I tried to make a pyramid, instead of it being on the floor, it was on the wall. When this is done, none of the corners attach as there is no orientation available for this (i even used the shift left click and none of them fit)
meh tried getting a picture but it won't display it.
I understand what you're saying now. Constructing corners for slopes placed on walls would require a lot more work. My primary goal was to make slopes that were suitable for roofs, or ceilings (and side slopes for wall corners, for pillars, or something). Think of my slopes as stairs, but sloped... and that are able to be covered.
Quick update: I pushed version 1.1 to correct the stretched textures that seem pretty common. Tested on my laptop and issue is now resolved, but let me know if you're still having issues.
I checked on adding some Optifine compatibility, hit a wall.
I'll work out adding more features at a later time, as I've coded a ton the past few weeks - break time (unless unintended bugs show up).
Sweet, I've been looking for a slope mod and this does everything I need in one single block ID. I do have a suggestion, however. Can you possibly implement Carpenter's Stairs, Carpenter's Slabs, and Carpenter's Walls(Like the cobblestone/mossy cobblestone walls)?
Not all blocks have stairs, slabs, and walls associated with them, and it'd be great if it they could. Even mods that do implement stairs for their blocks sometimes don't have the upside down stair functionality(Looking at you, Forestry.)
Aside from that, great mod. Simple, but effective.
Just letting everyone know I pushed a small update for Minecraft 1.5.2.
Alestance - That's a decent idea, but stairs might take a little time because I use the block metadata for the cover block, and the stairs use it for direction.. pulling the stairs code would be easy, but none of it is intuitively named so I would need to study it closely first.
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Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
I understand what you're saying now. Constructing corners for slopes placed on walls would require a lot more work. My primary goal was to make slopes that were suitable for roofs, or ceilings (and side slopes for wall corners, for pillars, or something). Think of my slopes as stairs, but sloped... and that are able to be covered.
Ok fair enough. It wasn't something that was very problematic. I just came across it and wondered if it was a bug.
So, next question. When interacting with stairs and a full block next to the stairs, you can click on the block next to the stairs by using the small 1/4 visible part of the block next to it. You cannot, however, do this with the slopes. Would it be possible to do this with the slopes?
Example, when trying to dig out a block next to the slope, i hit the slope instead of the block because the "hitbox?" for the slope is a full block in size.
I dunno how it's done for stairs, but maybe you'd be able to copy it to get a similar effect?
Rollback Post to RevisionRollBack
Spoiler tags are your friends when posting errors. USE THEM!
So, next question. When interacting with stairs and a full block next to the stairs, you can click on the block next to the stairs by using the small 1/4 visible part of the block next to it. You cannot, however, do this with the slopes. Would it be possible to do this with the slopes?
I'll have to dig deeper into the code to see if it's possible. When I mess with the render bounds (which control this behavior), the rest of the slope rendering breaks.
Right texture have wrong direction. With a roof tile texture there would be a little problem. ^^
Excellent point... I'll look into adding a config option. For some reason, having the texture "flow" from one slope face to the next seemed more appropriate, but I see what you're saying.
As for the Optifine stuff... maybe, we'll see. It's been around a while, so either no one has asked, or he always says "no."
For the folks posting the video reviews: thank you - I'll put them in the op when I get a chance.
I'll have to dig deeper into the code to see if it's possible. When I mess with the render bounds (which control this behavior), the rest of the slope rendering breaks.
Ah, well we wouldn't want the slopes breaking. I wonder if there is a way you can keep the "bounds" but make the top part "click though".
The texture fix works great too.
I saw a prior post about making textures on the slope so they can be used for "shingles" or i guess just any roofing material. A configuration entry would be cool. I have a suggestion to make it more configurable. Allow adding of block ID's for textures to act as "shingles" (or having the texture rotated) and any ID's that are not on the list would act as they do now. Then the user could pick whatever blocks they wanted to be for roofing and not affect the other blocks they want to keep normal. Again I dunno how easy something like that would be to add vs just making it a blanket change.
edit - a better idea: Make blanket change the default and if the user wants to make it more custom, they can set that change to false and then use a separate line to add blocks.
Rollback Post to RevisionRollBack
Spoiler tags are your friends when posting errors. USE THEM!
Ah, well we wouldn't want the slopes breaking. I wonder if there is a way you can keep the "bounds" but make the top part "click though".
