There's a bug in single player:
When I press R and shrink myself, it works. I can do it again and it works, but on the third time my Minecraft crashes
My other mods installed are Toomanyitems and Modloader. If it's because of one of these mods, please let me know and try to fix the bug. Thanks!It also crashes when I die in a smaller form.When I restart my Minecraft though it works fine actually. Still, please fix it.
There's a bug in single player:
When I press R and shrink myself, it works. I can do it again and it works, but on the third time my Minecraft crashes
My other mods installed are Toomanyitems and Modloader. If it's because of one of these mods, please let me know and try to fix the bug. Thanks!
It also crashes when I die in a smaller form.
When I restart my Minecraft though it works fine actually. Still, please fix it.
Hmm I'll see if I can replicate that. I haven't tried Gulliver with TMI yet so it's pretty nice to hear that it runs at all. What order did you install the mods in?
Another suggestion for scaling would be to make it so when your tiny you only take out part of a block and you need to make some smaller utility blocks, like a tiny furnace or a tiny workbench.
It would be awesome to hollow out a few blocks and make a home in them. :3
Well shoot, looks like Gulliver overlaps ModLoader after all. Sorry about that.
I'll see what I can work out quickly, but avoid using other mods in the meantime.
(Grr I was wanting to get to the paper parachutes next...)
Edit: It seems to work if you install Gulliver before ModLoader, and then only do single-player mode. I've been able to run (just few cycles of size-toggle testing, mind you) with MC1.2.4 + Gulliver 0.4 + ModLoader 1.2.4 + TooManyItems 1.2.4 (Mar.22).
But yeah, not colliding with ModLoader is a big priority.
Edit(2): Aha, I got it to crash when I die. I'll see what causes that.
It is fun messing around with the potions added with this mod! I enjoyed battling an army of mini-creepers, then fighting a giant creeper! It was mind-blowing. I like to support mods I enjoyed, so here's a few suggestions:
Make it possible to "upgrade" potions. If you mix a potion with gold, it lasts forever. When I was messing around, I tried drinking milk while my character was embiggened. Milk removes all potion effects, so my character went back to normal size. Consider that. Maybe Embiggened Creepers and Ghasts could use bigger explosions, and Downsized ones have smaller ones. Lastly, it would be cool if you could dip your sword in the potion. This changes the size of the sword. Refer to this diagram for ideas:
Embiggened Sword: Pros: Does lots of damage, looks awesome, very effective with critical hits. Cons: Impossible to use for Downsized players, the sword swings slightly slower than normal swords.
Downsized Sword: Pros: Does more damage to animals, harder to notice, quicker to use. Cons: Useless to Embiggened players, weaker than normal swords
I hope that helps! Oh, and by the way, I tried using this with Modloader and Clay Soldiers. I have Magic Launcher, where it warns me about incompatability. I ignored it for some reason. Fortunately, it worked. Nothing crash-related.
Edit: I forgot to mention one of my other suggestions! If possible, add the potions and splash potions to the Creative Menu. Thanks!
Since this doesn't technically add new items can I install this on my server without needing the client version?
You still need the Gulliver client to handle the entity size packets sent by the Gulliver server and render things properly, also it seems that player movements are handled at the client end not the server. I think it's possible to connect, but things would probably feel off to a player connected via a regular client, once resize potions get used.
(The reverse may be true - since size packets in multiplayer only go from the server to the client, I think maybe you can connect to a regular server with the Gulliver client without getting into trouble.)
If found a small bug! Water and lava aren't animated, and fire is bunches of words in red. I saw only the wiki that it only happens in fatal lag in multiplayer. This is strange, as I was in Creative Singleplayer, plus my computer is fast and Minecraft was running as smooth as usual. Oh, by the way, I understand that my suggestions are so long that people get bored reading them, so here's a shorter version. If you need ideas on how to make them function, read my longer post.
Try making it where you can change your sword's size with potions. Also, dd the potions and splash potions to the Creative menu. Another great idea is to make it where you can upgrade potions to where they last forever, unless it is cured with milk.
There it is. Here's some new ideas:
Downsized characters should be able to dash across water, but if they stop dashing, they sink. If an Embiggened player punches a normal-sized mobile, they should always take critical damage. This, however, shouldn't apply to swords. Downsized entities shouldn't trample crops, and Embiggened entities should trample them by touching them, not jumping up and down like a slime. That's it for now!
You still need the Gulliver client to handle the entity size packets sent by the Gulliver server and render things properly, also it seems that player movements are handled at the client end not the server. I think it's possible to connect, but things would probably feel off to a player connected via a regular client, once resize potions get used.
(The reverse may be true - since size packets in multiplayer only go from the server to the client, I think maybe you can connect to a regular server with the Gulliver client without getting into trouble.)
I think i'll just test it.
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If found a small bug! Water and lava aren't animated, and fire is bunches of words in red. I saw only the wiki that it only happens in fatal lag in multiplayer. This is strange, as I was in Creative Singleplayer, plus my computer is fast and Minecraft was running as smooth as usual.
Hmm weird, is that in the list of known bugs on the wiki?
