogscast, when I say that you should continue this project.
this was one of the, NO the best mod I have ever used, I am sad it is not going to be updated but it is not gone at least, I do wish that the super cool duel weilding would get an update, that is the only thing I think I will truely miss.
as horrible and as self centered as this is, i agree with geko, don't stop the mod, if your tired of it see if another modder can take it up.
this is one of the "great" minecraft mods it would be a shame to let it die becuase it is really unique, it is more than a sheild mod, it completly changes combat in minecraft and adds dual wielding, your not the only modder to have trouble converting to 1.3.2 mo creatures had it thread locked for inactivity and update spam, everyone thought it would die, guess what mo creatures should be 1.4.2 on friday.i am not 100% sure but i think i have heard rumors of someone picking up evil minecraft.
like i said your not the first you would be disapointing your fans by letting the mod die, i have taken a look at what you have said about your other mod and i feel as if it will always be overshadowed by this unique mod.
alternatives like what? and if you didn't know minecraft is a right old buggy mess, i am not asking him to be the one to keep going just to find some way to keep the whole mod going, if he doesn't he will always be in the shadow of this, this mod is like his claim to fame, and it's the only mod of it's kind i have ever found, it just another tools mod, it just another weapon mod, but you can't say oh it just another dual weilding mod with amazing 3d effects and .............. well you my point there is only 1 battle gear
well if it were to continue now. the new slot itemStacks wont remember. (as the data doesn't sync) so continuing will not work.
(meaning. you would equip an item but it won't save to the player. simply: the client would show you equipped it in but the next tick it will reset)
dude that other sheild mod doesnt come close to yours ... it also doesnt have dual wield and the shielding looks strange ... why'd you have to discontinue this mod ... it was like the most useful mod i had
You shouldn't stop doing something you liked to do just because there's and obstacle. I loved the mod, and I probably speak for maybe hundreds of other people, including the Yogscast, when I say that you should continue this project.
as horrible and as self centered as this is, i agree with geko, don't stop the mod, if your tired of it see if another modder can take it up.
this is one of the "great" minecraft mods it would be a shame to let it die becuase it is really unique, it is more than a sheild mod, it completly changes combat in minecraft and adds dual wielding, your not the only modder to have trouble converting to 1.3.2 mo creatures had it thread locked for inactivity and update spam, everyone thought it would die, guess what mo creatures should be 1.4.2 on friday.i am not 100% sure but i think i have heard rumors of someone picking up evil minecraft.
like i said your not the first you would be disapointing your fans by letting the mod die, i have taken a look at what you have said about your other mod and i feel as if it will always be overshadowed by this unique mod.
The fact is I am not longer interested in the mod. It was now becoming a chore to update it, which is really not something that should be in a hobby. As I said before some of the salvageable features are being absorbed into other mods. Duel wielding is just not one of those features. It might be possible to do it another way, however looking at my code would really not help that matter as 1.3.2+ made it impossible to pull it off the way I have. So no there is no chance of someone taking up the mod.
Comparing my mod to mo'creatures is just silly. I am not saying that my mod is better than mo'creatures or anything, but it changes some core functionality of minecrefat. What I mean is haveing a game that you generally just use one item at a time and then suddenly add in a second item simulatniosly is no simple task, especially when you consider I did not edit any base classes in minecraft. Many of you don't seem to comprehend this fact, although I can't blame you for that. Hell go through and count all the classes in the zip file, my guess is that most of those classes had to do with pulling off duel wielding in one form or another.
You also have to realise that this started as a small side project, I never really wanted to get bogged down like I did on it. Don't get me wrong, the thing I learnt while coding it was great, but the fact remains it was always the NPC soldier mod that I wanted to make. Saying that I will always be overshaddowed is also wrong. I started to get a great modding reputation before I released this. Why do you think the banners are in the game that otherwise look out of place? Where do you think the texture from the knight's armour came from? Why do you think I added the dyable shields and had all those shield textures lying around? Battlecraft (my 1st iteration of a NPC mod) was getting a great deal of momentum going, and this was when it was still in the WIP section. Look it up on youtube, there were quite a few reviews on it by some pretty high profile mod reviewers. Probably more than battlegear at the same stage.
alternatives like what? and if you didn't know minecraft is a right old buggy mess, i am not asking him to be the one to keep going just to find some way to keep the whole mod going, if he doesn't he will always be in the shadow of this, this mod is like his claim to fame, and it's the only mod of it's kind i have ever found, it just another tools mod, it just another weapon mod, but you can't say oh it just another dual weilding mod with amazing 3d effects and .............. well you my point there is only 1 battle gear
AP has it right, look back at our discussion about only porting a very small section (quivers) to his mod and all the problems associated with it. Of all the features quivers is actually on the easier end, full duel wielding is a geat deal harder, especially considering that I see it as a choore rather than fun. There have actually been quite a few duel wielding mods in the past, what mine was the 1st to do was pull it off without editing base classes, this doesn't really work in a client-server enviroment.