I saw a prior post about making textures on the slope so they can be used for "shingles" or i guess just any roofing material. A configuration entry would be cool. I have a suggestion to make it more configurable. Allow adding of block ID's for textures to act as "shingles" (or having the texture rotated) and any ID's that are not on the list would act as they do now. Then the user could pick whatever blocks they wanted to be for roofing and not affect the other blocks they want to keep normal. Again I dunno how easy something like that would be to add vs just making it a blanket change.
I haven't looked into the rendering stuff yet (been working on secret stuff). The texture change will probably replace the Log Side Texture configuration option, since that would essentially apply to all blocks, minus grass-type blocks. I have to stick with what I know, and file read/write stuff is new territory for me in Java. Either way, I will make it default to whatever makes most sense.
I haven't looked into the rendering stuff yet (been working on secret stuff). The texture change will probably replace the Log Side Texture configuration option, since that would essentially apply to all blocks, minus grass-type blocks. I have to stick with what I know, and file read/write stuff is new territory for me in Java. Either way, I will make it default to whatever makes most sense.
Hmmmm, secret stuff huh?
Yeah i'd love to help out but i know zero java coding, i've only done code in .NET stuff. If the custom config is something you are interested in, I got the idea from Forestry and their backpacks. They allow you to add your own blocks to store in the backpack using the block ID's. Now this isn't quite the same thing as making textures on blocks, but maybe it's similar? They might be able to give pointers on how to do it.
It will be interesting to see how some of the textures look with the change in orientation, could make for some neat looking ceilings as well as roofing.
Now for my next question that will probably result in trying to do something incredibly difficult! But i'm going to try anyway
I found this by accident when making a small pyramid. It had a single square at the top to finish it off. I decided to make a hole in the top and poured a bucket of lava in to make it look like a volcano. I was using stone cover blocks for the whole thing. Seconds later the lava proceded to destroy all the slopes (not even burn them) and pour all over the place. Any chance the slopes could inherit the base properties of the cover? (stone doesn't burn, obsidian is blast proof) Or maybe something simpler (wood/ wool burn, anything else doesnt?) Or maybe that isn't the point at all, and it's supposed to act like it currently does and you can just ignore this?
Edit - found a bug? You cannot directly connect an inner corner slope to an outer corner slope. It must have a plain slope in between for it to generate the corner slopes. I tried to use the sneak click and it cycled through a few and then it broke and gave it back to me (it never did give me an outer corner at all, only an inner corner and it was facing the wrong way). While i was doing this, sometimes when it breaks it leaves a ghost of itself that isn't actually there.
Example where corners will not connect:
s=slope
c=corner
SSSC
CSSS
Inner corners DO connect to other inner corners, and outer corners DO connect to other outer corners, they just don't connect to each other
It works fine with minecraft 1.5.1 and 1.5.2+ optifine
In minecraft 1.5.1 + optifine 1.5.1 HD_U_A8 it works too BUT Carpenter's Slope becomes invisible even then covered using regular block materials.
I cannot play minecraft without optifine and I cannot change minecraft version because I use MCPC server and it did not updated yet. And I cannot change optifine version - because I use GSLS shader mod witch is not updated too.
So I ask you can you please update your 1.1 version for mc 1.5.1 to work with optifine 1.5.1 HD_U_A8. I tried change video setting like random_colors, natural_textures, connected_textures, it did not helped.
I understand what you're saying now. Constructing corners for slopes placed on walls would require a lot more work. My primary goal was to make slopes that were suitable for roofs, or ceilings (and side slopes for wall corners, for pillars, or something). Think of my slopes as stairs, but sloped... and that are able to be covered.
I checked on adding some Optifine compatibility, hit a wall.
I'll work out adding more features at a later time, as I've coded a ton the past few weeks - break time (unless unintended bugs show up).
As one of the people who used to maintain Kaevator's Super Slopes, I have to say... this looks a lot better =)
I'll be using it myself once I move to 1.5.1.
I actually used your ports for a while - thanks for doing that. I hope most people will enjoy using this as an alternative to SuperSlopes.
Not all blocks have stairs, slabs, and walls associated with them, and it'd be great if it they could. Even mods that do implement stairs for their blocks sometimes don't have the upside down stair functionality(Looking at you, Forestry.)
Aside from that, great mod. Simple, but effective.
Alestance - That's a decent idea, but stairs might take a little time because I use the block metadata for the cover block, and the stairs use it for direction.. pulling the stairs code would be easy, but none of it is intuitively named so I would need to study it closely first.
Hey, guys. Quote me if you want me to respond. Otherwise I'll have no idea what the hell you want with me.
Friend Code: 1263-6258-8121 (Poison)
Friend Safaris: Poison: Swalot, Whirlipede, Seviper.