Try making it where you can change your sword's size with potions. Also, dd the potions and splash potions to the Creative menu. Another great idea is to make it where you can upgrade potions to where they last forever, unless it is cured with milk.
- Not sure I want to affect swords or other items with the potions in Gulliver, but that would make for a pretty cool expansion mod.
- I don't think there are any Potions in the vanilla Creative menu, I've just been conjuring up a Brewing Stand and ingredients to make them. TooManyItems does have all the standard Potions in its menu, so I'll see about adding them there.
- In Singleplayer, you can use 'R' to toggle your size instead of with the potions, and you will stay that size until you die. I'd rather the potions have a limited duration, but (once I've got more of an API worked out) mods could build upon Gulliver and add items or settings to do sizing in different ways.
Downsized characters should be able to dash across water, but if they stop dashing, they sink. If an Embiggened player punches a normal-sized mobile, they should always take critical damage. This, however, shouldn't apply to swords. Downsized entities shouldn't trample crops, and Embiggened entities should trample them by touching them, not jumping up and down like a slime. That's it for now!
I didn't mention it in the OP, but tiny entities already don't trample crops. (Tiny sheep don't destroy grass by eating it, either... I'll let you see what happens with huge sheep )
I've been debating back and forth about whether huge players should trample crops just by walking on them, or maybe that jumping (or walking) would also trample flowers, tallgrass, and reeds.
Water dashing... hmm, I'll file that idea with the surface tension one.
You suggested earlier about Creeper explosions, I did change the code to have explosive force scale partially with size, but maybe it's not producing enough of a difference to be noticeable?
Hmmm... Maybe you can make the eplosion the size of a Charged Creeper's? If you've never seen one, check out the wiki, as it compares a Charged Creeper's explosion next to a normal one. And for giant CHARGED Creepers? Do not attempt in the center of a village. And for Mini Creepers? In the Clay Soldiers mod, you can place gunpowder on claymen, so they explode when they die. This explosion is tiny, and destroys only one block. Probably this should be the same for Mini Creepers and Dwarf Ghasts.
By the way, five seconds after I posted about the permanent potions, I discovered what the R button does. I use potions on mobs more often than my character, but I found the R button very useful for building. My only complaint is that it uses one button Here's the way I'd change that; R to grow, F to shrink, and it will be the best thing ever for my buildings in Creative.
Maybe if you're holding down the G button while you press R/F, the entity you're pointing at grows/shrinks, but only in Creative, as that's cheating in Survival. Perhaps you could add it to your to-do list. Then permanent/long lasting potions will never be nessesary. By the way, by entity, I don't mean just mobs and the player, I mean things like vehicles, projectiles, and stuff like that. On the other hand, lightning, particles, and stuff like that hit by splash potions would make the game, Gulliver, and/or both look unappealing.
By the way, about the water, lava, and fire glitch, it never happens when I disable the mod(I have Magic Launcher, so I can easily enable/disable mods in less than a second). While the mod is off, the animations worked perfectly. Just so you know, I used mcpatcher so I could use Painterly Pack water and lava, but that is probably not the issue, as water still worked in default and Painterly. Speaking of Painterly Pack, Minecraft crashes when I try using a Texture Pack other than default. I believe this is because when mobs grow/shrink, so does their skin, and this mod is new, so many TPs aren't compatable. This might be possible to fix, but I have no knowledge of programming mods. Oh well, the default textures are kinda cool anyway, I just liked the many options of Painterly. That's all for now!
I forgot to mention a few bugs I found. When growing/shrinking, you fall through the ground. I have constantly seen the void due to this, and sometimes I died. I understand it might be hard to fix, but please do if possible. Also, it should prevent you from growing when you don't have enough space to do so. By the way, IDK if it's a bug or not, but mobs are high-pitched when the player is giant, and vice-versa. Just letting you know in case it is.
I forgot to mention a few bugs I found. When growing/shrinking, you fall through the ground. I have constantly seen the void due to this, and sometimes I died. I understand it might be hard to fix, but please do if possible. Also, it should prevent you from growing when you don't have enough space to do so. By the way, IDK if it's a bug or not, but mobs are high-pitched when the player is giant, and vice-versa. Just letting you know in case it is.
I ran some SuperFlat tests with Creepers, and the explosions adjust with size, so that a mini-creeper causes a 2x2 or 3x3-wide blast area. Maybe one of your other mods is overwriting the code?
After what you mentioned about using Painterly Pack and other mod tools, I suspect your other mods are overwriting some of the same classes as Gulliver, especially EntityPlayer, since I've got code there specifically to prevent the player from growing down into blocks & falling through the world. This could be very tricky to narrow down due to the number of mods you have installed... I haven't used Magic Launcher, so for all I know it could be interfering too. Don't be surprised if I can't reproduce your bugs without even knowing everything you've installed and in what order
As for the mob voices, yep, that's entirely intentional. Your new task: downsize zombies, die laughing.
I ran some SuperFlat tests with Creepers, and the explosions adjust with size, so that a mini-creeper causes a 2x2 or 3x3-wide blast area. Maybe one of your other mods is overwriting the code?