Yes there is only one battlegear, and it will be ending it's life in 1.2.5. There will be small parts of it living on in other mods (Shield & spear style as well as sheath action for my NPCs, Left arm shield rendering in Asguard Shield Mod & possibly some sort of quiver functionality in MineFantasy)
dude that other sheild mod doesnt come close to yours ... it also doesnt have dual wield and the shielding looks strange ... why'd you have to discontinue this mod ... it was like the most useful mod i had
You do realise that I am working with him to add my left hand shield rendering to his code?
I am not 100% sure if it would be updated through servers (I actually have a feeling it would be). But there were many other problems with the mod then just that.
P.s. I am actually quite happy this discussion is going on here just to show the "Im gunna take your source and update it myself" people that it really isn't that simple.
this is one of the "great" minecraft mods it would be a shame to let it die becuase it is really unique, it is more than a sheild mod, it completly changes combat in minecraft and adds dual wielding, your not the only modder to have trouble converting to 1.3.2 mo creatures had it thread locked for inactivity and update spam, everyone thought it would die, guess what mo creatures should be 1.4.2 on friday.i am not 100% sure but i think i have heard rumors of someone picking up evil minecraft.
like i said your not the first you would be disapointing your fans by letting the mod die, i have taken a look at what you have said about your other mod and i feel as if it will always be overshadowed by this unique mod.
(meaning. you would equip an item but it won't save to the player. simply: the client would show you equipped it in but the next tick it will reset)
and
The fact is I am not longer interested in the mod. It was now becoming a chore to update it, which is really not something that should be in a hobby. As I said before some of the salvageable features are being absorbed into other mods. Duel wielding is just not one of those features. It might be possible to do it another way, however looking at my code would really not help that matter as 1.3.2+ made it impossible to pull it off the way I have. So no there is no chance of someone taking up the mod.
Comparing my mod to mo'creatures is just silly. I am not saying that my mod is better than mo'creatures or anything, but it changes some core functionality of minecrefat. What I mean is haveing a game that you generally just use one item at a time and then suddenly add in a second item simulatniosly is no simple task, especially when you consider I did not edit any base classes in minecraft. Many of you don't seem to comprehend this fact, although I can't blame you for that. Hell go through and count all the classes in the zip file, my guess is that most of those classes had to do with pulling off duel wielding in one form or another.
You also have to realise that this started as a small side project, I never really wanted to get bogged down like I did on it. Don't get me wrong, the thing I learnt while coding it was great, but the fact remains it was always the NPC soldier mod that I wanted to make. Saying that I will always be overshaddowed is also wrong. I started to get a great modding reputation before I released this. Why do you think the banners are in the game that otherwise look out of place? Where do you think the texture from the knight's armour came from? Why do you think I added the dyable shields and had all those shield textures lying around? Battlecraft (my 1st iteration of a NPC mod) was getting a great deal of momentum going, and this was when it was still in the WIP section. Look it up on youtube, there were quite a few reviews on it by some pretty high profile mod reviewers. Probably more than battlegear at the same stage.
Why would I hire a modder? I would use it as my own wage and devote my "work time" to modding.
and
AP has it right, look back at our discussion about only porting a very small section (quivers) to his mod and all the problems associated with it. Of all the features quivers is actually on the easier end, full duel wielding is a geat deal harder, especially considering that I see it as a choore rather than fun. There have actually been quite a few duel wielding mods in the past, what mine was the 1st to do was pull it off without editing base classes, this doesn't really work in a client-server enviroment.
Yes there is only one battlegear, and it will be ending it's life in 1.2.5. There will be small parts of it living on in other mods (Shield & spear style as well as sheath action for my NPCs, Left arm shield rendering in Asguard Shield Mod & possibly some sort of quiver functionality in MineFantasy)
You do realise that I am working with him to add my left hand shield rendering to his code?
@MegaDude,
Thankyou, couldn't have put it better myself