The download link points to a folder - you will find it there.
As for compatibility, it should work with everything (hopefully).
Ok fair enough. It wasn't something that was very problematic. I just came across it and wondered if it was a bug.
So, next question. When interacting with stairs and a full block next to the stairs, you can click on the block next to the stairs by using the small 1/4 visible part of the block next to it. You cannot, however, do this with the slopes. Would it be possible to do this with the slopes?
Example, when trying to dig out a block next to the slope, i hit the slope instead of the block because the "hitbox?" for the slope is a full block in size.
I dunno how it's done for stairs, but maybe you'd be able to copy it to get a similar effect?
I'll have to dig deeper into the code to see if it's possible. When I mess with the render bounds (which control this behavior), the rest of the slope rendering breaks.
[youtube][/youtube]
Excellent point... I'll look into adding a config option. For some reason, having the texture "flow" from one slope face to the next seemed more appropriate, but I see what you're saying.
As for the Optifine stuff... maybe, we'll see. It's been around a while, so either no one has asked, or he always says "no."
For the folks posting the video reviews: thank you - I'll put them in the op when I get a chance.
I made a video about this mod in portuguese, I hope you like it!
Ah, well we wouldn't want the slopes breaking. I wonder if there is a way you can keep the "bounds" but make the top part "click though".
The texture fix works great too.
I saw a prior post about making textures on the slope so they can be used for "shingles" or i guess just any roofing material. A configuration entry would be cool. I have a suggestion to make it more configurable. Allow adding of block ID's for textures to act as "shingles" (or having the texture rotated) and any ID's that are not on the list would act as they do now. Then the user could pick whatever blocks they wanted to be for roofing and not affect the other blocks they want to keep normal. Again I dunno how easy something like that would be to add vs just making it a blanket change.
edit - a better idea: Make blanket change the default and if the user wants to make it more custom, they can set that change to false and then use a separate line to add blocks.
I haven't looked into the rendering stuff yet (been working on secret stuff). The texture change will probably replace the Log Side Texture configuration option, since that would essentially apply to all blocks, minus grass-type blocks. I have to stick with what I know, and file read/write stuff is new territory for me in Java. Either way, I will make it default to whatever makes most sense.
Hmmmm, secret stuff huh?
Yeah i'd love to help out but i know zero java coding, i've only done code in .NET stuff. If the custom config is something you are interested in, I got the idea from Forestry and their backpacks. They allow you to add your own blocks to store in the backpack using the block ID's. Now this isn't quite the same thing as making textures on blocks, but maybe it's similar? They might be able to give pointers on how to do it.
It will be interesting to see how some of the textures look with the change in orientation, could make for some neat looking ceilings as well as roofing.
Now for my next question that will probably result in trying to do something incredibly difficult! But i'm going to try anyway
I found this by accident when making a small pyramid. It had a single square at the top to finish it off. I decided to make a hole in the top and poured a bucket of lava in to make it look like a volcano. I was using stone cover blocks for the whole thing. Seconds later the lava proceded to destroy all the slopes (not even burn them) and pour all over the place. Any chance the slopes could inherit the base properties of the cover? (stone doesn't burn, obsidian is blast proof) Or maybe something simpler (wood/ wool burn, anything else doesnt?) Or maybe that isn't the point at all, and it's supposed to act like it currently does and you can just ignore this?
Edit - found a bug? You cannot directly connect an inner corner slope to an outer corner slope. It must have a plain slope in between for it to generate the corner slopes. I tried to use the sneak click and it cycled through a few and then it broke and gave it back to me (it never did give me an outer corner at all, only an inner corner and it was facing the wrong way). While i was doing this, sometimes when it breaks it leaves a ghost of itself that isn't actually there.
Example where corners will not connect:
s=slope
c=corner
Inner corners DO connect to other inner corners, and outer corners DO connect to other outer corners, they just don't connect to each other
It is cooler mod ever made!
It works fine with minecraft 1.5.1 and 1.5.2+ optifine
In minecraft 1.5.1 + optifine 1.5.1 HD_U_A8 it works too BUT Carpenter's Slope becomes invisible even then covered using regular block materials.
I cannot play minecraft without optifine and I cannot change minecraft version because I use MCPC server and it did not updated yet. And I cannot change optifine version - because I use GSLS shader mod witch is not updated too.
So I ask you can you please update your 1.1 version for mc 1.5.1 to work with optifine 1.5.1 HD_U_A8.
I tried change video setting like random_colors, natural_textures, connected_textures, it did not helped.