After what you mentioned about using Painterly Pack and other mod tools, I suspect your other mods are overwriting some of the same classes as Gulliver, especially EntityPlayer, since I've got code there specifically to prevent the player from growing down into blocks & falling through the world. This could be very tricky to narrow down due to the number of mods you have installed... I haven't used Magic Launcher, so for all I know it could be interfering too. Don't be surprised if I can't reproduce your bugs without even knowing everything you've installed and in what order
As for the mob voices, yep, that's entirely intentional. Your new task: downsize zombies, die laughing.
I'm not trying to advertise, so feel free to delete this post and I won't mind. Here's a link to Magic Launcher so you can check it out later: http://www.minecraftforum.net/topic/939149-launcher-magic-launcher-097-mods-options-news/page__fromsearch__1 Basically, Magic is a Minecraft manager where you can enable and disable mobs without screwing around with the jar. When you disable, it does NOT effect the game in any way, period. None of the glitches from that mod reaches the game. For example, if I unchecked the box next to Gulliver, water, lava, and fire works like it's supposed to. This might sound a little crazy,but you don't have to delete META-INF to use mods! It even features Minecraft news straight from these forums, Notch and Jeb's latest tweets, info from the wiki, and more! I highly recommend it for all Minecraft users, especially those who like mods, which is Magic's main purpose. I never play Minecraft via website or official launcher now! Don't worry, Magic Launcher is officially legal, or the post would be deleted by now.
Next, Painterly Pack is an interesting texture pack with a catch; You are given a quiz to select what textures you want for a certain object. For example, you could make Creepers have a happy face, have robots in place of Endermen, have villagers be pigmen like they were going to be, and even make diamond swords into laser swords. It is not a mod, but it does have textures for certain entities used in mods. Gulliver doesn't create any new entites, but edits the size of them. That is obviously the problem. Go to painterlypack.net to check it out if you're interested
If you want information about these two files later, skip that stuff and start from here. Here's the list of mods, in order when I loaded them.
*If there is a star next to the mod, I had it enabled. These two mods have nothing to do with the player model, WeatherBeGone disables weather of course, and EnchantView shows you the enchantment's name before you enchant an item. I tried disabling these two mods and leaving only Gulliver on, and there was no difference. Before saying that the mods are conflicting, download and try Magic first, you will be greatly rewarded with a A+ mod manager(Or, according to Pico of Curse, "mode" manager).
Other than that, I still find Gulliver very, very, VERY useful in Creative. If you could only add one of my suggestions, I would pick R to grow, F to shrink, hold G while pointing at an entity to make it grow/shrink. That will definately make this mod highly recommended for Creative, and maybe even Survival. That's all for now!
*If there is a star next to the mod, I had it enabled. These two mods have nothing to do with the player model, WeatherBeGone disables weather of course, and EnchantView shows you the enchantment's name before you enchant an item. I tried disabling these two mods and leaving only Gulliver on, and there was no difference.
Alright, I tried out the launcher (pretty useful, thanks) with those two mods + mine, and I can tell you that both Gulliver and WeatherBeGone change the World class, so that may be causing your problem with fluid animation. I'll need to see about reducing class conflicts for World, if possible.
As for falling through the world, am I right to guess that this happens when you've been using Gulliver, resized yourself small, saved & quit, then reloaded the world with Gulliver disabled? When you do that, you'll be reloaded at normal size, and since Minecraft sets a player's current position at their mouth and not their feet, you end up buried in the ground. Not sure what I can do about that besides say "return to normal size before saving if you plan to reload without Gulliver enabled," at least for the time being.
I'll consider useful keypresses for resizing as you suggested. I usually end up leaving a world and coming back when I want to avoid growing into a space, since the growth direction is reset to downsize every time you reopen a world. But more convenient is good.
Thanks for the feedback, just be careful and mind the mini-creepers
From the outside, it looks just like plain vanilla Minecraft. There are no new blocks or items, just two Potions.
Brewing recipe:
Add Nether Wart to Water Bottle to make Awkward Potion.
Add Red Mushroom to make Potion of Embiggening.
Add another Red Mushroom to get Potion of Downsizing.
Add Redstone Dust to extend the effect duration, and/or turn them into Splash Potions with Gunpowder and you can throw them at mobs.
Potion of Embiggening makes you 4 times normal height, Downsizing makes you 1/4 normal height.
The world works differently when you and mobs change size. See what happens!
Screenshots
Embiggened!
Downsized!
A few starter tips:
Watch Your Step
Try the Fishing Rod
Beware of Cats
Be sure to back up your worlds before trying this mod. Also, you'll encounter problems if you save a world while resized, remove Gulliver, then reload the world - everything will be normal sized, and the player could end up embedded in the ground or floating in midair.
With this test release, in single-player mode (not multiplayer), you can toggle the player's size by pressing the 'R' key, and the size of a mob you are pointing at by pressing the 'F' key. The toggle halves height each time down to 1/8, then doubles it up to 8, then back. The player or mob will stay that size unless affected by a resizing Potion. I may or may not leave the toggle option in later releases.
Mechanics
So, what difference does changing size make?
Downsized players:
have shorter arm reach for using/hitting blocks
take more effort to travel the same distance as a regular-size player, also need to do more jumping
have to hit blocks more times to break them, this includes flowers and torches
*do less damage when attacking (not working yet)
don't activate Stone Pressure Plates
have trouble fighting moving water currents
But, Downsized players also:
can walk under an upside-down half-block slab and through other such spaces
get ignored by normal-size mobs (unless you attack them), with some exceptions
wear out tools less quickly
get more benefit from eating food
get more XP from killing larger creatures
suffer half the damage from falls
Meanwhile, Embiggened players:
have longer arm reach
can travel great distances with less exhaustion, since you can "step" up a 2-block high incline without jumping
can break blocks with fewer hits
*do more damage when attacking (not working yet)
But, they also:
need wider gaps to walk through (forests and caves are a pain)
wear out tools more quickly
get less benefit from food
get less XP from killing smaller creatures
suffer twice the damage from falling
can't sleep in beds
can't ride Boats or Minecarts
Basically, for both effects, I'm shooting for about equal parts awesome & annoying.
One more thing, normally you jump up 1 block at any size, but crouching then jumping will make you hop up about half your current height. I may consider other ways to do jumps, but it should always be possible to climb a shallow (1-block) slope without the help of any items.
Leave feedback on what you think, or any other suggestions for how Minecraft could work differently when you're tiny/huge
Also try out the Server if you can, this mod is even more fun when you can inflict it on share it with your friends Note that clients will also need to have Gulliver to be able to see and properly make use of size changes.
(In)compatibility
Gulliver 0.4 works on Minecraft 1.2.4. It doesn't use ModLoader, but it also doesn't change the same files, it's possible that you could combine this with other mods. There's an overlap of Gulliver and ModLoader (and ModLoaderMP) on NetClientHandler, but it seems to work okay (on my machine at least) if you install ModLoader first, then Gulliver, and only do single-player; I'll try to eliminate that overlap soon. I've changed an awful lot of class files to code this, though, so it will most likely not work with some particular mod.
I want to do some more testing and see what common mods Gulliver can coexist with, let me know if there are any that do. I also definitely want it able to use HD texture packs.
Common mods that conflict:
ModLoader (on a multiplayer-related class in 1.2.4, fine for single-player)
ModLoaderMP (just for multiplayer-related classes, fine for single-player)
Minecraft Forge (and anything based on it)
Optifine
...
Common compatible(?) mods:
ModLoader (singleplayer only for 1.2.4)
ModLoaderMP (singleplayer only)
Rei's Minimap (ModLoader)
Too Many Items (ModLoader)
Clay Soldiers (ModLoader)
Little Blocks (ModLoaderMP; 1.2.3 only)
...
Standard 16x16 texture packs seem to work fine so far, I have tested with a couple of Painterly packs and Jolicraft (in 1.2.4).
I have gotten Gulliver 0.3 to work with the Little Blocks mod in single-player mode, if you install ModLoader 1.2.3, ModLoaderMP1.2.3v3, then Little Blocks v1.11, then Gulliver 0.3. It's best if you only have those mods installed for now, and don't try to do anything multiplayer.
Downloads
Client/Singleplayer: Gulliver v0.4.1 for Minecraft 1.2.4 (mediafire)
As with most other mods, install by copying the stuff from the zip file into your minecraft.jar, then deleting the META-INF folder.
Client/Singleplayer: Gulliver v0.3 for Minecraft 1.2.3 (mediafire)
As with most other mods, install by copying the stuff from the zip file into your minecraft.jar, then deleting the META-INF folder.
This is a beta release with most of the functionality in place. There's a lot I still want to implement and fix in the code, and I want to make it play nicer with other mods if possible. ModLoaderMP seems like a good choice for a base. I welcome suggestions on how to avoid changing so many of the original class files. I'll look into using PlayerAPI as suggested.
I also want this to work well in Multiplayer. I added a single server packet numbered 171 for sending entity size data to clients, this would probably change if I move to ModLoaderMP or such.
Gulliver could make a good API for other mods to use once I hammer out the design. As it stands, a new creature that inherits from EntityLiving and uses the AI classes should also be resizable and exhibit a reasonable default behavior for interactions with other-sized mobs & players.
Honey-Do List:
Give the "grappling hook" more range and/or better "stickiness"
Using paper or maps as parachutes when tiny
Holding a Slime Ball lets tiny players stick to walls and slowly climb up/down
Villagers will cower in terror at the approach of the mighty Godzilla Giant Creeper (or giant whatever). Should they send out the Golems?
Canoeing - tiny players move a Boat more slowly, but 2 can share and row together
Tiny player can sleep in a bed so long as both blocks aren't covered by Cats
Huge player takes out nearby blocks when breaking one (3x3 area maybe, or semi-random like with sheep)
Huge player can't reach hand into a 1x1 space (like to press an inset button) without some sort of tool/stick to poke with (maybe)
...
Known Bugs:
Fishing Rod doesn't work at all in Multiplayer
Arrows seem to "jump" from the place they hit at to a nearby spot in Multiplayer
Animals get stuck in the wall too easy when growing
Tiny mobs won't walk through half-slab or stair gaps, and can get trapped in half-slab holes in the ground
Damage dealt to mobs/players is not scaling with size
Scaling isn't being factored correctly when riding Saddled Pigs
...other bugs are in there somewhere, lurking
Changelog:
v0.4.1 - bugfix for crash on player death; recoded around EntityItem for ModLoader compatibility; huge players don't get to sit in Minecarts
v0.4 - updated to Minecraft 1.2.4; huge players break boats by sitting on them
v0.3 - first version, for Minecraft 1.2.3
Terms
Mojang made Minecraft. Mion made this modification of Minecraft. The rest of these terms below are copied from the Terms and Conditions of SDK's ModLoaderMP. Do not taunt Happy Fun Ball.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
From the outside, it looks just like plain vanilla Minecraft. There are no new blocks or items, just two Potions.
Brewing recipe:
Add Nether Wart to Water Bottle to make Awkward Potion.
Add Red Mushroom to make Potion of Embiggening.
Add another Red Mushroom to get Potion of Downsizing.
Add Redstone Dust to extend the effect duration, and/or turn them into Splash Potions with Gunpowder and you can throw them at mobs.
Potion of Embiggening makes you 4 times normal height, Downsizing makes you 1/4 normal height.
The world works differently when you and mobs change size. See what happens!
Screenshots
Embiggened!
Downsized!
A few starter tips:
Watch Your Step
Try the Fishing Rod
Beware of Cats
Be sure to back up your worlds before trying this mod. Also, you'll encounter problems if you save a world while resized, remove Gulliver, then reload the world - everything will be normal sized, and the player could end up embedded in the ground or floating in midair.
With this test release, in single-player mode (not multiplayer), you can toggle the player's size by pressing the 'R' key, and the size of a mob you are pointing at by pressing the 'F' key. The toggle halves height each time down to 1/8, then doubles it up to 8, then back. The player or mob will stay that size unless affected by a resizing Potion. I may or may not leave the toggle option in later releases.
Mechanics
So, what difference does changing size make?
Downsized players:
have shorter arm reach for using/hitting blocks
take more effort to travel the same distance as a regular-size player, also need to do more jumping
have to hit blocks more times to break them, this includes flowers and torches
*do less damage when attacking (not working yet)
don't activate Stone Pressure Plates
have trouble fighting moving water currents
But, Downsized players also:
can walk under an upside-down half-block slab and through other such spaces
get ignored by normal-size mobs (unless you attack them), with some exceptions
wear out tools less quickly
get more benefit from eating food
get more XP from killing larger creatures
suffer half the damage from falls
Meanwhile, Embiggened players:
have longer arm reach
can travel great distances with less exhaustion, since you can "step" up a 2-block high incline without jumping
can break blocks with fewer hits
*do more damage when attacking (not working yet)
But, they also:
need wider gaps to walk through (forests and caves are a pain)
wear out tools more quickly
get less benefit from food
get less XP from killing smaller creatures
suffer twice the damage from falling
can't sleep in beds
can't ride Boats or Minecarts
Basically, for both effects, I'm shooting for about equal parts awesome & annoying.
One more thing, normally you jump up 1 block at any size, but crouching then jumping will make you hop up about half your current height. I may consider other ways to do jumps, but it should always be possible to climb a shallow (1-block) slope without the help of any items.
Leave feedback on what you think, or any other suggestions for how Minecraft could work differently when you're tiny/huge
Also try out the Server if you can, this mod is even more fun when you can inflict it on share it with your friends Note that clients will also need to have Gulliver to be able to see and properly make use of size changes.
(In)compatibility
Gulliver 0.4 works on Minecraft 1.2.4. It doesn't use ModLoader, but it also doesn't change the same files, it's possible that you could combine this with other mods. There's an overlap of Gulliver and ModLoader (and ModLoaderMP) on NetClientHandler, but it seems to work okay (on my machine at least) if you install ModLoader first, then Gulliver, and only do single-player; I'll try to eliminate that overlap soon. I've changed an awful lot of class files to code this, though, so it will most likely not work with some particular mod.
I want to do some more testing and see what common mods Gulliver can coexist with, let me know if there are any that do. I also definitely want it able to use HD texture packs.
Common mods that conflict:
ModLoader (on a multiplayer-related class in 1.2.4, fine for single-player)
ModLoaderMP (just for multiplayer-related classes, fine for single-player)
Minecraft Forge (and anything based on it)
Optifine
...
Common compatible(?) mods:
ModLoader (singleplayer only for 1.2.4)
ModLoaderMP (singleplayer only)
Rei's Minimap (ModLoader)
Too Many Items (ModLoader)
Clay Soldiers (ModLoader)
Little Blocks (ModLoaderMP; 1.2.3 only)
...
Standard 16x16 texture packs seem to work fine so far, I have tested with a couple of Painterly packs and Jolicraft (in 1.2.4).
I have gotten Gulliver 0.3 to work with the Little Blocks mod in single-player mode, if you install ModLoader 1.2.3, ModLoaderMP1.2.3v3, then Little Blocks v1.11, then Gulliver 0.3. It's best if you only have those mods installed for now, and don't try to do anything multiplayer.
Downloads
Client/Singleplayer: Gulliver v0.4.1 for Minecraft 1.2.4 (mediafire)
As with most other mods, install by copying the stuff from the zip file into your minecraft.jar, then deleting the META-INF folder.
Client/Singleplayer: Gulliver v0.3 for Minecraft 1.2.3 (mediafire)
As with most other mods, install by copying the stuff from the zip file into your minecraft.jar, then deleting the META-INF folder.
This is a beta release with most of the functionality in place. There's a lot I still want to implement and fix in the code, and I want to make it play nicer with other mods if possible. ModLoaderMP seems like a good choice for a base. I welcome suggestions on how to avoid changing so many of the original class files. I'll look into using PlayerAPI as suggested.
I also want this to work well in Multiplayer. I added a single server packet numbered 171 for sending entity size data to clients, this would probably change if I move to ModLoaderMP or such.
Gulliver could make a good API for other mods to use once I hammer out the design. As it stands, a new creature that inherits from EntityLiving and uses the AI classes should also be resizable and exhibit a reasonable default behavior for interactions with other-sized mobs & players.
Honey-Do List:
Give the "grappling hook" more range and/or better "stickiness"
Using paper or maps as parachutes when tiny
Holding a Slime Ball lets tiny players stick to walls and slowly climb up/down
Villagers will cower in terror at the approach of the mighty Godzilla Giant Creeper (or giant whatever). Should they send out the Golems?
Canoeing - tiny players move a Boat more slowly, but 2 can share and row together
Tiny player can sleep in a bed so long as both blocks aren't covered by Cats
Huge player takes out nearby blocks when breaking one (3x3 area maybe, or semi-random like with sheep)
Huge player can't reach hand into a 1x1 space (like to press an inset button) without some sort of tool/stick to poke with (maybe)
...
Known Bugs:
Fishing Rod doesn't work at all in Multiplayer
Arrows seem to "jump" from the place they hit at to a nearby spot in Multiplayer
Animals get stuck in the wall too easy when growing
Tiny mobs won't walk through half-slab or stair gaps, and can get trapped in half-slab holes in the ground
Damage dealt to mobs/players is not scaling with size
Scaling isn't being factored correctly when riding Saddled Pigs
...other bugs are in there somewhere, lurking
Changelog:
v0.4.1 - bugfix for crash on player death; recoded around EntityItem for ModLoader compatibility; huge players don't get to sit in Minecarts
v0.4 - updated to Minecraft 1.2.4; huge players break boats by sitting on them
v0.3 - first version, for Minecraft 1.2.3
Terms
Mojang made Minecraft. Mion made this modification of Minecraft. The rest of these terms below are copied from the Terms and Conditions of SDK's ModLoaderMP. Do not taunt Happy Fun Ball.
1. LIABILITY
THIS MOD IS PROVIDED 'AS IS' WITH NO WARRANTIES, IMPLIED OR OTHERWISE. THE OWNER OF THIS MOD TAKES NO RESPONSIBILITY FOR ANY DAMAGES INCURRED FROM THE USE OF THIS MOD. THIS MOD ALTERS FUNDAMENTAL PARTS OF THE MINECRAFT GAME, PARTS OF MINECRAFT MAY NOT WORK WITH THIS MOD INSTALLED. ALL DAMAGES CAUSED FROM THE USE OR MISUSE OF THIS MOD FALL ON THE USER.
2. USE
Use of this MOD to be installed, manually or automatically, is given to the USER without restriction.
3. REDISTRIBUTION
This MOD may only be distributed where uploaded, mirrored, or otherwise linked to by the OWNER solely. All mirrors of this mod must have advance written permission from the OWNER. ANY attempts to make money off of this MOD (selling, selling modified versions, adfly, sharecash, etc.) are STRICTLY FORBIDDEN, and the OWNER may claim damages or take other action to rectify the situation.
4. DERIVATIVE WORKS/MODIFICATION
This mod is provided freely and may be decompiled and modified for private use, either with a decompiler or a bytecode editor. Public distribution of modified versions of this MOD require advance written permission of the OWNER and may be subject to certain terms.
Oh my god, I just tried Gulliver 0.4.1 with the latest Mo'Creatures (Gulliver added last of course) and now I have tiny goats and huge tigers (Haven't tested with the potions, just the 'F' key.) I don't know how well it works with the rideable creatures and specialized kinds of critter behavior but still sweeeet.
By the way, I plan on doing the next release around when the new Minecraft 1.2.5 is out, that'll give me time to get some more features working
Here's a little suggestion that requires no programming: Include the special keys in the first post. It's annoying when I suggest something only to find later that it's already implemented. So, now I know that the F key can't be used for the player, here's a new idea of changing the size of mobs: R to grow, F to shrink, and hold G to make mobs grow. That simple!
When I press R and shrink myself, it works. I can do it again and it works, but on the third time my Minecraft crashes
My other mods installed are Toomanyitems and Modloader. If it's because of one of these mods, please let me know and try to fix the bug. Thanks!It also crashes when I die in a smaller form.When I restart my Minecraft though it works fine actually. Still, please fix it.
Hmm I'll see if I can replicate that. I haven't tried Gulliver with TMI yet so it's pretty nice to hear that it runs at all. What order did you install the mods in?
It would be awesome to hollow out a few blocks and make a home in them. :3
Otherwise, cool mod, I like it.
I'll see what I can work out quickly, but avoid using other mods in the meantime.
(Grr I was wanting to get to the paper parachutes next...)
Edit: It seems to work if you install Gulliver before ModLoader, and then only do single-player mode. I've been able to run (just few cycles of size-toggle testing, mind you) with MC1.2.4 + Gulliver 0.4 + ModLoader 1.2.4 + TooManyItems 1.2.4 (Mar.22).
But yeah, not colliding with ModLoader is a big priority.
Edit(2): Aha, I got it to crash when I die. I'll see what causes that.
Make it possible to "upgrade" potions. If you mix a potion with gold, it lasts forever. When I was messing around, I tried drinking milk while my character was embiggened. Milk removes all potion effects, so my character went back to normal size. Consider that. Maybe Embiggened Creepers and Ghasts could use bigger explosions, and Downsized ones have smaller ones. Lastly, it would be cool if you could dip your sword in the potion. This changes the size of the sword. Refer to this diagram for ideas:
Embiggened Sword: Pros: Does lots of damage, looks awesome, very effective with critical hits. Cons: Impossible to use for Downsized players, the sword swings slightly slower than normal swords.
Downsized Sword: Pros: Does more damage to animals, harder to notice, quicker to use. Cons: Useless to Embiggened players, weaker than normal swords
I hope that helps! Oh, and by the way, I tried using this with Modloader and Clay Soldiers. I have Magic Launcher, where it warns me about incompatability. I ignored it for some reason. Fortunately, it worked. Nothing crash-related.
Edit: I forgot to mention one of my other suggestions! If possible, add the potions and splash potions to the Creative Menu. Thanks!
You still need the Gulliver client to handle the entity size packets sent by the Gulliver server and render things properly, also it seems that player movements are handled at the client end not the server. I think it's possible to connect, but things would probably feel off to a player connected via a regular client, once resize potions get used.
(The reverse may be true - since size packets in multiplayer only go from the server to the client, I think maybe you can connect to a regular server with the Gulliver client without getting into trouble.)
Try making it where you can change your sword's size with potions. Also, dd the potions and splash potions to the Creative menu. Another great idea is to make it where you can upgrade potions to where they last forever, unless it is cured with milk.
There it is. Here's some new ideas:
Downsized characters should be able to dash across water, but if they stop dashing, they sink. If an Embiggened player punches a normal-sized mobile, they should always take critical damage. This, however, shouldn't apply to swords. Downsized entities shouldn't trample crops, and Embiggened entities should trample them by touching them, not jumping up and down like a slime. That's it for now!
If you still got bored, then I don't blame you.
I think i'll just test it.
Hmm weird, is that in the list of known bugs on the wiki?
- Not sure I want to affect swords or other items with the potions in Gulliver, but that would make for a pretty cool expansion mod.
- I don't think there are any Potions in the vanilla Creative menu, I've just been conjuring up a Brewing Stand and ingredients to make them. TooManyItems does have all the standard Potions in its menu, so I'll see about adding them there.
- In Singleplayer, you can use 'R' to toggle your size instead of with the potions, and you will stay that size until you die. I'd rather the potions have a limited duration, but (once I've got more of an API worked out) mods could build upon Gulliver and add items or settings to do sizing in different ways.
I didn't mention it in the OP, but tiny entities already don't trample crops. (Tiny sheep don't destroy grass by eating it, either... I'll let you see what happens with huge sheep )
I've been debating back and forth about whether huge players should trample crops just by walking on them, or maybe that jumping (or walking) would also trample flowers, tallgrass, and reeds.
Water dashing... hmm, I'll file that idea with the surface tension one.
You suggested earlier about Creeper explosions, I did change the code to have explosive force scale partially with size, but maybe it's not producing enough of a difference to be noticeable?
By the way, five seconds after I posted about the permanent potions, I discovered what the R button does. I use potions on mobs more often than my character, but I found the R button very useful for building. My only complaint is that it uses one button Here's the way I'd change that; R to grow, F to shrink, and it will be the best thing ever for my buildings in Creative.
Maybe if you're holding down the G button while you press R/F, the entity you're pointing at grows/shrinks, but only in Creative, as that's cheating in Survival. Perhaps you could add it to your to-do list. Then permanent/long lasting potions will never be nessesary. By the way, by entity, I don't mean just mobs and the player, I mean things like vehicles, projectiles, and stuff like that. On the other hand, lightning, particles, and stuff like that hit by splash potions would make the game, Gulliver, and/or both look unappealing.
By the way, about the water, lava, and fire glitch, it never happens when I disable the mod(I have Magic Launcher, so I can easily enable/disable mods in less than a second). While the mod is off, the animations worked perfectly. Just so you know, I used mcpatcher so I could use Painterly Pack water and lava, but that is probably not the issue, as water still worked in default and Painterly. Speaking of Painterly Pack, Minecraft crashes when I try using a Texture Pack other than default. I believe this is because when mobs grow/shrink, so does their skin, and this mod is new, so many TPs aren't compatable. This might be possible to fix, but I have no knowledge of programming mods. Oh well, the default textures are kinda cool anyway, I just liked the many options of Painterly. That's all for now!
I ran some SuperFlat tests with Creepers, and the explosions adjust with size, so that a mini-creeper causes a 2x2 or 3x3-wide blast area. Maybe one of your other mods is overwriting the code?
After what you mentioned about using Painterly Pack and other mod tools, I suspect your other mods are overwriting some of the same classes as Gulliver, especially EntityPlayer, since I've got code there specifically to prevent the player from growing down into blocks & falling through the world. This could be very tricky to narrow down due to the number of mods you have installed... I haven't used Magic Launcher, so for all I know it could be interfering too. Don't be surprised if I can't reproduce your bugs without even knowing everything you've installed and in what order
As for the mob voices, yep, that's entirely intentional. Your new task: downsize zombies, die laughing.
I'm not trying to advertise, so feel free to delete this post and I won't mind. Here's a link to Magic Launcher so you can check it out later: http://www.minecraftforum.net/topic/939149-launcher-magic-launcher-097-mods-options-news/page__fromsearch__1 Basically, Magic is a Minecraft manager where you can enable and disable mobs without screwing around with the jar. When you disable, it does NOT effect the game in any way, period. None of the glitches from that mod reaches the game. For example, if I unchecked the box next to Gulliver, water, lava, and fire works like it's supposed to. This might sound a little crazy,but you don't have to delete META-INF to use mods! It even features Minecraft news straight from these forums, Notch and Jeb's latest tweets, info from the wiki, and more! I highly recommend it for all Minecraft users, especially those who like mods, which is Magic's main purpose. I never play Minecraft via website or official launcher now! Don't worry, Magic Launcher is officially legal, or the post would be deleted by now.
Next, Painterly Pack is an interesting texture pack with a catch; You are given a quiz to select what textures you want for a certain object. For example, you could make Creepers have a happy face, have robots in place of Endermen, have villagers be pigmen like they were going to be, and even make diamond swords into laser swords. It is not a mod, but it does have textures for certain entities used in mods. Gulliver doesn't create any new entites, but edits the size of them. That is obviously the problem. Go to painterlypack.net to check it out if you're interested
If you want information about these two files later, skip that stuff and start from here. Here's the list of mods, in order when I loaded them.
-ModLoader.zip
-Arrows Mod.zip
-Biosphere.zip
-Shelf.zip
-ClaySoldiersMod_v61.zip
-WeatherBeGoneMod-v1.4-mc1.2.4.zip*
-EnchantView-v3.3.0-mc1.2.4.zip*
-WorldAndGenerationTweaksMod-v0.6.0-mc1.2.4.zip
-gulliver-0.4-MC1.2.4.zip*
*If there is a star next to the mod, I had it enabled. These two mods have nothing to do with the player model, WeatherBeGone disables weather of course, and EnchantView shows you the enchantment's name before you enchant an item. I tried disabling these two mods and leaving only Gulliver on, and there was no difference. Before saying that the mods are conflicting, download and try Magic first, you will be greatly rewarded with a A+ mod manager(Or, according to Pico of Curse, "mode" manager).
Other than that, I still find Gulliver very, very, VERY useful in Creative. If you could only add one of my suggestions, I would pick R to grow, F to shrink, hold G while pointing at an entity to make it grow/shrink. That will definately make this mod highly recommended for Creative, and maybe even Survival. That's all for now!
Alright, I tried out the launcher (pretty useful, thanks) with those two mods + mine, and I can tell you that both Gulliver and WeatherBeGone change the World class, so that may be causing your problem with fluid animation. I'll need to see about reducing class conflicts for World, if possible.
As for falling through the world, am I right to guess that this happens when you've been using Gulliver, resized yourself small, saved & quit, then reloaded the world with Gulliver disabled? When you do that, you'll be reloaded at normal size, and since Minecraft sets a player's current position at their mouth and not their feet, you end up buried in the ground. Not sure what I can do about that besides say "return to normal size before saving if you plan to reload without Gulliver enabled," at least for the time being.
I'll consider useful keypresses for resizing as you suggested. I usually end up leaving a world and coming back when I want to avoid growing into a space, since the growth direction is reset to downsize every time you reopen a world. But more convenient is good.
Thanks for the feedback, just be careful and mind the mini-creepers
Good job
By the way, I plan on doing the next release around when the new Minecraft 1.2.5 is out, that'll give me time to get some more features working